CN109395400B - Cross-game chat information processing method and device, electronic equipment and storage medium - Google Patents
Cross-game chat information processing method and device, electronic equipment and storage medium Download PDFInfo
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- CN109395400B CN109395400B CN201811209942.5A CN201811209942A CN109395400B CN 109395400 B CN109395400 B CN 109395400B CN 201811209942 A CN201811209942 A CN 201811209942A CN 109395400 B CN109395400 B CN 109395400B
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/87—Communicating with other players during game play, e.g. by e-mail or chat
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/57—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
- A63F2300/572—Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
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Abstract
The disclosure relates to a cross-game chat information processing method and device, electronic equipment and a storage medium, and relates to the technical field of computers, wherein the method comprises the following steps: receiving a chat request from a first account of a first game, wherein the chat request comprises an identification of a second account of a second game and chat information, the first account logs in to a game server of the first game through a game client of the first game, and the first account logs in to the first chat server through a game client of the first game; judging whether the chat servers logged in by the first account and the second account are the same or not; and if the chat requests are different, sending the chat information in the chat requests to a second chat server, wherein the second account logs in the second chat server through a game client of the second game. The method and the system can send information among accounts in different chat servers, and can realize cross-game and cross-server chat.
Description
Technical Field
The present disclosure relates to the field of computer technologies, and in particular, to a cross-game chat information processing method, a cross-game chat information processing apparatus, an electronic device, and a computer-readable storage medium.
Background
Most client games and mobile phone games have a chat function, and players can chat with friends in game applications through the server.
In the related art, referring to fig. 1, a chat service architecture includes a client, a game server, a data storage, and a chat server, where the chat server and the game server access the same storage medium, the game server stores information such as account status in the storage medium, and then the chat server reads the information from the storage medium to synchronize the account status. In the existing scheme, one chat server can only serve a single game and can not realize the chat intercommunication of multiple games; if the chat server is used for realizing the intercommunication of a plurality of game applications, the data storage of each game application needs to be adapted, so that the workload is large and the cost is high.
It should be noted that the data disclosed in the above background section are only for enhancement of understanding of the background of the present disclosure, and therefore may include data that does not constitute prior art known to those of ordinary skill in the art.
Disclosure of Invention
The present disclosure is directed to a cross-game chat information processing method and apparatus, an electronic device, and a storage medium, which overcome at least some of the problems of being unable to chat across games due to limitations and disadvantages of the related art.
Additional features and advantages of the disclosure will be set forth in the detailed description which follows, or in part will be obvious from the description, or may be learned by practice of the disclosure.
According to one aspect of the present disclosure, there is provided a cross-game chat information processing method, including: receiving a chat request from a first account of a first game, wherein the chat request comprises an identification of a second account of a second game and chat information, the first account logs in to a game server of the first game through a game client of the first game, and the first account logs in to the first chat server through a game client of the first game; judging whether the chat servers logged in by the first account and the second account are the same or not; and if the chat requests are different, sending the chat information in the chat requests to a second chat server, wherein the second account logs in the second chat server through a game client of the second game.
In an exemplary embodiment of the present disclosure, the method further comprises: and if the chat information is the same as the chat information, directly sending the chat information in the chat request to the second account.
In an exemplary embodiment of the present disclosure, sending the chat information in the chat request to the second chat server includes: sending the chat information to a routing server by a first chat server of the first account; and sending the chat information to a second chat server of the second account through the routing server so as to send the chat information to the second account through the second chat server.
In an exemplary embodiment of the disclosure, prior to receiving the chat request from the first account of the first game, the method further comprises: and receiving a first chat login request from the first account, and responding to the first chat login request to control the login of the first account.
In an exemplary embodiment of the present disclosure, receiving the first chat login request from the first account includes: receiving a first chat login request from a first account of a first game, wherein the first chat login request is sent by a game client of the first game according to first chat login information aiming at the first account and information of a first chat server returned by a game server of the first game; after a first game login request aiming at a first account sent by a game server of the first game to the first account of the first game is successfully verified, sending the first chat login information to an intermediate server for storage through the game server of the first game.
In an exemplary embodiment of the present disclosure, controlling the first account login in response to the first chat login request includes: acquiring target login information from the intermediate server storing the first chat login information; and controlling the first account to log in the first chat server through the target login information and the login information in the first chat login request.
