CN112734535B - Method, system, device and medium for purchasing virtual goods in application - Google Patents
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Abstract
In particular, the present invention relates to methods, systems, devices and media for in-application virtual good purchase. The method of the invention comprises the following steps: sending, by the client, a payment request to the third server, wherein the payment request includes an order ID and a purchase item requesting payment; after the client payment is successful, the third server sends payment success information to the second server, wherein the payment success information comprises an order ID; obtaining, by the second server, a picking code associated with the order ID based on the order ID and sending the associated picking code to the first server; obtaining, by the first server, an article ID corresponding to the associated delivery code and article content corresponding to the article ID based on the associated delivery code, and transmitting the article content to the client. The invention adopts the modes of purchasing items and picking up goods codes to mark the goods, does not need to register the purchasing items frequently, simplifies the process of an operator, can put on the shelves quickly, can change the contents of the goods and realizes the customization of users.
Description
Technical Field
The present invention relates in particular to methods, systems, devices and media for in-application virtual goods purchase.
Background
In various applications (e.g., game-like applications), virtual goods are sold to users, who pay in real money. The virtual goods usually appear in the form of packages or gift bags, and there is a case that packages with the same price correspond to different contents, which is specifically as follows:
the operator sells "package a" including 10 coins and 5 woods at a price of 6 yuan, and registers "buy item 1" of a 6-yuan gift bag in the channel side (for example, ios, android). The operator sells a package B which comprises 10 wood and 5 gold coins with a price of 6 yuan, and registers a 6-yuan gift bag of 'purchase item 2' on the channel side. The user pays 6 dollars at the client to purchase 1 to the channel, the channel notifies the operator to ship the goods, and the operator sends the package a content 10 coins and 5 logs to the client. The user pays 6 dollars at the client to purchase 2 to the channel, the channel notifies the operator to ship the goods, and the operator sends package B content 10 logs and 5 coins to the client.
In the above example, the virtual good in the form of a package is a combination of items, within which there may be some fine-tuning, but the price is consistent. Since the actual contents are different, the shipment contents cannot be distinguished only by the price, so that different purchase items need to be registered for different gift bags of the same price to be distinguished at the time of shipment.
In addition, the IOs and android systems use virtual commodity purchase dependence platform interfaces to complete payment and delivery processes, namely, a user directly pays the payment to a channel party, and the purchase process has more participants and is complicated in process. For game applications, the types of commodities in games are complex, the user requirements are complex, and the objective requirements of package preferential purchase and user customization exist, so that the payment flow needs to be optimized, a better customized package is provided, and the package updating and shelving speed is increased.
Taking ios as an example, the operator needs to register a purchase item for a virtual commodity sold in the application, and the virtual commodity can be purchased in the application. Under a general flow, different packages need to be registered for different purchase items, the process is complicated, the response of a channel party needs to be waited, the speed is low, and the management and the dynamic generation of the packages by an operator are not facilitated. If the operator needs to push out a new package in a short time, the operator must wait for the channel side to check the purchased items, and the period is long, which is not beneficial to the operation of the game.
Disclosure of Invention
The invention aims to provide a method, a system, equipment and a medium for purchasing virtual commodities in an application, which mark commodities in a mode of purchasing items and picking codes without frequently registering the purchasing items, simplify the flow of an operator, quickly put on the shelves of the commodities, change the commodity contents and realize customization of users.
The invention discloses a method for purchasing virtual goods in application, which comprises the following steps:
sending, by the client, a payment request to a third server, wherein the payment request includes an order ID and a purchase item requesting payment;
after the client payment is successful, the third server sends payment success information to a second server, wherein the payment success information comprises the order ID;
obtaining, by the second server, a pickup code associated with the order ID based on the order ID and sending the associated pickup code to the first server;
obtaining, by the first server, an article ID corresponding to the associated pick-up code and article content corresponding to the article ID based on the associated pick-up code, and transmitting the article content to the client.
Optionally, before sending the payment request by the client to the third server, the method further comprises:
the first server sends one or more commodity information to the client, wherein the one or more commodity information respectively comprises a goods picking code, a commodity ID corresponding to the goods picking code and commodity contents corresponding to the commodity ID.
