CN111744209A - Message display method and device in game environment and server - Google Patents

Message display method and device in game environment and server Download PDF

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Publication number
CN111744209A
CN111744209A CN202010632197.6A CN202010632197A CN111744209A CN 111744209 A CN111744209 A CN 111744209A CN 202010632197 A CN202010632197 A CN 202010632197A CN 111744209 A CN111744209 A CN 111744209A
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China
Prior art keywords
message
channel
game environment
name
sender
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CN202010632197.6A
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Chinese (zh)
Inventor
周浩
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Guangzhou Yaowan Entertainment Network Technology Co ltd
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Guangzhou Yaowan Entertainment Network Technology Co ltd
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Priority to CN202010632197.6A priority Critical patent/CN111744209A/en
Publication of CN111744209A publication Critical patent/CN111744209A/en
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    • 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
    • A63F13/85Providing additional services to players
    • 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
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features 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 basic data processing
    • A63F2300/537Features 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 basic data processing for exchanging game data using a messaging service, e.g. e-mail, SMS, MMS

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The invention relates to a message display method, a device and a server in a game environment, wherein the message display method in the game environment comprises the following steps: acquiring a first message received in a game environment, wherein the first message comprises channel identifiers, a first sender name and first message content, and each channel identifier corresponds to a channel; and synchronously displaying the name of the channel corresponding to the first message, the name of the first sender and the content of the first message to first message frames of all first receivers in the channel in the game environment, and covering the original display content in the first message frames, wherein the first message frames only display one message at a time. Compared with the prior art, the method and the device have the advantages that the game player can capture important information more easily, and omission caused by information mixing is avoided.

Description

Message display method and device in game environment and server
Technical Field
The embodiment of the application relates to the technical field of computer communication, in particular to a message display method, a message display device and a server in a game environment.
Background
With the development of game technology and the increase of life pressure, more and more people relax the mind and body and relieve the pressure in a game mode. In a gaming environment, players can chat by sending messages to each other, or can receive notifications sent by the system.
Specifically, there are many kinds of messages in a game environment, such as: chat messages, system notification messages, and activity messages, among others. At present, all kinds of messages are mixed together in an operation interface of a game player for the game player to browse, so that the player has to pay attention to the messages before noticing important information in the messages, and information is not conveyed timely.
Disclosure of Invention
The embodiment of the application provides a message display method, a message display device and a server in a game environment, and the technical scheme is as follows:
in a first aspect, an embodiment of the present application provides a message display method in a game environment, including:
acquiring a first message received in a game environment, wherein the first message comprises channel identifiers, a first sender name and first message content, and each channel identifier corresponds to a channel;
and synchronously displaying the name of the channel corresponding to the first message, the name of the first sender and the content of the first message to first message frames of all first receivers in the channel in the game environment, and covering the original display content in the first message frames, wherein the first message frames only display one message at a time.
Optionally, when the first message box is triggered, displaying a chat room window, where the chat room window includes sub-windows corresponding to multiple channels;
and opening a sub-window of a corresponding channel in the chat room window according to the channel identifier in the first message, and displaying the first message in the sub-window of the corresponding channel. Optionally, the acquiring the first message received in the game environment includes:
and acquiring second messages received in the game environment and the priority of each second message, and taking the second message with the highest priority as the first message.
Optionally, the obtaining the second messages received in the game environment and the priority of each second message includes:
acquiring a plurality of second messages received within a preset time period in the game environment and the sending time of each second message;
and obtaining the priority of each second message according to the sending time of each second message.
Optionally, the obtaining the second messages received in the game environment and the priority of each second message includes:
acquiring a plurality of second messages received within a preset time period in the game environment and the sending time of each second message;
and obtaining the priority of each second message according to the sending time of each second message.
Optionally, whether a channel corresponding to the first message is a preset channel is judged, and if yes, only the name of the channel corresponding to the first message, the name of the first sender and the content of the first message are displayed in first message frames of main interfaces of all first receivers in the game environment on the channel.