In an exemplary embodiment of the present disclosure, the first chat login information includes an identifier of the first game, an identifier of the first account, a login token, and friend information of the first account, and the login information includes the identifier of the first game, the identifier of the first account, and the login token in the first chat login request.
In an exemplary embodiment of the present disclosure, the obtaining target login information from the intermediate server storing the first chat login information includes: and acquiring a login token from the intermediate server as a target login token according to the identifier of the first game and the identifier of the first account in the login request.
In an exemplary embodiment of the present disclosure, controlling the first account to log in to the first chat server through the target login information and the login information in the first chat login request includes: comparing the login token contained in the first chat login request with the target login token; and if the login token is consistent with the target login token, judging that the first account is successfully logged in.
In an exemplary embodiment of the present disclosure, the method further comprises: if the first account is successfully logged in, registering the state information of the first account and a first chat server of the first account to a routing server, and synchronizing the state information of the first account to a candidate account, wherein the candidate account comprises an online account in friend information of the first account.
In an exemplary embodiment of the present disclosure, synchronizing the status information of the first account to a candidate account includes: if the chat server of the first account is the same as that of the candidate account, directly synchronizing the state information of the first account to the candidate account; and if the chat server of the first account is different from that of the candidate account, synchronizing the state information of the first account to the candidate account through the routing server.
In an exemplary embodiment of the present disclosure, synchronizing, by the routing server, the status information of the first account to the candidate account includes: synchronizing, by a game server of the first game, the state information to the intermediate server; receiving the state information synchronized by the intermediate server, and sending the state information to the routing server, so that the routing server synchronizes the state information of the first account to the candidate account.
In an exemplary embodiment of the present disclosure, the first chat server and the second chat server are two chat sub-servers of a chat server.
According to an aspect of the present disclosure, there is provided a cross-game chat information processing apparatus including: a chat request receiving module, configured to receive a chat request from a first account of a first game, where the chat request includes an identifier of a second account of a second game and chat information, the first account logs in to a game server of the first game through a game client of the first game, and the first account logs in to the first chat server through a game client of the first game; the server judging module is used for judging whether the chat servers logged in by the first account and the second account are the same; and the chat message sending module is used for sending the chat message in the chat request to a second chat server if the chat message is different from the chat request, wherein the second account logs in the second chat server through the game client of the second game.
According to an aspect of the present disclosure, there is provided an electronic device including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute any one of the above cross-game chat message processing methods via execution of the executable instructions.
According to an aspect of the present disclosure, there is provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements the cross-game chat information processing method described in any one of the above.
In the cross-game chat information processing method, the cross-game chat information processing device, the electronic device and the computer-readable storage medium provided in the exemplary embodiment of the present disclosure, on one hand, when the first account and the second account log in the chat server differently, the chat information sent by the first account is sent to the second chat server logged in by the second account, so that the cross-game cross-server chat between the first account and the second account can be realized; on the other hand, the chat information sent by the first account is sent to the second chat server logged in by the second account, so that cross-game and cross-server chat can be performed between the first account of the first game and the second account of the second game, data storage does not need to be reconfigured, workload is reduced, and cost is reduced.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present disclosure and together with the description, serve to explain the principles of the disclosure. It is to be understood that the drawings in the following description are merely exemplary of the disclosure, and that other drawings may be derived from those drawings by one of ordinary skill in the art without the exercise of inventive faculty.
Fig. 1 is a schematic view schematically showing a system architecture of a chat service in the related art;
FIG. 2 is a diagram schematically illustrating a cross-game chat message processing method in an exemplary embodiment of the present disclosure;
FIG. 3 schematically illustrates a system architecture diagram of a chat service in an exemplary embodiment of the disclosure;
FIG. 4 schematically illustrates a diagram of a login process in an exemplary embodiment of the present disclosure;
fig. 5 schematically illustrates a state information synchronization process in an exemplary embodiment of the present disclosure;
FIG. 6 is a schematic diagram that schematically illustrates a chat process in an exemplary embodiment of the disclosure;
FIG. 7 schematically illustrates a block diagram of a cross-game chat message processing apparatus in an exemplary embodiment of the disclosure;
FIG. 8 schematically illustrates a block diagram of an electronic device in an exemplary embodiment of the disclosure;
fig. 9 schematically illustrates a program product in an exemplary embodiment of the disclosure.