Optionally, after sending one or more merchandise information to the client by the first server, the method further comprises:
sending a purchase request to the second server by the client, wherein the purchase request comprises a delivery code in the selected commodity information;
sending, by the second server, order information to the client, wherein the order information includes the order ID, and the order ID is associated with the selected pick-up code.
Optionally, after sending a purchase request to the second server by the client, the method further comprises:
obtaining, by the client, an article ID corresponding to the selected delivery code based on the selected delivery code, and obtaining the purchase item requesting payment corresponding to the article ID based on the article ID.
Optionally, before sending the purchase request to the second server by the client, the method further comprises:
sending, by the client, a pre-purchase request to the first server, wherein the pre-purchase request includes the pick-up code selected;
obtaining, by the first server, an item ID corresponding to the selected pick-up code based on the selected pick-up code;
judging whether the commodity ID is limited to be purchased or not by the first server;
if yes, sending purchase limiting information to the client side by the first server;
if the goods are not limited to be purchased, sending unlimited purchasing information to the client side by the first server, and generating delivery information, wherein the delivery information comprises the selected picking code, the goods ID corresponding to the selected picking code and the goods content corresponding to the goods ID.
Optionally, after obtaining, by the first server, an item ID corresponding to the associated pick-up code based on the associated pick-up code, the method further comprises:
judging, by the first server, whether the article ID is purchase-restricted;
if yes, sending purchase limiting information to the client side by the first server;
and if the purchase is not limited, sending purchase-unlimited information to the client by the first server, obtaining the commodity content corresponding to the commodity ID, and sending the commodity content to the client.
Optionally, the payment success information further includes a purchase item for which payment was successful, the method further comprising:
obtaining, by the second server, a pick-up code associated with the order ID based on the order ID, and sending the associated pick-up code and the purchase item for which payment was successful to the first server;
obtaining, by the first server, an item ID corresponding to the associated pick-up code based on the associated pick-up code, and obtaining a purchase item corresponding to the item ID based on the item ID;
determining, by the first server, whether the purchase item corresponding to the goods ID and the purchase item for which payment is successful coincide;
if not, sending payment failure information to the client by the first server;
and if the commodity ID is consistent with the commodity ID, obtaining the commodity content corresponding to the commodity ID by the first server, and sending the commodity content to the client.
The invention discloses a system for purchasing virtual commodities in an application, which comprises a client, a first server, a second server and a third server, wherein the client is connected with the first server through a network;
the client sends a payment request to the third server, wherein the payment request comprises an order ID and a purchase item requesting payment;
after the client payment is successful, the third server sends payment success information to the second server, wherein the payment success information comprises the order ID;
the second server obtaining a picking code associated with the order ID based on the order ID and sending the associated picking code to the first server;
the first server obtains an article ID corresponding to the associated pickup code and article content corresponding to the article ID based on the associated pickup code, and transmits the article content to the client.
The invention discloses a device for purchasing virtual goods in an application, which comprises a memory and a processor, wherein the memory stores computer-executable instructions, and the processor is configured to execute the instructions to implement a method for purchasing the virtual goods in the application.
A computer storage medium encoded with a computer program comprising instructions executable by one or more computers to implement a method for purchasing virtual goods within an application is disclosed.
Compared with the prior art, the implementation mode of the invention has the main differences and the effects that:
the invention marks the commodity by adopting the modes of purchasing items and picking up the goods codes, does not need to register the purchasing items frequently, simplifies the flow of an operator, can quickly put on the shelf the commodity, can change the commodity content and realizes the customization of users. Specifically, one or more commodity IDs with the same price can be bound with the same purchase item, the goods picking code serves as intermediate data, communication among server work types is achieved, correctness and consistency of the data are guaranteed, and although the goods picking code is unique, commodity contents can be different according to different users.
The invention adopts the pre-purchase treatment before payment, can carry out logic detection such as limited purchase and the like, and reduces invalid payment. In addition, the delivery information is stored in the first server, so that the commodities before change can be correctly sent after the commodities are changed during asynchronous delivery.
According to the invention, logic detection such as limited purchase is carried out again before delivery, and the purchase item is used for checking to prevent cheating, so that the accuracy of commodity delivery is ensured.
