CN106790448B - Information interaction method, device and system in game - Google Patents

Information interaction method, device and system in game Download PDF

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Publication number
CN106790448B
CN106790448B CN201611112297.6A CN201611112297A CN106790448B CN 106790448 B CN106790448 B CN 106790448B CN 201611112297 A CN201611112297 A CN 201611112297A CN 106790448 B CN106790448 B CN 106790448B
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information
game
server
request
client
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CN106790448A (en
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申文迪
康凯
张�杰
郭浩
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network 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
    • H04L67/10Protocols in which an application is distributed across nodes in the network
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range
    • 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
    • H04L67/12Protocols specially adapted for proprietary or special-purpose networking environments, e.g. medical networks, sensor networks, networks in vehicles or remote metering networks
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/50Network services
    • H04L67/55Push-based network services

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  • Engineering & Computer Science (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • Multimedia (AREA)
  • Health & Medical Sciences (AREA)
  • Computing Systems (AREA)
  • General Health & Medical Sciences (AREA)
  • Medical Informatics (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The application provides an information interaction method, device and system in a game, and an information processing method and device related to the game. An information interaction method in a game, comprising: receiving a first request sent by a first game client through an interface of a library built in the first game client, wherein the first request is an information acquisition request sent by a first user by using the first game client in the running process of a first game and is used for acquiring information issued by other users; judging whether the first request is a common information acquisition request or not, and if the first request is the common information acquisition request, forwarding the first request to a first server; receiving one or more items of first publishing information fed back by the first server according to the first request; and forwarding the first distribution information to the first game client. Thereby effectively improving the effect of information distribution on the game.

Description

Information interaction method, device and system in game
Technical Field
The present application relates to the field of gaming. In particular, the application relates to an information interaction method, device and system in a game.
Background
In the prior art, the publishing and pushing of information in application software is often required to be implemented. For example, by accessing an SDK for pushing or distributing information in a game or by implementing an information distribution system, information related to other games can be distributed in the game, thereby achieving the purpose of introducing new users to other games.
The push and distribution of information is widely used in mobile games, especially stand-alone games. There are three main ways of pushing and publishing information.
The first is that the game is directly coded in the game, other games of Icon and download links are arranged, and when the Icon is clicked, the game jumps to the download position of the corresponding game.
The second is to use the SDK as additional reward in the game, push and issue information to guide the player to download other games and reach a certain level. Other games are accessed to the matched SDK, codes are written and embedded at the corresponding level or game progress, and the player reports the codes after the progress, so that the aim of introducing new users to other games is fulfilled.
The third is to access the SDK for pushing or publishing information, to allow the player to view the pushed or published information in the game, and to provide a corresponding download link to the player.
The above technical solutions all have a common disadvantage that the push and distribution of information are in the form of passive acceptance of content by the player. This form of guidance to players entering the new game is often of poor quality. Because if the first type of Icon leads in players, they are unaware of the game itself, it is possible that the next game will be completely different from their understanding of the Icon.
The second way directs the incoming player to download other games just to receive the reward of the currently playing game design, so there is no loyalty to the promoted game.
The third mode is to know other games from the pushed and issued information, whether the information reflects other game contents in original taste or not can greatly influence the cognition of the player to other games, so that the quality gap of the player entering a new game is large.
Disclosure of Invention
The embodiment of the application provides an information interaction method, device and system in a game, so that the problems in the background art are solved.
According to an aspect of an embodiment of the present application, there is provided an information interaction method in a game, including: receiving a first request sent by a first game client through an interface of a library built in the first game client, wherein the first request is an information acquisition request sent by a first user by using the first game client in the running process of a first game and is used for acquiring information issued by other users; judging whether the first request is a common information acquisition request or not, and if the first request is the common information acquisition request, forwarding the first request to a first server; receiving one or more items of first publishing information fed back by the first server according to the first request; and forwarding the first distribution information to the first game client.
According to another aspect of the embodiments of the present application, there is provided an information interaction apparatus in a game, including: the client request receiving module is used for receiving a first request sent by a first game client through an interface of a library built in the first game client, wherein the first request is an information acquisition request sent by a first user by using the first game client in the running process of a first game and is used for acquiring information issued by other users; the client request forwarding module is used for judging whether the first request is a common information acquisition request or not, and forwarding the first request to a first server if the first request is the common information acquisition request; a server distribution information receiving module, configured to receive one or more pieces of first distribution information fed back by the first server according to the first request; and the release information forwarding module is used for forwarding the first release information to the first game client.
According to another aspect of the embodiments of the present application, there is provided an information interaction system in a game, including: the game client is internally provided with a library for realizing an interactive function and performs information interaction with the local server through an interface of the library; the local server is connected with the first server and the game client, and is configured to forward a first request and/or first distribution information of the game client, where the first request is used to obtain information distributed by other users, and the first distribution information at least includes: the first release information belongs to the identification of the second game; and the first server is connected with the local server and used for responding to the first request forwarded by the local server and storing the common first distribution information distributed by the user through the game client.