Detailed Description
Example embodiments will now be described more fully with reference to the accompanying drawings. Example embodiments may, however, be embodied in many different forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of embodiments of the disclosure. One skilled in the relevant art will recognize, however, that the subject matter of the present disclosure can be practiced without one or more of the specific details, or with other methods, components, devices, steps, and the like. In other instances, well-known technical solutions have not been shown or described in detail to avoid obscuring aspects of the present disclosure.
Furthermore, the drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and thus their repetitive description will be omitted. Some of the block diagrams shown in the figures are functional entities and do not necessarily correspond to physically or logically separate entities. These functional entities may be implemented in the form of software, or in one or more hardware modules or integrated circuits, or in different networks and/or processor devices and/or microcontroller devices.
First, a chat service architecture 200 is provided in the present exemplary embodiment, and as shown in fig. 2, the chat service architecture includes a plurality of clients 201, such as a game client of a first game, a game client of a second game, and so on. The game system comprises a plurality of game servers 202 which respectively correspond to different games, wherein the game servers are all connected with an intermediate server 203, the intermediate server is the same interface of all the game servers, and the game servers perform data synchronization through the intermediate server. The intermediate server connects with a plurality of chat servers 204 to synchronize the data of the accounts to the chat servers. The plurality of chat servers may be a plurality of chat sub-servers in the chat server. The chat server may also be connected to a plurality of routing servers 205 to forward messages and data in different games or in different servers through the routing servers. The game server, the intermediate server, the chat server and the routing server may have the same structure, and may be a local server, a remote server, a cloud server, or the like, which is not limited herein.
On this basis, the exemplary embodiment provides a cross-game chat information processing method, which can be applied to a scenario in which a chat is performed between accounts corresponding to a plurality of players in at least one game. Next, a cross-game chat information processing method in the present exemplary embodiment will be specifically described with reference to fig. 3.
In step S310, a chat request from a first account of a first game is received, where the chat request includes an identifier of a second account of a second game and chat information, the first account is logged in to a game server of the first game through a game client of the first game, and the first account is logged in to the first chat server through a game client of the first game.
In the present exemplary embodiment, the whole process is described with the first chat server registered in the first account shown in fig. 2 as the executing subject. The first account refers to an account that sends a chat request to the first chat server, and the account may be an account that logs in any one of the game applications. The first account logs in to a game server of a first game through a game client of the first game, and the first account logs in to a first chat server through a game client of the first game. The first chat server may receive a chat request sent by the first account through a game client of a first game associated therewith. The game client with which the first game is associated may be a client that logs in to the game account number and account password of the first account. The first chat server may receive a chat request sent by the first account of the first game and specific to the first account, generated by clicking a chat control on an interactive interface in the game application or by a trigger action for representing chat, or may trigger the game client of the first game to send the chat request in other manners.
The chat request may include an identifier of a second account that the first account wants to chat, the identifier of the second account may be one or more, and the identifier of the second account may uniquely represent one second account. Besides, the chat request may further include an identifier, i.e., ID, of the first account, an identifier of the first game, an identifier of the second game, and chat information to be sent by the first account. The first account and the second account may be in the same game or in different games. For example, the ID of the first account is 1256, the game ID where the first account is located is 123 a; the ID of the second account 1 is 2563, and the ID of the game in which the second account 1 is located is 251 b; the ID of the second account 2 is 3457, and the game ID of the second account 2 is 368 c. The chat information refers to a message sent by the first account to the second account, and may be in a text form or a voice form, and may further include emoticons, pictures, videos and the like.
Because only the first account logs in the first chat server, the chat request can be sent to the second account. Therefore, the process of logging in the first chat server by the first account will be described with reference to fig. 4.