Optionally, the frequency channel corresponding to the first message includes: world channels, private chat channels, business meeting channels, and announcement channels;
if the channel corresponding to the first message is a world channel, the first message is a message sent by the first sender to all first receivers in the same server;
if the channel corresponding to the first message is a private chat channel, the first message is a one-to-one message sent by the first sender to the first receiver;
if the channel corresponding to the first message is a business meeting channel, the first message is a message sent by the first sender to all first receivers of the same business meeting;
and if the channel corresponding to the first message is an announcement channel, the first message is a system message sent by the first sender to all first receivers.
In a second aspect, an embodiment of the present application provides a message display apparatus in a game environment, including:
the system comprises a first acquisition unit, a second acquisition unit and a third acquisition unit, wherein the first acquisition unit is used for acquiring a first message received in a game environment, the first message comprises channel identifiers, a first sender name and first message content, and each channel identifier corresponds to one channel;
a first display unit, configured to synchronously display a name of a channel corresponding to the first message, the name of the first sender, and the first message content in first message frames of all first recipients in the channel in the game environment, and cover original display content in the first message frames, where the first message frame displays only one message at a time.
In a third aspect, an embodiment of the present application provides a server, including: a processor, a memory and a computer program stored in the memory and executable on the processor, the processor when executing the computer program implementing the steps of the message display method in a gaming environment as described in the first aspect.
In a fourth aspect, the present application provides a computer-readable storage medium, which stores a computer program, and when the computer program is executed by a processor, the computer program implements the steps of the message display method in the game environment according to the first aspect.
In the embodiment of the application, a first message received in a game environment is acquired, wherein the first message comprises a channel identifier, a first sender name and first message content, and each channel identifier corresponds to a channel; and synchronously displaying the name of the channel corresponding to the first message, the name of the first sender and the content of the first message to first message frames of all first receivers in the channel in the game environment, and covering the original display content in the first message frames, wherein the first message frames only display one message at a time. By the message display method, the game player can capture the name of the channel corresponding to the message, the name of the sender and the message content in time, and the first message covers the original display content in the message frame, so that the condition that a plurality of messages are mixed together and important information is missed is avoided. Message display in a gaming environment for better understanding and implementation, the technical solution of the present application is described in detail below with reference to the accompanying drawings.
Drawings
FIG. 1 is a flow chart illustrating a message display method in a gaming environment according to an embodiment of the present application;
fig. 2 is a schematic flowchart of S102 in a message display method in a game environment according to an embodiment of the present application;
FIG. 3 is a flow chart illustrating a message display method in a gaming environment according to another embodiment of the present application;
fig. 4 is a schematic flowchart of S201 in a message display method in a game environment according to another embodiment of the present application;
fig. 5 is a schematic flowchart of S201 in a message display method in a game environment according to another embodiment of the present application;
FIG. 6 is a schematic diagram of a message display device in a gaming environment according to an embodiment of the present application;
fig. 7 is a schematic structural diagram of a server according to an embodiment of the present application.
Detailed Description
Reference will now be made in detail to the exemplary embodiments, examples of which are illustrated in the accompanying drawings. When the following description refers to the accompanying drawings, like numbers in different drawings represent the same or similar elements unless otherwise indicated. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
The terminology used herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. As used in this application and the appended claims, the singular forms "a", "an", and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It should also be understood that the term "and/or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.
It is to be understood that although the terms first, second, third, etc. may be used herein to describe various information, such information should not be limited to these terms. These terms are only used to distinguish one type of information from another. For example, first information may also be referred to as second information, and similarly, second information may also be referred to as first information, without departing from the scope of the present application. The word "if/if" as used herein may be interpreted as "at … …" or "when … …" or "in response to a determination", depending on the context.
Referring to fig. 1, a flow chart of a message display method in a game environment according to an embodiment of the present application is shown, where the method includes the following steps:
s101: the method comprises the steps of obtaining a first message received in a game environment, wherein the first message comprises channel identifications, first sender names and first message contents, and each channel identification corresponds to a channel.
In the embodiment of the application, the game environment is a game environment built in each electronic device, the type of the game environment can be end game, hand game or online game, and the electronic device can be a computer, a mobile phone or a tablet computer.
The server obtains a first message received in the gaming environment. Wherein the first message is a message sent by a player in each game environment.
Specifically, the first message includes a first sender name, first message content, and a channel identifier.
The first sender name is a virtual name of a player sending the first message in the game environment.