In summary, the present application provides an information distribution method based on UGC (user generated content) instead of the traditional information distribution method based on content, thereby improving the effect of information distribution. And the access work of a developer is simplified to the greatest extent through the cloud architecture server and the client SDK. And a complete web-based complete tool solution is provided for developers, and the popularization and analysis means of the developers are greatly enriched.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the application and together with the description serve to explain the application and not to limit the application. In the drawings:
FIG. 1 shows a flow chart of a method of information interaction in a game according to embodiment 1 of the present application;
FIG. 2 shows an information interaction device in a game according to embodiment 2 of the present application;
FIG. 3 shows a schematic diagram of an in-game information interaction system according to embodiment 3 of the present application;
FIG. 4 shows a schematic diagram of an in-game information interaction system according to embodiment 4 of the present application;
FIG. 5 shows a schematic diagram of a mobile terminal running a game client according to embodiment 4 of the present application;
FIG. 6 shows a flow diagram of a method of publishing information to a world discussion zone in accordance with embodiment 4 of the present application;
a flow diagram of a method of viewing information from a world discussion zone in accordance with embodiment 4 is shown in FIG. 7;
FIG. 8 shows a schematic diagram of a cluster server and a cache according to embodiment 4;
FIG. 9 is a flowchart showing the operation of a cluster server according to embodiment 4;
FIG. 10 shows an exemplary diagram of published information, which application is example 4; and
fig. 11 shows a schematic diagram of a statistical flow of information interaction according to embodiment 4 of the present application.
Detailed Description
In order to make the technical solutions better understood by those skilled in the art, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only partial embodiments of the present application, but not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
It should be noted that the terms "first," "second," and the like in the description and claims of this application and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the application described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or modules or elements is not necessarily limited to those steps or modules or elements expressly listed, but may include other steps or modules or elements not expressly listed or inherent to such process, method, article, or apparatus.
Example 1
Fig. 1 shows a flowchart of an information interaction method in a game according to embodiment 1 of the present application. As shown in fig. 1, the method comprises:
s102: receiving a first request sent by a first game client through an interface of a library built in the first game client, wherein the first request is an information acquisition request sent by a first user by using the first game client in the running process of a first game and is used for acquiring information issued by other users;
s104: judging whether the first request is a common information acquisition request or not, and if the first request is the common information acquisition request, forwarding the first request to a first server;
s106: receiving one or more items of first publishing information fed back by the first server according to the first request; and
s108: and forwarding the first distribution information to the first game client.
According to the method of embodiment 1, the acquisition of the first distribution information from the first server may be acquired in accordance with an information acquisition request from the first game client. Therefore, the information which is stored in the first server and is relevant to other various games, namely the common information can be obtained by the method during the running process of the first game. Thus, distribution and communication of information from various different game players is facilitated in this manner. In particular, such an information interaction method can be used to implement an information interaction system of a local community server interacting with a first game client and a world server (corresponding to the first server of claim 1) storing distribution information on various games. The first game client can thereby acquire the distribution information on the various different games by sending the common information acquisition request. In addition, since the first game client transmits the first request through the interface built in the first game client, the access work of the developer is minimized by using the library built in the game.
Forwarding the first request to a first server, comprising: judging whether one or more items of first release information corresponding to the first request are stored in a local cache; if the first release information is determined not to exist in the local cache, forwarding the first request to the first server; if the first publishing information is determined to exist in the local cache, judging whether the first publishing information is expired; if the first publishing information is not expired, directly acquiring the first publishing information from a cache; forwarding the first request to the first server if the first publication information has expired. By the mode, when the first request is received, whether the local cache stores the first issue information is judged. Therefore, frequent access to the first server area to obtain the first distribution information can be avoided, the efficiency of obtaining the information by the first game client can be improved to the maximum extent, and the single-point bottleneck is reduced. In addition, it should be noted that, this way is not necessary to achieve the purpose of the present embodiment, and it is only based on the implementation of the present embodiment to further improve the efficiency of obtaining information by the first game client and reduce the single-point bottleneck.
Optionally, after receiving one or more items of first distribution information fed back by the first server according to the first request, the method further includes storing the received first distribution information in a local cache. Therefore, by the mode, when a new common information acquisition request is received from the first game client next time, the first distribution information stored in the local cache can be directly forwarded to the first game client, so that frequent access to the first server area to acquire the first distribution information can be avoided, the efficiency of the first game client for acquiring information can be improved to the maximum extent, and the single-point bottleneck can be reduced.
Optionally, before receiving a first request sent by a first game client through an interface of a library built in the first game client, the method further includes: receiving first release information sent by a second game client through an interface of a library built in the second game client; and judging whether the first distribution information is common information, if so, forwarding the first distribution information to a first server, wherein the first server is used for storing the first distribution information. In this manner, common information may be published to a first server upon request from a second game client, such that other, different game clients (e.g., the first game client) may browse to the information from the first server. Therefore, on the one hand, information about the game can be published to the first server for a player of a different application to download and view, thereby improving the effect of information publication. On the other hand, by adopting an architecture mode that the local server is communicated with the first server, a distributed cloud community can be realized, so that the expansion of the server is facilitated. It should be noted that this method is not necessary for implementing the present embodiment, and therefore, the information stored in any manner on the first server may be obtained by the method of the present embodiment.
Optionally, before forwarding the first distribution information to the first server, the method further includes: and auditing the first release information, and filtering the first release information if the first release information contains illegal contents. In this way, only high-quality information can be published on the first server, thereby ensuring the legality and quality of the published information.
Optionally, the first release information at least includes: and the identifier of the second game to which the first release message belongs is used for jumping the current interface to the download interface of the second game to which the first release message belongs when the first game client receives the click operation of the user. Therefore, the method can enable a player (such as a user of the first game client) browsing the first distribution information to download the second game when viewing the first distribution information, thereby improving the information distribution effect.