For a first chat server, a first chat login request from a first account is received, and the first account login is controlled in response to the first chat login request. The login request here refers to a request for the first account to log in to the first chat server transmitted from the first account of the first game. The specific process of receiving a first chat login request from a first account comprises: receiving a first chat login request from a first account of a first game, wherein the first chat login request is sent by a game client of the first game according to first chat login information aiming at the first account and information of a first chat server returned by a game server of the first game; after a first game login request aiming at a first account of a first game of the first game is successfully verified and sent by a game server of the first game to the first account of the first game, sending the first chat login information to an intermediate server for storage through the game server of the first game.
As shown in fig. 4, in step S401, the game server of the first game first receives a first game login request sent by the first account, that is, a request sent by the first account to log in to the game server of the first game, where the login request may include a first account name and a password. The game server for the first game may verify the first account name and password to determine if correct. In step S402, after the first game login request is successfully verified, the game server of the first game may send the first chat login information of the successfully logged-in first account, that is, all chat-related data, to the intermediate server, so that the intermediate server stores the information. The first chat login information includes, but is not limited to, an identification of the first game, an identification of the first account, a login token, and friend information of the first account.
The login token refers to that when a client logs in, a first account name and a password are sent to a game server of a first game, the game server of the first game verifies the first account name and the password, if the login token is successful, a 32-bit character string is randomly generated in a certain mode and serves as a token or a long character string generated after MD5 encryption, the token is stored in the game server of the first game by creating a Table and is returned to the game client of the first game, and when the game client of the first game requests to log in later, the token can be verified. And during verification, comparing the token stored by the game client of the first game with the token stored by the server, then verifying the token, successfully returning a required result, and failing to return error information to log in again. The friend information of the first account refers to all friend information of the first account in the first game, and may be specifically represented by an identifier. It should be noted that all game servers can store the corresponding game ID, account ID, login token and friend information of the account into the intermediate server.
After the login request of the game server for the first game is successfully verified, the game server for the first game can respond to the game client of the first game in a response packet mode, and meanwhile, the response packet is attached with the information of the chat server of the first account and the login token.
In step S403, after storing the first chat login information in the intermediate server, the game server of the first game returns the login token addressed to the intermediate server and information of the first chat server, which is the address of the first chat server, to the game client of the first game. In step S404, the first chat server may receive a first chat login request sent by the first account, where the first chat login request is a login request sent by the game client of the first game according to the address of the first chat server returned in step S403 and the returned first chat login information, and the first chat login request may include an identifier of the first game, an identifier of the first account, and a login token.
The process of controlling the game client of the first game to log in the first chat server in response to the first chat login request comprises the following steps: acquiring target login information from an intermediate server storing the first chat login information; and controlling the first account to log in through the target login information and the login information in the first chat login request. The target login information refers to login information corresponding to the first account acquired from the intermediate server, and a target login token corresponding to the identifier of the first account and the identifier of the first game in the first chat login request received by the first chat server. The login information in the login request refers to a login token that is returned by the game server of the first game and is included in the login request. The target login token and the login token in the first chat login request can be compared, so that the first account is controlled to log in the first chat server according to the comparison result.
The description continues with fig. 4. In step S405, the first chat server takes the target login token from the intermediate server according to the identifier of the first game and the identifier of the first account in the received first chat login request, and records the first chat server where the first account is located in the intermediate server. In step S406, the first account login is controlled by the target login token and the login token in the first chat login request, and the login token may be verified. Specifically, the login token included in the first chat login request is compared with the target login token; and if the login token is consistent with the target login token, judging that the login is successful. For example, if the token sent from the first account is a1, and the token obtained from the intermediate server according to the identifier 1256 of the first account and the identifier 123a of the first game is also a1, the ID of the first game, the ID of the first account, and the friend information of the first account may be saved in the memory, so that the first account successfully logs in to the first chat server, and returns a login success response to the game client of the first game.
In step S407, after the first account is successfully logged in, it is queried whether there is an offline message in the offline queue of the first account, and if so, all the offline messages are forwarded to the first account, so as to avoid missing messages.