The first message content is a specific content in the first message, and the specific content may be in a form of a text, a voice, a picture, or the like, or may be a combination of the above forms.
The channel identification is the only identification of the channel in the game environment, and each channel identification corresponds to one channel. The server stores all the channel identifiers and the corresponding relations between the channels, and can determine which channel the first message is sent from according to the channel identifier of the first message, that is, can acquire the channel corresponding to the first message.
In this embodiment of the present application, the frequency channel corresponding to the first message includes: private chat channels, business channels, world channels, and announcement channels.
If the channel corresponding to the first message is a world channel identifier, the first message is a message sent by the first sender to all first receivers in the same server; if the channel corresponding to the first message is a private chat channel, the first message is a one-to-one message sent by the first sender to the first receiver; if the channel corresponding to the first message is a business meeting channel, the first message is a message sent by the first sender to all first receivers of the same business meeting; and if the channel corresponding to the first message is the announcement channel identifier, the first message is a system message sent by the first sender to all first receivers.
In other optional embodiments, the channel corresponding to the first message may further include: a tournament channel, a tournament conference channel, a custom channel, etc.
If the channel corresponding to the first message is a tournament channel, the first message is a message sent by the first sender to all first receivers participating in the same tournament; if the channel corresponding to the first message is a tournament conference channel, the first message is a message sent by the first sender to all first receivers participating in the same tournament and joining the same tournament conference; and if the channel corresponding to the first message is a self-defined channel, the first message is a message sent by the first sender to all first receivers joining the same self-defined channel.
S102: and synchronously displaying the name of the channel corresponding to the first message, the name of the first sender and the content of the first message to first message frames of all first receivers in the channel in the game environment, and covering the original display content in the first message frames, wherein the first message frames only display one message at a time.
In an embodiment of the application, the first message box is a fixed message box or a floating message box for displaying messages in the game environment, and when the first message box is the fixed message box, the first message box is fixedly displayed at a certain position in the game environment, and when the first message box is the floating message box, the first message box can be placed at any position in the game environment through a drag operation.
The game environment comprises a plurality of game interfaces, such as a game main interface, a trade meeting interface, a tournament interface and the like, each game interface can be provided with a first message box for message reminding, and only one message is displayed in each first message box.
In the embodiment of the application, after the server acquires the first message, the channel corresponding to the first message can be acquired according to the channel identifier of the first message.
If the channel corresponding to the first message is a world channel, the server synchronously displays the name of the channel corresponding to the first message, the name of the first sender and the first message content to first message frames of all first receivers in the world channel in the game environment, and covers the original display content in the first message frames.
If the channel corresponding to the first message is a private chat channel, the first message further comprises a first receiver identifier, and the server synchronously displays the name of the channel corresponding to the first message, the name of the first sender and the content of the first message to a first message box of a first receiver corresponding to the first receiver identifier in the game environment according to the first receiver identifier, and covers the original display content in the first message box.
If the channel corresponding to the first message is a business meeting channel, the first message further comprises a business meeting identifier, the server obtains the corresponding business meeting according to the business meeting identifier, and synchronously displays the name of the channel corresponding to the first message, the name of the first sender and the content of the first message to first message frames of all first receivers in the business meeting in the game environment so as to cover the original display content in the first message frames.
If the channel corresponding to the first message is the announcement channel, the server synchronously displays the name of the channel corresponding to the first message, the name of the first sender and the first message content to first message frames of all first receivers in the game environment, and covers the original display content in the first message frames.
In the embodiment of the application, a first message received in a game environment is acquired, wherein the first message comprises a channel identifier, a first sender name and first message content, and each channel identifier corresponds to a channel; and synchronously displaying the name of the channel corresponding to the first message, the name of the first sender and the content of the first message to first message frames of all first receivers in the channel in the game environment, and covering the original display content in the first message frames, wherein the first message frames only display one message at a time. By the message display method, the game player can capture the name of the channel corresponding to the message, the name of the sender and the message content in time, and the first message covers the original display content in the message frame, so that the condition that a plurality of messages are mixed together and important information is missed is avoided.