Optionally, after forwarding the first distribution information to the first game client, the method further includes: receiving first trigger information sent by a first game client through an interface of the library, wherein the first trigger information is information generated when the first user clicks an identifier of a second game to which the first release message belongs through the first game client, and the first trigger information at least comprises: an identifier of the first user; and forwarding the first trigger information to a second server, wherein the second server is used for calculating the promotion success rate according to the matching rate of the received identifier of the first user and the received identifier which is downloaded by the first user and generated after the client of the second game logs in the second game. In this way, statistical data relating to the distribution of the game can be effectively counted. Therefore, a developer does not need to do extra buried points, the statistics data such as the conversion rate and the permeability are convenient to count, and the game from which the conversion comes and the proportion of the conversion comes is traced.
Example 2
Fig. 2 shows an information interaction device 200 in a game according to embodiment 2 of the present application, and referring to fig. 2, the information interaction device 200 includes:
a client request receiving module 201, configured to receive a first request sent by a first game client through an interface of a library built in the first game client, where the first request is an information acquisition request sent by a first user using the first game client during a first game running process, and is used to acquire information issued by other users;
a client request forwarding module 202, configured to determine whether the first request is a common information acquisition request, and if the first request is a common information acquisition request, forward the first request to a first server;
a server distribution information receiving module 203, configured to receive one or more pieces of first distribution information fed back by the first server according to the first request; and
and the release information forwarding module 204 is configured to forward the first release information to the first game client.
Referring to the statement of opinion of embodiment 1, this embodiment may acquire the first distribution information from the first server according to an information acquisition request from the first game client. Therefore, the information which is stored in the first server and is relevant to other various games, namely the common information can be obtained by the method during the running process of the first game. Thus, distribution and communication of information from various different game players is facilitated in this manner. In particular, such an information interaction method can be used to implement an information interaction system of a local community server interacting with a first game client and a world server (corresponding to the first server of claim 2) storing distribution information on various games. The first game client can thereby acquire the distribution information on the various different games by sending the common information acquisition request. In addition, since the first game client transmits the first request through the interface built in the first game client, the access work of the developer is minimized by using the library built in the game.
Optionally, the client request forwarding module includes: the cache detection unit is used for judging whether one or more items of first release information corresponding to the first request are stored in a local cache; the release information processing unit is used for forwarding the first request to the first server when the fact that the first release information does not exist in the local cache is determined; the local cache is used for judging whether the first publishing information is expired or not when the first publishing information is determined to be in the local cache; the overdue processing unit is used for directly acquiring the first release information from a cache when the release information processing unit determines that the first release information is not overdue; forwarding the first request to the first server when the published information processing unit determines that the first published information has expired.
Optionally, the system further includes a publishing information storage module, configured to store the received first publishing information in a local cache.
Optionally, the system further comprises a client release information receiving module, configured to receive, before receiving a first request sent by a first game client through an interface of a library built in the first game client, first release information sent by a second game client through an interface of a library built in the second game client: and a common information forwarding device, configured to determine whether the first distribution information is common information, and forward the first distribution information to a first server if the first distribution information is common information, where the first server is used to store the first distribution information.
Optionally, the system further includes a content filtering module, configured to, before the first distribution information is forwarded to the first server, audit the first distribution information, and if the first distribution information contains an illegal content, perform filtering processing on the first distribution information.
Optionally, the first release information at least includes: and the identifier of the second game to which the first release message belongs is used for jumping the current interface to the download interface of the second game to which the first release message belongs when the first game client receives the click operation of the user. And the information interaction device further comprises: a trigger information receiving module, configured to receive first trigger information sent by a first game client through an interface of the library, where the first trigger information is information generated when the first user clicks an identifier of a second game to which the first distribution message belongs through the first game client, and the first trigger information at least includes: an identifier of the first user; and the trigger information forwarding module is used for forwarding the first trigger information to a second server, and the second server is used for calculating the promotion success rate according to the matching rate of the received identifier of the first user and the received identifier which is downloaded by the first user and generated after the client of the second game logs in the second game.
Example 3
Fig. 3 shows a schematic diagram of an in-game information interaction system 300 according to embodiment 3 of the present application, and as shown in fig. 3, the system 300 includes:
at least one game client 301 and 302, wherein a library for realizing an interactive function is built in the game client, and information interaction is carried out with a local server through an interface of the library;
local servers 3111 and 3112, connected to the first server 320 and the game clients 301 and 302, configured to forward a first request of the game clients 301 and 302 to the first server 320 and/or forward first distribution information stored in the first server 320 to the game clients 301 and 302, where the first request is used to obtain information distributed by other users, and the first distribution information at least includes: the first release information belongs to the identification of the second game;
the first server 320 is connected to the local servers 3111 and 3112, and configured to store common first distribution information, which is distributed by the users through the game clients 301 and 302, in response to the first request forwarded by the local servers.
Through the above information interaction system in the game, the game clients 301 and 302 can store the first distribution information to the first server 320 through the local servers 3111 and 3112, and can obtain the common first distribution information from the first server 320 through the local servers 3111 and 3112, thereby implementing information interaction between the game clients. And since the first issue information issued from the client includes at least the identification of the second game as the first issue information, it is possible to enable the player of the game client to obtain information on the second game. Information distribution regarding the second game is facilitated.