Drawings
FIG. 1 is a flow chart of a method of purchasing virtual goods within an application in accordance with the present invention;
FIG. 2 is yet another flow chart of a method for purchasing a virtual good within an application in accordance with the present invention;
FIG. 3 is yet another flow chart of a method for purchasing a virtual good within an application in accordance with the present invention;
FIG. 4 is yet another flow chart of a method for purchasing a virtual good within an application in accordance with the present invention;
FIG. 5 is yet another flow chart of a method for purchasing a virtual good within an application in accordance with the present invention;
FIG. 6 is yet another flow chart of a method for purchasing a virtual good within an application in accordance with the present invention;
fig. 7 is a flowchart of a preferred embodiment of a method for purchasing a virtual good within an application according to the present invention.
Detailed Description
The present application is further described with reference to the following detailed description and the accompanying drawings. It is to be understood that the specific embodiments described herein are merely illustrative of the application and are not limiting of the application. In addition, for convenience of description, only a part of structures or processes related to the present application, not all of them, is illustrated in the drawings. It should be noted that in this specification, like reference numerals and letters refer to like items in the following drawings.
It will be understood that, although the terms "first", "second", etc. may be used herein to describe various features, these features should not be limited by these terms. These terms are used merely for distinguishing and not to imply or imply relative importance. For example, a first feature may be termed a second feature, and, similarly, a second feature may be termed a first feature, without departing from the scope of example embodiments.
In the description of the present application, it should also be noted that, unless expressly stated or limited otherwise, the terms "disposed," "connected," and "connected" are to be construed broadly and can include, for example, fixed connections, detachable connections, or integral connections; can be mechanically or electrically connected; they may be connected directly or indirectly through intervening media, or they may be interconnected between two elements. The specific meanings of the above terms in the present embodiment can be understood in specific cases by those of ordinary skill in the art.
Illustrative embodiments of the present application include, but are not limited to, methods, systems, devices, media, etc. for the purchase of virtual goods within an application.
Various aspects of the illustrative embodiments will be described using terms commonly employed by those skilled in the art to convey the substance of their work to others skilled in the art. It will be apparent, however, to one skilled in the art that some alternative embodiments may be practiced using some of the features described in this section. For purposes of explanation, specific numbers and configurations are set forth in order to provide a more thorough understanding of the illustrative embodiments. It will be apparent, however, to one skilled in the art that alternative embodiments may be practiced without the specific details. In some other instances, well-known features are omitted or simplified in order not to obscure the illustrative embodiments of the present application.
Moreover, various operations will be described as multiple operations separate from one another in a manner that is most helpful in understanding the illustrative embodiments; however, the order of description should not be construed as to imply that these operations are necessarily order dependent, and that many of the operations can be performed in parallel, concurrently, or simultaneously. In addition, the order of the operations may be re-arranged. The process may be terminated when the described operations are completed, but may have additional steps not included in the figure. The processes may correspond to methods, functions, procedures, subroutines, subprograms, and the like.
References in the specification to "one embodiment," "an illustrative embodiment," etc., indicate that the embodiment described may include a particular feature, structure, or characteristic, but every embodiment may or may not necessarily include the particular feature, structure, or characteristic. Moreover, such phrases are not necessarily referring to the same embodiment. Furthermore, when a particular feature is described in connection with a particular embodiment, the knowledge of one skilled in the art can affect such feature in combination with other embodiments, whether or not such embodiments are explicitly described.
The terms "comprising," "having," and "including" are synonymous, unless the context dictates otherwise. The phrase "A and/or B" means "(A), (B) or (A and B)".
As used herein, the term "module" may refer to, be a part of, or include: memory (shared, dedicated, or group) for executing one or more software or firmware programs, an Application Specific Integrated Circuit (ASIC), an electronic circuit and/or processor (shared, dedicated, or group), a combinational logic circuit, and/or other suitable components that provide the described functionality.
In the drawings, some features of the structures or methods may be shown in a particular arrangement and/or order. However, it should be understood that such specific arrangement and/or ordering is not required. Rather, in some embodiments, these features may be described in a manner and/or order different from that shown in the illustrative figures. Additionally, the inclusion of structural or methodical features in a particular figure does not imply that all embodiments need to include such features, and in some embodiments, may not include such features or may be combined with other features.