In an alternative embodiment, referring to fig. 2, in order to better assist the player in receiving the important information, step S102, step S1021, is as follows:
s1021: and judging whether the channel corresponding to the first message is a preset channel, if so, only displaying the name of the channel corresponding to the first message, the name of the first sender and the content of the first message to first message frames of main interfaces of all first receivers in the channel in the game environment.
And the server judges whether the channel corresponding to the first message is a preset channel. The preset channel is a channel pre-stored in the server. In the embodiment of the present application, the preset channel may be a world channel and a public announcement channel. In other alternative embodiments, the preset channel may be a channel preset by the player in the gaming environment.
If the channel corresponding to the first message is a preset channel, the server only displays the name of the channel corresponding to the first message, the name of the first sender and the content of the first message to the first message frame of the main interfaces of all the first receivers of the channel in the game environment, but not displays the first message frame in other interfaces in the game environment, so that when a player plays a game, the server can actively shield non-important information, such as system messages of announcement channels and the like.
Referring to fig. 3, fig. 3 is a flowchart illustrating a message display method in a game environment according to another embodiment of the present application. The method comprises steps S201 to S204, wherein step S202 is the same as step S102, and the steps S201 to S204 are as follows:
s201: and acquiring second messages received in the game environment and the priority of each second message, and taking the second message with the highest priority as the first message.
The server may retrieve a second message received in the plurality of gaming environments during the same time period. Wherein the second message is a message sent by the player in the respective game environment.
After the server acquires the second message, the priority of the second message is calculated, and the second message with the highest priority is used as the first message.
The priority of the second message may be a priority calculated according to a preset rule.
In an alternative embodiment, referring to fig. 4, step S201 includes steps S2011 to S2012, which are as follows:
s2011: and acquiring a plurality of second messages received in a preset time period in the game environment and the sending time of each second message.
The server acquires a plurality of second messages received within a preset time period in the game environment. The preset time period may be set reasonably according to the data volume of the server, and is not limited herein.
And adding a time stamp to each second message when the second message is sent, wherein the server can acquire the sending time of the second message according to the time stamp.
S2012: and obtaining the priority of each second message according to the sending time of each second message.
And the server obtains the priority of each second message according to the sending time of each second message. Specifically, the server calculates a difference between the sending time of each second message and the current time, and the larger the difference is, the higher the priority of the second message is, so as to obtain the priority of each second message.
In other optional embodiments, referring to fig. 5, step S201 includes S2013 to S2014, which are specifically as follows:
s2013: and acquiring a plurality of second messages received in a preset time period in the game environment and a channel corresponding to each second message.
The server acquires a plurality of second messages received in a preset time period in the game environment and a channel corresponding to each second message.
S2014: and obtaining the priority of each second message according to the priority of the channel corresponding to each second message.
And the server obtains the priority of each second message according to the priority of the channel corresponding to each second message. Specifically, the server presets the priorities of different channels, and the priority of the channel corresponding to the second message is higher than the priority of the channel corresponding to the second message, so as to obtain the priority of each second message.
In other optional embodiments, after acquiring the plurality of second messages received within the preset time period in the game environment, the server may first obtain the first priority of each of the second messages according to the sending time of the second message. And calculating the second priority according to the corresponding channel for the second messages with the same first priority. So that the priority of each second message can be calculated more accurately.
S202: and synchronously displaying the name of the channel corresponding to the first message, the name of the first sender and the content of the first message to first message frames of all first receivers in the channel in the game environment, and covering the original display content in the first message frames, wherein the first message frames only display one message at a time.
S203: and when the first message box is triggered, displaying a chat room window, wherein the chat room window comprises sub-windows corresponding to a plurality of channels.
The player performs a trigger operation in a first message box of the gaming environment. If the game environment is built in a computer, the triggering operation can be performed through a mouse, a keyboard or other input equipment, and if the game environment is built in a mobile phone or a tablet, the triggering operation can be performed through a touch display screen.
The method comprises the steps that an electronic device carried by a game environment captures a first message box to be triggered, and sends a triggered message to a server, and the server controls a chat room window to be displayed in the game environment.
The chat room window comprises sub-windows corresponding to a plurality of channels, each sub-window respectively displays messages of different channels, and a player can browse all message contents in the chat room window and reply to the messages.