In addition, if the first account is successfully logged in, the state information of the first account and the first chat server of the first account may be registered to the routing server first. In addition, the status information of the first account may also be synchronized to candidate accounts, which include online accounts in the friend information of the first account. Specifically, in step S408, account information of the first account is registered with the routing server, and the account information includes status information of the first account and the first chat server of the first account. The state information includes, but is not limited to, a login token of the first account, friend information initialization, friend state change, such as friend on-line, friend off-line, friend add-delete operation, first account entering into or exiting from battle, and the like. The first chat server registers the state information of the first account into the internal routing server, so that other servers can forward messages to the first account conveniently, and the convenience of message receiving is improved. Meanwhile, in step S408, the routing server may also query the online statuses of all the friends in the friend information of the first account, and record the online statuses of all the friends in the first chat server.
Next, the first chat server synchronizes the status information of the first account to the candidate accounts, where the candidate accounts refer to all online accounts in the friend information of the first account. Specifically, in step S409, if the first account and the candidate account are in the same chat server, the status information of the first account is directly synchronized to the candidate account. In step S410, if the first account is different from the chat server of the candidate account, synchronizing the status information of the first account to the candidate account through the routing server. That is, the first account and the candidate account are not in the same logical server, the chat server of the first account first forwards the status information of the first account to the routing server, then forwards the status information of the first account to the chat server of the candidate account through the routing server, and then synchronizes to the candidate account through the chat server of the candidate account.
Specifically, referring to fig. 5, the first chat server of the first account is server 1, and the chat server where friend a of the first account is located is server 2. In step S501, the first account sends chat related operations to the game server of the first game, such as adding a friend, deleting a friend, entering a battle, or exiting a battle. In step S502, the game server of the first game synchronizes information of the chat-related operation to the intermediate server. In step S503, the intermediate server synchronizes the information to the server 1, which is the first chat server of the first account. In step S504, the first chat server, i.e., server 1, synchronizes the information to the routing server, and the routing server synchronizes the information to server 2 where friend a is located, so as to synchronize the information of the first account to friend a of the first account through server 2.
Through the steps in fig. 5, when the first account and the friend are in different game applications, the data of the first account in the game server can be quickly synchronized to the friend who is in a different game with the first account through the unified interface intermediate servers of all the game servers, so that the problem that message synchronization is difficult to achieve among multiple servers is solved.
In step S320, it is determined whether the chat servers registered by the first account and the second account are the same.
In the exemplary embodiment, it may be determined whether the two logged-in chat servers are the same by determining whether the identifier of the second account is connected to the first chat server of the first account. Or comparing the identifier of the second account with all identifiers included in the first chat server of the first account, and judging whether the identifiers are in the same chat server. If the identifier of the second account is not connected with the first chat server of the first account, judging that the chat servers of the second account and the first account are different; and if the identifier of the second account is the same as the identifier of the first chat server of the first account, judging that the second account and the first chat server are in the same chat server. The second account may be a friend of the first account, but the second account is in a different game than the first account.
One chat server can correspond to one game server, and one game server corresponds to one game, so that whether the first account and the second account are in the same game can be determined by judging whether the chat servers logged in by the first account and the second account are the same.
Before judging whether the chat servers logged in by the first account and the second account are the same or not, if the first chat server receives the chat request sent by the first account, whether the second account is online or not can be inquired according to the identifier of the second account and the identifier of the second game of the second account. And if the second account is online, forwarding the chat information corresponding to the chat request to the second account. And if the second account is not online, inserting the chat information corresponding to the chat request into an offline queue, and automatically sending the chat information to the second account when the second account is detected to log in next time.
After the second account is determined to be online, whether the chat servers logged in by the first account and the second account are the same or not can be judged, so that the chat information can be determined to be sent according to the fact that the first account and the second account are in the same chat server or in different chat servers, and further the problem that information sending is unsuccessful due to unreasonable sending modes can be avoided.
In step S330, if the two chat requests are different, the chat information in the chat request is sent to a second chat server, wherein the second account logs in to the second chat server through the game client of the second game.
In the exemplary embodiment, the chat server is used to store account information, process message forwarding and status change, and different chat servers are responsible for message forwarding of different accounts. If the chat servers of the first account and the second account are different, the chat information in the chat request can be sent to the second chat server, and then sent to the second account through the second chat server.