Optionally, the system further includes a second server 330, connected to the local servers 3111 and 3112, and configured to calculate a promotion success rate according to a matching rate between a received identifier of the first user and a received identifier that is downloaded by the first user and generated after the first user logs in a second game through a client of the second game, where the identifier of the first user is generated when the first user clicks an identifier of the second game to which the first release information belongs.
In this way, statistical data relating to the distribution of the game can be effectively counted. Therefore, a developer does not need to do extra buried points, the statistics data such as the conversion rate and the permeability are convenient to count, and the game from which the conversion comes and the proportion of the conversion comes is traced.
Example 4
The technical solution of the present application will be described in detail with reference to specific example 4. However, example 4 can be combined with and referenced to previous examples 1 to 3 without any counter-indication.
For the convenience of understanding the content of the embodiment 4, the embodiment 4 is divided into the following parts for description:
constitution of information interactive system
(II) Mobile terminal running game client
(III) issuing information to the world forum and acquiring information through the game client side SDK
(IV) on cluster servers and caches
(V) example of publishing information
(VI) statistics of information interactions
Constitution of information interactive system
Fig. 4 shows a schematic diagram of a system of information interaction according to embodiment 4. As shown in fig. 4, the information interaction system according to embodiment 4 includes: mobile terminals 401 to 404, game community servers 4111 to 4132, a world server 420, statistics servers 431 and 432, and developer management servers 441 and 442. Wherein the game community servers 4111 to 4132 are distributed to the 1 st to 3 rd community clusters 411 to 413, respectively, the statistics servers 431 and 432 are provided in the statistics cluster 430 and the developer management servers 441 and 442 are distributed in the developer management cluster 440.
As shown in fig. 4, mobile terminals 401 to 404 running different game clients are communicatively connected to different game community servers 4111 to 4132, respectively, and the different community servers 4111 to 4132 are communicatively connected to a world server 420 and statistics servers 431 and 432, respectively. In addition, although not shown, the mobile terminals 401 to 404 are also communicatively connected to the statistics servers 431 and 432, which will be described in detail below.
A first client running a first game on the mobile terminal 401 and the mobile terminal 402; a second client on mobile terminal 403 running a second game different from the first game; the mobile terminal 404 runs a third client for a third game that is different from the other games.
Further, a first community server 4111 or 4112 in the first community cluster 411 runs a first community associated with the first game; a second community server 4121 and 4122 of the second community cluster 412 running a second community associated with the second game; the third community servers 4131 and 4132 of the third community cluster 413 run the third community associated with the third game. The community server of each community can be realized by adopting a cloud architecture, so that the access of developers is facilitated, and the expansion is facilitated. It should be noted that although the community servers corresponding to the same game are arranged in the same community cluster in fig. 4, this is shown for the purpose of illustration only. In fact, the community servers corresponding to the same game may be respectively located in different community clusters, and the community servers corresponding to a plurality of different games or all the community servers may also be provided in the same community cluster. For example, the first community servers 4111 and 4112 and the second community servers 4121 and 4122 may be disposed in a first community cluster, and so on. In addition, two or more communities may also be run on one community server as long as the concept of the present embodiment is satisfied.
Further, a world forum is running on the world server 420 that is common to all accesses of the various gaming communities. Each of the community servers 4111-4132 may be communicatively connected to the world server 420 so that game players may publish information to the world forum through the first to third communities running on the community servers 4111-4132 or view information from the world forum through the first to third communities, respectively. Wherein, optionally, the world server 420 is a cluster common server in a cloud architecture. Since the world server 420 provides a server-side basic service, users can access the world forum through the first to third communities, respectively, even if the community servers 4111 to 4132 are in different clusters.
Further, as shown in fig. 4, the interactive system 400 is further configured with statistics servers 431 and 432. The community servers 4111 to 4132 may be communicatively connected to the statistics servers 431 and 432, and the mobile terminals 401 to 404 may also be communicatively connected to the statistics servers 431 and 432. The statistics servers 431 and 432 may thus perform statistics on information interaction in the system by collecting data from the community server and the clients running on the mobile terminal. Also, the statistics servers 431 and 432 may be communicatively connected with the developer management servers 441 and 442 to provide the statistical data to the developer 450. The relevant specific process will be described in detail later.
In the following, each component and each interactive process in the interactive system are respectively described.
(II) Mobile terminal running game client
Fig. 5 shows the mobile terminal 401 as an example of the mobile terminal running the game client in this embodiment, and the description of the mobile terminal 401 may be referred to for other mobile terminals 402 to 404, which are not repeated herein.
As shown in fig. 5, a first client 500 of a first game is provided on a mobile terminal 401, and a library for accessing a first community is provided in the first client 500. The library may be implemented in a static library (e.g., SDK), embedded in the first client 500, or implemented by a dynamic link library. For ease of illustration, the library is described below with the first client SDK510 as an example. That is, as shown in fig. 10, a first client SDK510 is disposed in the first client 500. It should be noted that although only the first client related to the first game is described in this section, game clients related to other games may refer to the description of the first client. And a plurality of clients of a plurality of games may also be provided on the mobile terminal 401, which is not described in detail herein.
As shown in fig. 5, the first client 500 has a first client SDK510 built therein, and accesses a first community related to the first client 500 through the first client SDK 510.
Optionally, the first client SDK510 may be implemented by Object C on an IOS system or Java on an Android system. The two languages are native languages of the operating systems, so that the dependence of the occupation of few resources on third-party tools can be ensured, and the compatibility to the operating systems is highest. Besides, the first client SDK510 may also perform engine layer packaging for different engines, completely shielding details of different underlying systems, because mobile game releases generally have both IOS and Android platforms, and therefore, through the engine adaptation layer, correct community versions can be automatically packaged into games without paying attention to platform details.