S204: and opening a sub-window of a corresponding channel in the chat room window according to the channel identifier in the first message, and displaying the first message in the sub-window of the corresponding channel. In a game scene, if a player directly opens a chat room window, the chat room window is positioned to a sub-window corresponding to a certain channel by default or positioned to a sub-window corresponding to a channel clicked last time.
In the embodiment of the application, the server obtains the channel corresponding to the first message according to the channel identifier in the first message. And when the chat room window is jumped and displayed in the game environment, automatically positioning to a sub-window corresponding to the channel corresponding to the first message. In this sub-window the full content of the first message and the area to reply to said first message are displayed.
In this embodiment, by acquiring the second message received in the game environment and the priority of each second message, and using the second message with the highest priority as the first message, the load of the server can be reduced, so that messages within a period of time can be processed in a centralized manner, and processing is performed once without acquiring one message, which not only improves the operation processing speed, but also does not affect the user experience. In addition, in this embodiment, by displaying the chat room window when the first message box is triggered, opening the sub-window of the corresponding channel in the chat room window according to the channel identifier in the first message, and displaying the first message in the sub-window of the corresponding channel, the player can directly jump to the sub-window of the channel corresponding to the first message by triggering the first message box in any scene of the game environment if the player needs to reply to the first message, thereby reducing the time required for searching for the message in the chat room window and simplifying the operation of the player.
Fig. 6 is a schematic structural diagram of a message display device in a game environment according to an embodiment of the present application.
The apparatus may be implemented in software, hardware, or a combination of both, as all or part of a message display device in a gaming environment. The apparatus 6 includes a first acquisition unit 61 and a first display unit 61;
a first obtaining unit 61, configured to obtain a first message received in a game environment, where the first message includes a channel identifier, a first sender name, and first message content, and each channel identifier corresponds to a channel;
a first display unit 62, configured to synchronously display the name of the channel corresponding to the first message, the name of the first sender, and the first message content in first message frames of all first recipients in the channel in the game environment, and cover the original display content in the first message frames, where the first message frame displays only one message at a time.
In the embodiment of the application, a first message received in a game environment is acquired, wherein the first message comprises a channel identifier, a first sender name and first message content, and each channel identifier corresponds to a channel; and synchronously displaying the name of the channel corresponding to the first message, the name of the first sender and the content of the first message to first message frames of all first receivers in the channel in the game environment, and covering the original display content in the first message frames, wherein the first message frames only display one message at a time. By the message display method, the game player can capture the name of the channel corresponding to the message, the name of the sender and the message content in time, and the first message covers the original display content in the message frame, so that the condition that a plurality of messages are mixed together and important information is missed is avoided.
Optionally, the apparatus 6 further includes:
the second display unit is used for displaying a chat room window when the first message frame is triggered, wherein the chat room window comprises sub-windows corresponding to a plurality of channels;
and the third display unit is used for opening a sub-window of a corresponding channel in the chat room window according to the channel identifier in the first message and displaying the first message in the sub-window of the corresponding channel. Optionally, the first obtaining unit 61 includes:
a second obtaining unit, configured to obtain second messages received in the game environment and a priority of each of the second messages, and use a second message with a highest priority as the first message.
Optionally, the second obtaining unit includes:
a third obtaining unit, configured to obtain a plurality of second messages received within a preset time period in the game environment and a sending time of each second message;
and the first priority operation unit is used for obtaining the priority of each second message according to the sending time of each second message.
Optionally, the second obtaining unit includes:
a fourth obtaining unit, configured to obtain multiple second messages received within a preset time period in the game environment and a sending time of each second message;
and the second priority operation unit is used for obtaining the priority of each second message according to the sending time of each second message.
Optionally, the first display unit 61 includes:
and the fourth display unit is used for judging whether the channel corresponding to the first message is a preset channel or not, and if so, only displaying the name of the channel corresponding to the first message, the name of the first sender and the content of the first message to the first message frame of the main interface of all the first receivers of the channel in the game environment.
Fig. 7 is a schematic structural diagram of a server according to an embodiment of the present application. As shown in fig. 7, the server 7 may include: a controller 70, a memory 71 and a computer program 72 stored in said memory 71 and executable on said controller 70, such as: a message display program in a game environment; the controller 70, when executing the computer program 72, implements the steps in the above-described method embodiments, such as steps S101 to S102 shown in fig. 1. Alternatively, the controller 70 implements the functions of the modules/units in the above-described device embodiments, such as the functions of the modules 61 to 62 shown in fig. 6, when executing the computer program 72.