Specifically, the chat information may be sent to the second chat server through the routing server, or the chat information may be sent directly from the first chat server to the second chat server, and here, the chat information is forwarded to the second chat server through the routing server as an example. The routing server is used for forwarding the chat information, the first chat server of the first account sends the chat information to the routing server, the routing server sends the chat information to the second chat server of the second account, and finally the second chat server of the second account forwards the chat information to the second account. Because the chat servers where the first account and the second account are located are different, each chat server corresponds to one game server, and one game server corresponds to one game application. The chat servers are different, namely the games in which the first account and the second account are located are different, so that the chat servers in which the first account and the second account are located can be connected through the routing server, the chat information of the first account is sent to different chat servers and then to the second account in different games with the first account, and cross-game and cross-server chat interaction is achieved.
This is explained with reference to fig. 6. In step S601, the game client 1 of the first game sends the chat message to the first chat server 1, the first chat server 1 first checks whether the second account associated with the game client 2 of the second game is online, and if not, pushes the chat message into an offline queue, and waits for the second account to be sent online. If so, then step S602 continues. Step S602, the first chat server 1 checks whether the game client 2 of the second game of the second account is connected with it, if so, the message is forwarded to the second account; if it is not connected to it, step S603 is continued. In step S603, the first chat server 1 forwards the chat message to the routing server, and forwards the chat message to a second chat server connected to the second account through the routing server. Step S604, after receiving the chat message, the routing server queries a second chat server connected to the second account, for example, if the second chat server 2 is connected, then forwards the chat message to the second chat server 2. In step S605, the second chat server 2 receives the message from the routing server, and the second chat server 2 forwards the chat message to the game client 2 of the second game of the second account corresponding to the second chat server 2.
In addition, if the chat servers logged in by the first account and the second account are the same, the chat information in the chat request is directly sent to the second account through the first chat server corresponding to the first account.
Through the steps in fig. 6, when the chat servers of the first account and the second account are different, the first chat server of the first account and the second chat server of the second account can be connected through the routing server, so that the chat information of the first account is sent to the chat server different from the first account, and further sent to the second account in a different game with the first account, and cross-game and cross-server chat interaction is realized. In addition, in the exemplary embodiment, available chat services and clients are provided, cross-game chat can be performed on different game accounts, and the problem of account state synchronization is solved; the message forwarding among the multiple servers is realized, and the communication problem among the multiple servers is solved. Meanwhile, only the routing server and the intermediate server need to be added, the data storage of the game server and the chat server does not need to be changed, and a chat server framework does not need to be newly developed for each game, so that the workload is reduced, and the cost is reduced.
The disclosure also provides a cross-game chat information processing device. Referring to fig. 7, the cross-game chat message processing apparatus 700 may include:
a chat request receiving module 701, configured to receive a chat request from a first account of a first game, where the chat request includes an identifier of a second account of a second game and chat information, the first account logs in to a game server of the first game through a game client of the first game, and the first account logs in to the first chat server through a game client of the first game;
a server determining module 702, configured to determine whether chat servers logged in by the first account and the second account are the same;
a chat message sending module 703, configured to send, if the chat requests are different, the chat messages in the chat requests to a second chat server, where the second account logs in to the second chat server through the game client of the second game.
It should be noted that, the specific details of each module in the cross-game chat information processing apparatus have been described in detail in the corresponding cross-game chat information processing method, and therefore are not described herein again.
It should be noted that although in the above detailed description several modules or units of the device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functionality of two or more modules or units described above may be embodied in one module or unit, according to embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into embodiments by a plurality of modules or units.
Moreover, although the steps of the methods of the present disclosure are depicted in the drawings in a particular order, this does not require or imply that the steps must be performed in this particular order, or that all of the depicted steps must be performed, to achieve desirable results. Additionally or alternatively, certain steps may be omitted, multiple steps combined into one step execution, and/or one step broken down into multiple step executions, etc.
In an exemplary embodiment of the present disclosure, an electronic device capable of implementing the above method is also provided.
As will be appreciated by one skilled in the art, aspects of the present invention may be embodied as a system, method or program product. Thus, various aspects of the invention may be embodied in the form of: an entirely hardware embodiment, an entirely software embodiment (including firmware, microcode, etc.) or an embodiment combining hardware and software aspects that may all generally be referred to herein as a "circuit," module "or" system.
An electronic device 800 according to this embodiment of the invention is described below with reference to fig. 8. The electronic device 800 shown in fig. 8 is only an example and should not bring any limitations to the function and scope of use of the embodiments of the present invention.