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
Fig. 1 is a flowchart of a method of purchasing a virtual good within an application according to the present invention. As shown in fig. 1, the method includes:
transmitting, by the client, a payment request to the third server, wherein the payment request includes the order ID and the purchase item requested for payment;
after the client payment is successful, the third server sends payment success information to the second server, wherein the payment success information comprises an order ID;
obtaining, by the second server, a pickup code associated with the order ID based on the order ID and sending the associated pickup code to the first server;
obtaining, by the first server, an item ID corresponding to the associated pick-up code and item content corresponding to the item ID based on the associated pick-up code, and transmitting the item content to the client.
A "client" as referred to herein may be any type of electronic device, such as a desktop computer, laptop computer, portable or mobile device, cell phone, smart phone, tablet, television set-top box, or entertainment device, wearable device (e.g., display glasses or goggles, wrist watch, headset, armband, jewelry, etc.), personal Digital Assistant (PDA), media player, gaming device, or the like.
The "first server" referred to herein may be a server of an operator, for example a game server.
The "second server" referred to herein may be a server of the operator, for example a purchase server, which may be a server dedicated to handling purchase traffic.
The "third server" referred to herein may be a server of the channel side, such as an ios, android server.
The "purchase item" referred to herein may be generated by the third server, and the purchase item may have corresponding one or more item IDs of the same price.
The "article ID" mentioned herein may be generated by the first server, and the article ID may indicate a specific virtual article, for example, in the form of a package and having a specific article content.
The "commodity content" referred to herein may be generated by the first server, and the commodity content may indicate a combination of one or more items.
The "pick-up code" referred to herein may be generated by the first server, and the pick-up code may have a corresponding item ID, which may have corresponding item content.
The user requests payment for a specific purchase item from the third server via the client, the payment request including the order ID and the purchase item requested for payment. If the user gives up paying for the purchase item, the process ends. After the client payment is successful, the third server sends payment success information to the second server, and the payment success information indicates that the order ID is paid successfully. If the client payment fails, the process ends. The second server obtains a pick-up code associated with the order ID based on the order ID and sends the associated pick-up code to the first server. The first server obtains an article ID corresponding to the associated delivery code and article content corresponding to the article ID based on the associated delivery code, and sends the article content to the client. The user receives the commodity content via the client, and the process is ended.
The invention marks the commodity by adopting the modes of purchasing items and picking up the goods codes, does not need to register the purchasing items frequently, simplifies the flow of an operator, can quickly put on the shelf the commodity, can change the commodity content and realizes the customization of users. Specifically, one or more commodity IDs with the same price can be bound with the same purchase item, the goods picking code serves as intermediate data, communication among various server work types is achieved, correctness and consistency of the data are guaranteed, and although the goods picking code is unique, commodity contents can be different according to different users.
Optionally, after the sending, by the third server, the payment success information to the second server, the method further includes:
and sending payment success information to the client by the second server.
Fig. 2 is still another flowchart of a method for purchasing a virtual good in an application according to the present invention. As shown in fig. 2, in addition to the steps already described in fig. 1, before sending a payment request by the client to the third server, the method further comprises:
and sending one or more commodity information to the client by the first server, wherein the one or more commodity information respectively comprises a goods picking code, a commodity ID corresponding to the goods picking code and commodity contents corresponding to the commodity ID.
The user opens the store via the client and requests the first server to view a list of items in the store. The first server generates a commodity list and sends one or more pieces of commodity information to the client, wherein the one or more pieces of commodity information respectively comprise a pickup code, a commodity ID corresponding to the pickup code and commodity contents corresponding to the commodity ID.
Fig. 3 is still another flowchart of a method for purchasing a virtual good within an application according to the present invention. As shown in fig. 3, in addition to the steps already described in fig. 1 to 2, after sending one or more merchandise information to the client by the first server, the method further includes:
sending a purchase request to a second server by the client, wherein the purchase request comprises a goods picking code in the selected goods information;
and sending order information to the client by the second server, wherein the order information comprises an order ID, and the order ID is associated with the selected picking code.