Thus, the user of the mobile terminal 401 initiates the first client SDK510 via the first game client 500 and can access the world discussion above via the first client SDK 510.
As shown in fig. 5, the first client SDK510 includes an information publishing interface 511, an information requesting interface 512, a login interface 513, a user interaction interface 514, and an identifier reporting interface 515.
The information publishing interface 511 is used to publish information in a community, and a user can publish information to a first community or a world forum associated with a first game through the information publishing interface 511. Alternatively, in the world forum, there may be very strict posting restrictions to ensure that only high quality information can be published in the world forum. Thus, this high quality information tends to better describe and explain the game being played by the information publisher.
The information request interface 512 is used to request to view information published in the community, so that a user can request to view information published in the first community or the world discussion through the information request interface 512.
The login interface 513 is used for implementing a login operation for the first community.
The user interaction interface 514 is used to enable interaction with the user of the first game, such as to present information transmitted from the first community server to the user of the first game or to receive information and operations input by the user of the first game. The information input by the user here may be information about the first game to be posted in a forum, such as an evaluation and a look and feel of the first game, interesting scenes encountered during the game, a passing skill of the game, and a problem to be taught to other players, and the like. For example, refer to information issued by a game user shown in fig. 10.
The identifier reporting interface 515 is used for reporting the identifier of the mobile terminal 401, such as an IDFA (advertisement identifier) of the user mobile terminal, a serial number of the mobile device, and an identifier of the mobile device for an android or IOS system, and the like
Therefore, through the community servers 4111 to 4132 and the world server 420, information sharing and publishing among users of different games can be realized. Since different game communities are associated with different games, respectively, it is common that users of a first game can only see information related to the first game in the first community, but not information published in other communities (e.g., the first and third communities) by users of other games.
By providing a world server 420, however, a world forum may be implemented that communicates with various gaming communities. Users of different games may publish and/or store information in the world forum through respective community servers 4111-4132, and may also view information published and/or stored in the world forum through respective community servers 4111-4132.
Thus, in this manner, a user of one game can view information published by users of other games, thereby learning and knowing information about other games. In this way, users of one game can also publish their own information to the world forum during game play for viewing by players of other games, thus allowing more players of other games to focus on the game.
The flow of publishing and/or publishing information to the world forum via the game client SDK will be described in detail below.
(III) issuing information to the world forum and acquiring the issued information through the game client side SDK
A flow diagram of a method for publishing information to a world discussion community in accordance with the present embodiment is shown in FIG. 6. Although the method flowchart in fig. 6 is described with the mobile terminal 401 as an example, the method in fig. 6 is also applicable to other mobile terminals.
As shown in fig. 6, in step S601, the first client 500 on the mobile terminal 401 calls the first client SDK510, thereby entering the function of the first community.
At step S602, after entering the first community, the user of the first game posts information (e.g., posts) to the world forum, the first client SDK510 first receives the content input by the user of the first game through the user interaction interface 514, and then the first client SDK510 responds to an instruction according to the user, sends the information to the first community server 4111 and/or 4112 of the first community cluster through the information posting interface 511, and makes a request for posting the information to the world forum. The information transmitted by the information distribution interface 511 to the first community server includes not only the content input by the user but also game information related to the first game (corresponding to "identification of the second game to which the first distribution message belongs" described in the claims). The game information may be an icon of the first game, a name of the first game, and information for acquiring the first game (e.g., a download link with respect to the first game, a description for acquiring the first game, etc.). Therefore, when the users of other games view the game information related to the first game through the community server in the game, the current interface can be jumped to the download interface of the first game by clicking the game information. And, when the game information related to the first game is clicked, as will be described later, an identifier for identifying the user clicking the game information, such as an IDFA (advertisement identifier) of the mobile terminal of the user, a serial number of the mobile device, and an identifier thereof for an android or IOS system, etc., will be reported through the presentation reporting interface of the client SDK.
In step S603, after receiving the information and the request, the first community server 4111 and/or 4112 of the first community cluster first performs a validity check on the information to be published. If the information is found to have illicit content, the information is not published or forwarded to the world server 420.
In step S604, when the first community server 4111 and/or 4112 determines in step S603 that the content of the information is legal and finds that the information is published to the world discussion, the information is forwarded to the world server 420.
In step S605, the world server 420 performs a distribution possibility check on the information, and determines whether the information belongs to high-quality information.
In step S606, when the world Server 420 determines that the quality of the information meets the requirements of the publication, the information is saved to the world forum.
In step S607, the world server 420 returns a message of successful publication to the first community server 4111 and/or 4112.
In step S608, the first community server 4111 and/or 4112 returns a message of successful publication to the first client SDK510 after receiving the message returned by the world server 420.
Thus, the flow of issuing information to the world area is completed. The following describes how information about a world discussion is obtained through a client SDK.
A flow diagram of a method for viewing information from a world discussion by a client SDK is shown in FIG. 7. Although the method flowchart in fig. 7 is described with the mobile terminal 401 as an example, the method in fig. 7 is also applicable to other mobile terminals.
As shown in fig. 7, the first client 500 on the mobile terminal 401 starts the first client SDK510, thereby entering the first community at step S701.