As shown in fig. 8, electronic device 800 is in the form of a general purpose computing device. The components of the electronic device 800 may include, but are not limited to: the at least one processing unit 810, the at least one memory unit 820, and a bus 830 that couples the various system components including the memory unit 820 and the processing unit 810.
Wherein the storage unit stores program code that is executable by the processing unit 810 to cause the processing unit 810 to perform steps according to various exemplary embodiments of the present invention as described in the above section "exemplary methods" of the present specification. For example, the processing unit 810 may perform the steps as shown in fig. 3.
The storage unit 820 may include readable media in the form of volatile memory units such as a random access memory unit (RAM)8201 and/or a cache memory unit 8202, and may further include a read only memory unit (ROM) 8203.
The storage unit 820 may also include a program/utility 8204 having a set (at least one) of program modules 8205, such program modules 8205 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which, or some combination thereof, may comprise an implementation of a network environment.
The display unit 840 may be a display having a display function to show a processing result by the processing unit 810 performing the method in the present exemplary embodiment through the display. The display includes, but is not limited to, a liquid crystal display or other display.
The electronic device 800 may also communicate with one or more external devices 1000 (e.g., keyboard, pointing device, bluetooth device, etc.), with one or more devices that enable a user to interact with the electronic device 800, and/or with any devices (e.g., router, modem, etc.) that enable the electronic device 800 to communicate with one or more other computing devices. Such communication may occur via input/output (I/O) interfaces 850. Also, the electronic device 800 may communicate with one or more networks (e.g., a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network, such as the internet) via the network adapter 860. As shown, the network adapter 860 communicates with the other modules of the electronic device 800 via the bus 830. It should be appreciated that although not shown, other hardware and/or software modules may be used in conjunction with the electronic device 800, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, among others.
Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein may be implemented by software, or by software in combination with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which may be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the embodiments of the present disclosure.
In an exemplary embodiment of the present disclosure, there is also provided a computer-readable storage medium having stored thereon a program product capable of implementing the above-described method of the present specification. In some possible embodiments, aspects of the invention may also be implemented in the form of a program product comprising program code means for causing a terminal device to carry out the steps according to various exemplary embodiments of the invention described in the above section "exemplary methods" of the present description, when said program product is run on the terminal device.
Referring to fig. 9, a program product 900 for implementing the above method according to an embodiment of the present invention is described, which may employ a portable compact disc read only memory (CD-ROM) and include program code, and may be run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited in this regard and, in the present document, a readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium include: an electrical connection having one or more wires, a portable disk, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
A computer readable signal medium may include a propagated data signal with readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A readable signal medium may also be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Program code for carrying out operations for aspects of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C + + or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device and partly on a remote computing device, or entirely on the remote computing device or server. In the case of a remote computing device, the remote computing device may be connected to the user computing device through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computing device (e.g., through the internet using an internet service provider).
Furthermore, the above-described figures are merely schematic illustrations of processes involved in methods according to exemplary embodiments of the invention, and are not intended to be limiting. It will be readily understood that the processes shown in the above figures are not intended to indicate or limit the chronological order of the processes. In addition, it is also readily understood that these processes may be performed synchronously or asynchronously, e.g., in multiple modules.
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any variations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.
Claims (15)
1. A cross-game chat information processing method is characterized by comprising the following steps:
receiving a chat request from a first account of a first game, wherein the chat request comprises an identification of a second account of a second game and chat information, the first account logs in to a game server of the first game through a game client of the first game, and the first account logs in to the first chat server through a game client of the first game;
judging whether the chat servers logged in by the first account and the second account are the same or not; the method comprises the following steps: judging whether the identifier of the second account is connected with the first chat server of the first account or not, and determining whether the chat servers logged in by the second account and the first account are the same; or comparing the identifier of the second account with all identifiers of the first chat server of the first account, and judging whether the identifiers are in the same chat server;
if the chat information is different, the chat information is sent to a routing server from a first chat server of the first account; and sending the chat information to a second chat server of the second account through the routing server so as to send the chat information to the second account through the second chat server, wherein the second account logs in to the second chat server through a game client of the second game.