After the first server transmits the one or more goods information to the client, the user selects specific goods information among the one or more goods information via the client, and transmits a purchase request including a pick-up code in the selected goods information to the second server. The second server sends order information to the client, wherein the order information comprises an order ID, and the order ID is associated with the selected picking code.
Optionally, after sending the purchase request to the second server by the client, the method further comprises:
obtaining, by the client, an item ID corresponding to the selected pick-up code based on the selected pick-up code, and obtaining a purchase item requesting payment corresponding to the item ID based on the item ID.
After the client transmits a purchase request to the second server, the client obtains an article ID corresponding to the selected delivery code based on the selected delivery code, and obtains a purchase item requesting payment corresponding to the article ID based on the article ID. After the client receives order information including an order ID from the second server, the user requests payment for the purchase item from the third server via the client, the payment request including the order ID and the purchase item requested for payment.
Fig. 4 is still another flowchart of a method for purchasing a virtual good within an application according to the present invention. As shown in fig. 4, in addition to the steps already described in fig. 1 to 3, before sending a purchase request by the client to the second server, the method further comprises:
sending a pre-purchase request to a first server by a client, wherein the pre-purchase request comprises a selected pick-up code;
obtaining, by the first server, a goods ID corresponding to the selected shipping code based on the selected shipping code;
judging whether the commodity ID is limited to be purchased or not by the first server;
if the purchase is limited, the first server sends purchase limiting information to the client;
and if the purchase is not limited, sending purchase-unlimited information to the client by the first server, and generating delivery information, wherein the delivery information comprises the selected delivery code, the commodity ID corresponding to the selected delivery code and the commodity content corresponding to the commodity ID.
Before the client sends a purchase request to the second server, the client sends a pre-purchase request to the first server, the pre-purchase request including the pick-up code selected. The first server obtains an article ID corresponding to the selected delivery code based on the selected delivery code. The first server judges whether the commodity ID is limited to be purchased. And if the purchase is limited, the first server sends purchase limiting information to the client, and the process is ended. And if the goods are not limited to be purchased, the first server sends purchase-unlimited information to the client and generates delivery information, wherein the delivery information comprises the selected delivery code, the goods ID corresponding to the selected delivery code and the goods content corresponding to the goods ID.
The invention adopts the pre-purchase treatment before payment, can carry out logic detection such as limited purchase and the like, and reduces invalid payment. In addition, the delivery information is stored in the first server, so that the commodities before change can be correctly sent after the commodities are changed during asynchronous delivery.
Fig. 5 is still another flowchart of a method for purchasing a virtual good in an application according to the present invention. As shown in fig. 5, in addition to the steps already described in fig. 1 to 4, after obtaining, by the first server, the article ID corresponding to the associated pickup code based on the associated pickup code, the method further includes:
judging whether the commodity ID is limited to be purchased or not by the first server;
if the purchase is limited, the first server sends purchase limiting information to the client;
if the purchase is not limited, sending purchase-unlimited information to the client by the first server, obtaining the commodity content corresponding to the commodity ID, and sending the commodity content to the client.
After the first server obtains the goods ID corresponding to the associated goods picking code based on the associated goods picking code, the first server judges whether the goods ID is limited to purchase. And if the purchase is limited, the first server sends purchase limiting information to the client, and the process is ended. If the purchase is not limited, the first server sends purchase-unlimited information to the client, obtains the commodity content corresponding to the commodity ID and sends the commodity content to the client.
The invention carries out logic detection such as purchase restriction and the like again before delivery, thereby ensuring the correctness of commodity delivery.
Fig. 6 is still another flowchart of a method for purchasing a virtual good within an application according to the present invention. As shown in fig. 6, the payment success information includes payment successful purchase items in addition to the steps already described in fig. 1 to 5, and the method further includes:
obtaining, by the second server, a pickup code associated with the order ID based on the order ID, and sending the associated pickup code and a successful purchase item for payment to the first server;
obtaining, by the first server, an item ID corresponding to the associated pickup code based on the associated pickup code, and obtaining a purchase item corresponding to the item ID based on the item ID;
judging whether the purchase item corresponding to the commodity ID is consistent with the purchase item which is paid successfully by the first server;
if the payment information is inconsistent with the payment information, the first server sends payment failure information to the client;
and if the commodity content is consistent with the commodity ID, obtaining the commodity content corresponding to the commodity ID by the first server, and sending the commodity content to the client.