At step S702, after entering the first community, the first client SDK510 issues a request for pulling published information of a world discussion to the first community server 4111 and/or 4112 through the information request interface 512 according to an instruction of the user of the first game.
In step S703, after receiving the request, when determining that the request is a request for obtaining published information of the world server (i.e., common information in the claims), the first community server 4111 and/or 4112 forwards the request to the world server 420.
In step S704, the world server 420, upon receiving the request from the first community server 4111 and/or 4112, organizes the information saved in the world discussion (e.g., posts saved in the world discussion) to be transmitted.
In step S705, the world server 420 transmits the published information of the world discussion to the first community server 4111 and/or 4112 for viewing by the user of the first game.
In step S706, after receiving the publishing information transmitted by the world server 420, the first community server 4111 and/or 4112 transmits it to the first client SDK510, so as to be displayed to the user of the first game through the user interaction interface of the first client SDK 510.
By way of example in fig. 5 and 6, it can be seen that in the present application, game user access to communities and world forums, whether publishing or viewing information, is achieved through a client SDK built into the game. The game user only needs to input the content to be issued, or generates triggering operation by clicking and the like, and the subsequent work is completed through the client SDK built in the game. Therefore, the game developer only needs to call the opening function of the client side SDK, and all subsequent interactions are taken over by the client side SDK, so that the game developer can utilize the information interaction function of the application without extra codes.
(IV) on cluster servers and caches
In addition, preferably, a buffer 4113 and a cluster server 4110 may also be provided in each community cluster to improve the efficiency of forwarding published information of the world forum to game clients, and to maximize the clustering efficiency and reduce single-point bottlenecks.
Next, referring to fig. 8 and 9, the first community cluster 411 is taken as an example to continue the description of the present embodiment.
As shown in fig. 8, in the present embodiment, a cache 4113 and a cluster server 4110 are provided in each community cluster so as to implement a cache service for a worldwide discussion. The cluster server 4110 is actively connected to the world server 420, and may further have a simple content validity check logic for preventing or dealing with illegal content distribution in the community cluster when the user of the game client posts.
As shown in fig. 9, when a user of a game client wants to obtain a post list or post content of a world discussion section and thus makes a request, the cluster server 4110 receives a request from the first community server 4111 and/or 4112 to pull post information from the world discussion section (S602), that is, when the first community server 4111 and/or 4112 forwards a request to pull post information to the world discussion section (see step S703 in fig. 7), the request is sent to the cluster server 4110 first (see step S602 in fig. 7).
Then, the cluster server 4110 first detects whether there is a piece of published information stored in the worldwide discussion area that the user wants to obtain in the cache 4113 of the local cluster (S604), and whether the published information has expired (S606). If there is the published information and the published information does not reach the expiration time, the content is directly returned to the first community server 4111 and/or 4112 and returned to the user by the first community server 4111 and/or 4112 (S608), so that the user' S request does not need to be forwarded to the world discussion area; if there is no such post information or the post information has reached an expired time, a request is made by the cluster server 4110 to the world discussion section (S610), the contents returned from the world discussion section are received (S612) and cached in the cache 4113 (S614), and then the contents are further returned to the first community server 4111 and/or 4112 and returned to the user by the community server 4111 and/or 4112 (S608).
In addition, the cluster server 4110 may be omitted, and the community servers 4111 and/or 4112 are directly connected to the world server 420 and the cache 4113 in communication, so as to complete the above operations of the cluster server 4110. That is, when the first community server 4111 and/or 4112 receives a request from the first client SDK510 to pull published information from the world discussion, the first community server 4111 and/or 4112 detects whether there is also published information stored in the world discussion which the user wants to obtain in the cache 4113 of the community cluster, and whether the published information has expired. If the published information exists and the published information does not reach the time of expiration, the content is directly returned to the first client list. If there is no such post information or the post information has reached an expired time, a request is made by the first community server 4111 and/or 4112 to the world discussion, the post information returned from the world discussion is received and cached in the cache 4113, and then the content is further returned to the first client SDK 510.
(V) example of publishing information
Information published in the world discussion zone 420 or the first to third communities in the present embodiment will be described in detail below with reference to fig. 10. As shown in fig. 10, the information issued by the user "Kyara" of the game "hair and mouse" includes information "entered by" Kyara "which has inadvertently drawn many unwanted mice, tangles" and game-related information (i.e., name and icon of the game, corresponding to the identification of the second game to which the first issue information in the claims belongs). Wherein the game names "cat and mouse" and the icons of the game are provided by an interface provided by a client SDK built in the game in response to a trigger operation of the user "Kyara" issuing information.
In this way, when the users of different games see the information distributed by the user "Kyara", if the content of the information is of interest, the games can be known by the names "cat and mouse" of the games and the icons of the games.
Optionally, the name and/or icon of the game is associated with the URL address from which the game was obtained, so that a user viewing the information can download to the game by clicking on the name and/or icon of the game.
Further optionally, when the user of a different game clicks the name and/or icon of the game, the identifier for identifying the game user is reported through an interface provided by a client SDK packaged in the game client played by the game user. Such as the IDFA (advertising identifier) of the user's mobile terminal, the serial number of the mobile device, and its identifier for an android or IOS system, etc.
(VI) statistics on information interaction
The following describes the statistical process related to information interaction in this embodiment with reference to fig. 4, 5 and 11. That is, the present invention relates to a game client, a community server, a statistics server, and a developer management server
Figure 11 shows a flow chart of the operation of the system.