2. The cross-game chat message processing method according to claim 1, further comprising:
and if the chat information is the same as the chat information, directly sending the chat information in the chat request to the second account.
3. The cross-game chat message processing method of claim 1, wherein prior to receiving the chat request from the first account of the first game, the method further comprises:
and receiving a first chat login request from the first account, and responding to the first chat login request to control the login of the first account.
4. The cross-game chat message processing method of claim 3, wherein receiving the first chat login request from the first account comprises:
receiving a first chat login request from a first account of a first game, wherein the first chat login request is sent by a game client of the first game according to first chat login information aiming at the first account and information of a first chat server returned by a game server of the first game;
after a first game login request aiming at a first account sent by a game server of the first game to the first account of the first game is successfully verified, sending the first chat login information to an intermediate server for storage through the game server of the first game.
5. The cross-game chat message processing method of claim 4, wherein the controlling the first account login in response to the first chat login request comprises:
acquiring target login information from the intermediate server storing the first chat login information;
and controlling the first account to log in the first chat server through the target login information and the login information in the first chat login request.
6. The cross-game chat information processing method of claim 5, wherein the first chat login information includes an identifier of the first game, an identifier of the first account, a login token, and friend information of the first account, and the login information includes the identifier of the first game, the identifier of the first account, and the login token in the first chat login request.
7. The cross-game chat message processing method according to claim 6, wherein the obtaining of the target login message from the intermediate server storing the first chat login message comprises:
and acquiring a login token from the intermediate server as a target login token according to the identifier of the first game and the identifier of the first account in the login request.
8. The cross-game chat message processing method of claim 7, wherein the controlling the first account to log in to the first chat server through the target login message and the login message in the first chat login request comprises:
comparing the login token contained in the first chat login request with the target login token;
and if the login token is consistent with the target login token, judging that the first account is successfully logged in.
9. The cross-game chat message processing method according to claim 8, further comprising:
if the first account is successfully logged in, registering the state information of the first account and a first chat server of the first account to a routing server, and synchronizing the state information of the first account to a candidate account, wherein the candidate account comprises an online account in friend information of the first account.
10. The cross-game chat message processing method of claim 9, wherein synchronizing the status information of the first account to a candidate account comprises:
if the chat server of the first account is the same as that of the candidate account, directly synchronizing the state information of the first account to the candidate account;
and if the chat server of the first account is different from that of the candidate account, synchronizing the state information of the first account to the candidate account through the routing server.
11. The cross-game chat message processing method of claim 10, wherein synchronizing, by the routing server, the status information of the first account to the candidate account comprises:
synchronizing, by a game server of the first game, the state information to the intermediate server;
receiving the state information synchronized by the intermediate server, and sending the state information to the routing server, so that the routing server synchronizes the state information of the first account to the candidate account.
12. The cross-game chat message processing method according to any one of claims 1 to 11, wherein the first chat server and the second chat server are two chat sub-servers of a chat server.
13. A cross-game chat information processing apparatus, comprising:
a chat request receiving module, configured to receive a chat request from a first account of a first game, where the chat request includes an identifier of a second account of a second game and chat information, the first account logs in to a game server of the first game through a game client of the first game, and the first account logs in to the first chat server through a game client of the first game;
the server judging module is used for judging whether the chat servers logged in by the first account and the second account are the same; the method comprises the following steps: judging whether the identifier of the second account is connected with the first chat server of the first account or not, and determining whether the chat servers logged in by the second account and the first account are the same; or comparing the identifier of the second account with all identifiers of the first chat server of the first account, and judging whether the identifiers are in the same chat server;
the chat information sending module is used for sending the chat information to a routing server from a first chat server of the first account if the chat information is different from the first chat server of the first account; and sending the chat information to a second chat server of the second account through the routing server so as to send the chat information to the second account through the second chat server, wherein the second account logs in to the second chat server through a game client of the second game.
14. An electronic device, comprising:
a processor; and
a memory for storing executable instructions of the processor;
wherein the processor is configured to perform the cross-game chat message processing method of any of claims 1-12 via execution of the executable instructions.
15. A computer-readable storage medium on which a computer program is stored, the computer program, when executed by a processor, implementing the cross-game chat information processing method of any one of claims 1 to 12.
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