The controller 70 may include one or more processing cores, among others. The controller 70 is connected to various parts in the control device 7 by various interfaces and lines, and executes various functions of the control device 7 and processes data by operating or executing instructions, programs, code sets or instruction sets stored in the memory 71 and calling data in the memory 71, and optionally, the controller 70 may be implemented in at least one hardware form of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), Programmable Logic Array (PLA). The controller 70 may integrate one or a combination of a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), a modem, and the like. Wherein, the CPU mainly processes an operating system, a user interface, an application program and the like; the GPU is used for rendering and drawing contents required to be displayed by the touch display screen; the modem is used to handle wireless communications. It is understood that the modem may not be integrated into the controller 70, but may be implemented by a single chip.
The Memory 71 may include a Random Access Memory (RAM) or a Read-Only Memory (Read-Only Memory). Optionally, the memory 71 includes a non-transitory computer-readable medium. The memory 71 may be used to store instructions, programs, code sets or instruction sets. The memory 71 may include a program storage area and a data storage area, wherein the program storage area may store instructions for implementing an operating system, instructions for at least one function (such as touch instructions, etc.), instructions for implementing the various method embodiments described above, and the like; the storage data area may store data and the like referred to in the above respective method embodiments. The memory 71 may alternatively be at least one memory device located remotely from the controller 70.
An embodiment of the present application further provides a computer storage medium, where the computer storage medium may store a plurality of instructions, where the instructions are suitable for being loaded by a processor and being used to execute the method steps in the embodiments shown in fig. 1 to 5, and a specific execution process may refer to specific descriptions of the embodiments shown in fig. 1 to 5, which is not described herein again.
It will be apparent to those skilled in the art that, for convenience and brevity of description, only the above-mentioned division of the functional units and modules is illustrated, and in practical applications, the above-mentioned function distribution may be performed by different functional units and modules according to needs, that is, the internal structure of the apparatus is divided into different functional units or modules to perform all or part of the above-mentioned functions. Each functional unit and module in the embodiments may be integrated in one processing unit, or each unit may exist alone physically, or two or more units are integrated in one unit, and the integrated unit may be implemented in a form of hardware, or in a form of software functional unit. In addition, specific names of the functional units and modules are only for convenience of distinguishing from each other, and are not used for limiting the protection scope of the present application. The specific working processes of the units and modules in the system may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the above embodiments, the descriptions of the respective embodiments have respective emphasis, and reference may be made to the related descriptions of other embodiments for parts that are not described or illustrated in a certain embodiment.
Those of ordinary skill in the art will appreciate that the various illustrative elements and algorithm steps described in connection with the embodiments disclosed herein may be implemented as electronic hardware or combinations of computer software and electronic hardware. Whether such functionality is implemented as hardware or software depends upon the particular application and design constraints imposed on the implementation. Skilled artisans may implement the described functionality in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the present invention.
In the embodiments provided in the present invention, it should be understood that the disclosed apparatus/terminal device and method may be implemented in other ways. For example, the above-described embodiments of the apparatus/terminal device are merely illustrative, and for example, the division of the modules or units is only one logical division, and there may be other divisions when actually implemented, for example, a plurality of units 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 through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated modules/units, if implemented in the form of software functional units and sold or used as separate products, may be stored in a computer readable storage medium. Based on such understanding, all or part of the flow of the method according to the embodiments of the present invention may also be implemented by a computer program, which may be stored in a computer-readable storage medium, and when the computer program is executed by a processor, the steps of the method embodiments may be implemented. Wherein the computer program comprises computer program code, which may be in the form of source code, object code, an executable file or some intermediate form, etc.
The present invention is not limited to the above-described embodiments, and various modifications and variations of the present invention are intended to be included within the scope of the claims and the equivalent technology of the present invention if they do not depart from the spirit and scope of the present invention.