As shown in fig. 11, first, when a first client 500 of a first game is running on a mobile terminal 401, a user of the mobile terminal 401 browses post information (e.g., information about "cat and mouse" games shown in fig. 10) on a second game returned from the world discussion through a user interaction interface 514 provided by a first client SDK510 built in the first client. The user of the mobile terminal 401 then clicks game information about the second game therein (S1102, for example, clicks a game name and a game icon shown in fig. 10). The identifier (e.g., the IDFA of the mobile terminal 401) for identifying the user is then reported to the statistics first community server 4111 and/or 4112 through the identifier reporting interface 515 provided by the first client SDK510 of the first client 500 (S1104). The first community server 4111 and/or 4112 reports the IDFA of the mobile terminal 401 to the statistics server 431 and/or 432(S1106), and then the statistics server 431 and/or 432 records the IDFA of the mobile terminal 401 (S1108).
After downloading the client of the second game, the user of the terminal 401 logs in the second game (S1110), and then the client SDK built in the client of the second game reports an identifier (for example, the IDFA of the mobile terminal 401) for identifying the user to the statistics server 431 and/or 432 (S1112). Then, the statistical server 431 and/or 432 matches the IDFA reported in step 1104 with the IDFA reported in step 1112, and updates the statistical data (e.g. permeability, conversion rate, etc.) about the second game according to the matching result. For example, in the present embodiment, since the IDFA returned by the mobile terminal 401 of the same user is both in step S1104 and step S1112, the IDFAs returned in step S1104 and step S1112 should be identical, and thus the matching will be successful. However, sometimes the player of the first game is not interested in the second game after clicking the game information about the second game, and therefore will not log in the game, and therefore will not return the IDFA at step S1112. Then the IDFA returned at step S1104 cannot match the IDFA returned at step S1112 any more, and thus the matching cannot be successful. In this way, statistics regarding the second game may be continually updated based on the results of the matching.
Then, when the developer of the second game wants to know the statistical data about the second game, a request for obtaining the statistical data about the second game is issued to the developer management server 441 and/or 442 of the second game (S1116), and the developer management server 441 and/or 442 of the second game then issues a request for obtaining the statistical data about the second game to the statistical server 431 and/or 432 (S1118).
Upon receiving the request, the statistics server 431 and/432 calculates statistics data of the second game (S1120). That is, according to the matching result of step S1114, relevant statistical data, such as permeability and conversion rate, etc., related to the second game are calculated. Subsequently, the statistics server 431 and/or 432 returns the statistics data to the developer management server 441 and/or 442 of the second game (S1122), and the second game developer server draws a result according to the statistics data (S1124) and displays it to the second game developer (S1126).
In summary, according to the technical scheme of the application, an information publishing way based on UGC (user generated content) is provided instead of the traditional information publishing way based on content, so that the information publishing effect is improved. And the access work of a developer is simplified to the greatest extent through the cloud architecture server and the client SDK. And provides a complete web-based complete tool solution for developers, and greatly enriches the popularization and analysis means of the developers
The above-mentioned serial numbers of the embodiments of the present application are merely for description and do not represent the merits of the embodiments.
In the above embodiments of the present application, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the embodiments provided in the present application, it should be understood that the disclosed technology can be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units or modules is only one logical division, and there may be other divisions when the actual implementation is performed, for example, a plurality of units or modules or components may be combined or integrated into another system, or some features may be omitted or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of modules or units through some interfaces, and may be in an electrical or other form.
The units or modules described as separate parts may or may not be physically separate, and parts displayed as units or modules may or may not be physical units or modules, may be located in one place, or may be distributed on a plurality of network units or modules. Some or all of the units or modules may be selected according to actual needs to achieve the purpose of the solution of the present embodiment.
In addition, functional units or modules in the embodiments of the present application may be integrated into one processing unit or module, or each unit or module may exist alone physically, or two or more units or modules are integrated into one unit or module. The integrated unit or module may be implemented in the form of hardware, or may be implemented in the form of a software functional unit or module.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application may be substantially implemented or contributed to by the prior art, or all or part of the technical solution may be embodied in a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
The foregoing is only a preferred embodiment of the present application and it should be noted that those skilled in the art can make several improvements and modifications without departing from the principle of the present application, and these improvements and modifications should also be considered as the protection scope of the present application.

Claims (16)

1. An information interaction method in a game, comprising:
receiving a first request sent by a first game client through an interface of a library built in the first game client, wherein the first request is an information acquisition request sent by a first user by using the first game client in the running process of a first game and is used for acquiring information issued by other users;
judging whether the first request is a common information acquisition request or not, and if the first request is the common information acquisition request, forwarding the first request to a first server, wherein the common information acquisition request is used for acquiring release information of various different games; the first server is used for realizing communication with each game community, each game community is respectively associated with different games, and the release information in each game community is isolated from each other;
receiving one or more items of first publishing information fed back by the first server according to the first request; and
and forwarding the first distribution information to the first game client.
2. The information interaction method of claim 1, wherein forwarding the first request to a first server comprises:
judging whether one or more items of first release information corresponding to the first request are stored in a local cache;
if the first release information is determined not to exist in the local cache, forwarding the first request to the first server; if the first publishing information is determined to exist in the local cache, judging whether the first publishing information is expired;
if the first publishing information is not expired, directly acquiring the first publishing information from a cache; forwarding the first request to the first server if the first publication information has expired.