Claims (10)

1. A method of displaying messages in a gaming environment, comprising the steps of:
acquiring a first message received in a game environment, wherein the first message comprises channel identifiers, a first sender name and first message content, and each channel identifier corresponds to a channel;
and synchronously displaying the name of the channel corresponding to the first message, the name of the first sender and the content of the first message to first message frames of all first receivers in the channel in the game environment, and covering the original display content in the first message frames, wherein the first message frames only display one message at a time.
2. A message display method in a game environment according to claim 1,
when the first message frame is triggered, displaying a chat room window, wherein the chat room window comprises sub-windows corresponding to a plurality of channels;
and opening a sub-window of a corresponding channel in the chat room window according to the channel identifier in the first message, and displaying the first message in the sub-window of the corresponding channel.
3. The method for displaying messages in a game environment according to claim 1, wherein the step of acquiring the first message received in the game environment comprises the steps of:
and acquiring second messages received in the game environment and the priority of each second message, and taking the second message with the highest priority as the first message.
4. The message display method in a game environment according to claim 3, wherein said acquiring second messages received in said game environment and a priority of each of said second messages, comprises the steps of:
acquiring a plurality of second messages received within a preset time period in the game environment and the sending time of each second message;
and obtaining the priority of each second message according to the sending time of each second message.
5. The message display method in a game environment according to claim 3, wherein said acquiring second messages received in said game environment and a priority of each of said second messages, comprises the steps of:
acquiring a plurality of second messages received within a preset time period in the game environment and a channel corresponding to each second message;
and obtaining the priority of each second message according to the priority of the channel corresponding to each second message.
6. The message display method in a game environment according to claim 1, wherein the step of synchronously displaying the name of the channel corresponding to the first message, the name of the first sender and the first message content to first message boxes of all first receivers in the game environment on the channel to overlay the original display content in the first message boxes comprises the steps of:
and judging whether the channel corresponding to the first message is a preset channel, if so, only displaying the name of the channel corresponding to the first message, the name of the first sender and the content of the first message to first message frames of main interfaces of all first receivers in the channel in the game environment.
7. The message display method in a game environment according to any one of claims 1 to 6, wherein the channel corresponding to the first message comprises: world channels, private chat channels, business meeting channels, and announcement channels;
if the channel corresponding to the first message is a world channel, the first message is a message sent by the first sender to all first receivers in the same server;
if the channel corresponding to the first message is a private chat channel, the first message is a one-to-one message sent by the first sender to the first receiver;
if the channel corresponding to the first message is a business meeting channel, the first message is a message sent by the first sender to all first receivers of the same business meeting;
and if the channel corresponding to the first message is an announcement channel, the first message is a system message sent by the first sender to all first receivers.
8. A message display device in a gaming environment, comprising:
the system comprises a first acquisition unit, a second acquisition unit and a third acquisition unit, wherein the first acquisition unit is used for acquiring a first message received in a game environment, the first message comprises channel identifiers, a first sender name and first message content, and each channel identifier corresponds to one channel;
a first display unit, configured to synchronously display a name of a channel corresponding to the first message, the name of the first sender, and the first message content in first message frames of all first recipients in the channel in the game environment, and cover original display content in the first message frames, where the first message frame displays only one message at a time.
9. A server, comprising: processor, memory and a computer program stored in the memory and executable on the processor, characterized in that the steps of the method according to any of claims 1 to 7 are implemented when the processor executes the computer program.
10. A computer-readable storage medium, in which a computer program is stored which, when being executed by a processor, carries out the steps of the method according to any one of claims 1 to 7.
CN202010632197.6A 2020-07-03 2020-07-03 Message display method and device in game environment and server Pending CN111744209A (en)

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US20040198497A1 (en) * 1999-12-08 2004-10-07 Kabushiki Kaisha Sega Enterprises Communication game system and communication game processing method
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CN110038305A (en) * 2019-04-12 2019-07-23 网易(杭州)网络有限公司 Information processing method and device, electronic equipment, storage medium
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US20040198497A1 (en) * 1999-12-08 2004-10-07 Kabushiki Kaisha Sega Enterprises Communication game system and communication game processing method
CN107115668A (en) * 2017-04-25 2017-09-01 合肥泽诺信息科技有限公司 Online game online interaction system based on speech recognition
CN107551547A (en) * 2017-09-07 2018-01-09 网易(杭州)网络有限公司 Game information display methods and device
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