3. The information interaction method of claim 2, after receiving one or more pieces of first release information fed back by the first server according to the first request, further comprising:
and storing the received first distribution information in a local cache.
4. The information interaction method according to claim 1, prior to receiving a first request sent by a first game client through an interface of a library built in the first game client, further comprising:
receiving first release information sent by a second game client through an interface of a library built in the second game client; and
and judging whether the first distribution information is common information, if so, forwarding the first distribution information to a first server, wherein the first server is used for storing the first distribution information.
5. The information interaction method according to claim 4, wherein before forwarding the first distribution information to the first server, the method further comprises:
and auditing the first release information, and filtering the first release information if the first release information contains illegal contents.
6. The information interaction method according to any one of claims 1 to 5, wherein the first distribution information at least comprises: and the identifier of the second game to which the first release message belongs is used for jumping the current interface to the download interface of the second game to which the first release message belongs when the first game client receives the click operation of the user.
7. The information interaction method of claim 6, wherein after forwarding the first distribution information to the first game client, further comprising:
receiving first trigger information sent by a first game client through an interface of the library, wherein the first trigger information is information generated when the first user clicks an identifier of a second game to which the first release message belongs through the first game client, and the first trigger information at least comprises: an identifier of the first user; and
and forwarding the first trigger information to a second server, wherein the second server is used for calculating the promotion success rate according to the matching rate of the received identifier of the first user and the received identifier which is downloaded by the first user and generated after the client of the second game logs in the second game.
8. An information interaction device in a game, comprising:
the client request receiving module is used for receiving a first request sent by a first game client through an interface of a library built in the first game client, wherein the first request is an information acquisition request sent by a first user by using the first game client in the running process of a first game and is used for acquiring information issued by other users;
the client request forwarding module is used for judging whether the first request is a common information acquisition request or not, and forwarding the first request to a first server if the first request is the common information acquisition request, wherein the common information acquisition request is used for acquiring release information of various different games; the first server is used for realizing communication with each game community, each game community is respectively associated with different games, and the release information in each game community is isolated from each other;
a server distribution information receiving module, configured to receive one or more pieces of first distribution information fed back by the first server according to the first request; and
and the release information forwarding module is used for forwarding the first release information to the first game client.
9. The information interaction device of claim 8,
the client request forwarding module comprises:
the cache detection unit is used for judging whether one or more items of first release information corresponding to the first request are stored in a local cache;
the release information processing unit is used for forwarding the first request to the first server when the fact that the first release information does not exist in the local cache is determined; the local cache is used for judging whether the first publishing information is expired or not when the first publishing information is determined to be in the local cache; and
the overdue processing unit is used for directly acquiring the first distribution information from a cache when the distribution information processing unit determines that the first distribution information is not overdue; forwarding the first request to the first server when the published information processing unit determines that the first published information has expired.
10. The information interaction device of claim 9, further comprising:
and the release information storage module is used for storing the received first release information in a local cache.
11. The information interaction apparatus according to claim 8, further comprising:
the client release information receiving module is used for receiving first release information sent by a second game client through an interface of a library built in the second game client before receiving a first request sent by a first game client through the interface of the library built in the first game client: and
and the common information forwarding device is used for judging whether the first distribution information is common information or not, and forwarding the first distribution information to a first server if the first distribution information is the common information, wherein the first server is used for storing the first distribution information.
12. The information interaction device of claim 11, further comprising:
and the content filtering module is used for auditing the first distribution information before the first distribution information is forwarded to the first server, and filtering the first distribution information if the first distribution information contains illegal content.
13. The information interaction device according to any one of claims 8 to 12, wherein the first distribution information at least includes: and the identifier of the second game to which the first release message belongs is used for jumping the current interface to the download interface of the second game to which the first release message belongs when the first game client receives the click operation of the user.
14. The information interaction device of claim 13, further comprising:
a trigger information receiving module, configured to receive first trigger information sent by a first game client through an interface of the library, where the first trigger information is information generated when the first user clicks an identifier of a second game to which the first distribution message belongs through the first game client, and the first trigger information at least includes: an identifier of the first user; and
and the trigger information forwarding module is used for forwarding the first trigger information to a second server, and the second server is used for calculating the promotion success rate according to the matching rate of the received identifier of the first user and the received identifier which is downloaded by the first user and generated after the client of the second game logs in the second game.
15. An information interaction system in a game is characterized by comprising at least one game client, a local server and a first server, wherein
A library for realizing an interactive function is arranged in the game client, and information interaction is carried out with the local server through an interface of the library;
the local server is connected to the first server and the game client, and is configured to forward a first request of the game client to the first server and/or forward first distribution information stored in the first server to the game client, where the first request is used to obtain information distributed by other users, and the first distribution information at least includes: the first issuing information belongs to the identifier of the second game, wherein the first issuing information is used for acquiring issuing information of various different games under the condition that the first request is a common information acquisition request; the first server is used for realizing communication with each game community, each game community is respectively associated with different games, and the release information in each game community is isolated from each other; and is
The first server is connected with the local server and used for responding to the first request forwarded by the local server and storing the common first distribution information distributed by the user through the game client.
16. The information interaction system of claim 15, further comprising:
and the second server is connected with the local server and used for calculating the promotion success rate according to the matching rate of the received identifier of the first user and the received identifier which is downloaded by the first user and generated after the client of the second game logs in the second game, wherein the identifier of the first user is generated when the first user clicks the identifier of the second game to which the first release information belongs.
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