After the client payment is successful, the third server sends payment success information to the second server indicating that the particular order ID and purchase item have been successfully paid. The second server obtains a pick-up code associated with the order ID based on the order ID and sends the associated pick-up code and the purchase item for which payment was successful to the first server. The first server obtains an article ID corresponding to the associated delivery code based on the associated delivery code, and obtains a purchase item corresponding to the article ID based on the article ID. The first server judges whether the purchase item corresponding to the goods ID is consistent with the purchase item for which payment is successful. And if the payment information is inconsistent with the payment information, the first server sends payment failure information to the client, and the process is ended. If the two are consistent, the first server obtains the commodity content corresponding to the commodity ID and sends the commodity content to the client.
The invention prevents cheating by using the verification of the purchase item before delivery, and ensures the correctness of commodity delivery.
Fig. 7 is a flowchart of a preferred embodiment of a method for purchasing a virtual good within an application according to the present invention. As shown in fig. 7, the user opens the store via the client, and requests the first server to view the list of items in the store. The first server generates a commodity list and sends one or more commodity information to the client, wherein the one or more commodity information respectively comprise a goods picking code, a commodity ID corresponding to the goods picking code and commodity contents corresponding to the commodity ID.
After a user selects specific commodity information from the one or more commodity information via the client, the client sends a pre-purchase request to the first server, wherein the pre-purchase request comprises a pick-up code in the selected commodity information. The first server obtains an article ID corresponding to the selected delivery code based on the selected delivery code. The first server judges whether the commodity ID is limited to be purchased. And if the purchase is limited, the first server sends purchase limiting information to the client, and the process is ended. And if the purchase is not limited, the first server sends purchase-unlimited information to the client. The first server generates delivery information, wherein the delivery information comprises the selected delivery code, the commodity ID corresponding to the selected delivery code and the commodity content corresponding to the commodity ID.
After the client receives unlimited purchase information from the first server, the client sends a purchase request to the second server, the purchase request including the pick code selected. The second server sends order information to the client, wherein the order information comprises an order ID, and the order ID is associated with the selected picking code.
After the client transmits a purchase request to the second server, the client obtains an article ID corresponding to the selected delivery code based on the selected delivery code, and obtains a purchase item requesting payment corresponding to the article ID based on the article ID. After the client receives order information including an order ID from the second server, the user requests payment for the purchase item from the third server via the client, the payment request including the order ID and the purchase item requested for payment. If the user gives up paying for the purchase, the process ends.
After the client payment is successful, the third server sends payment success information to the second server indicating that the order ID and the purchase item have been successfully paid, and optionally the second server sends the payment success information to the client. If the client payment fails, the process ends.
The second server obtains a pickup code associated with the order ID from the order information based on the order ID, and transmits the associated pickup code and the purchase item for which payment is successful to the first server. The first server obtains an article ID corresponding to the associated delivery code based on the associated delivery code, and obtains a purchase item corresponding to the article ID based on the article ID. The first server judges whether the commodity ID is limited to be purchased. And if the purchase is limited, the first server sends purchase limiting information to the client, and the process is ended. If the purchase is not limited, the first server judges whether the purchase item corresponding to the commodity ID is consistent with the purchase item with successful payment. And if the payment information is inconsistent with the payment information, the first server sends payment failure information to the client, and the process is ended. If the two are consistent, the first server obtains the commodity content corresponding to the commodity ID from the delivery information and sends the commodity content to the client. The user receives the commodity content via the client, and the process is finished.
The invention also provides a system for purchasing the virtual goods in the application, which comprises a client, a first server, a second server and a third server, wherein the client, the first server, the second server and the third server implement the method for purchasing the virtual goods in the application.
The present invention also provides an in-app virtual good purchasing apparatus comprising a memory storing computer-executable instructions and a processor configured to execute the instructions to implement the above-described in-app virtual good purchasing method.
The present invention also provides a computer storage medium encoded with a computer program comprising instructions executable by one or more computers to implement the method for purchasing a virtual good within an application described above.
Each method embodiment of the present invention can be implemented by software, hardware, firmware, or the like. Whether the invention is implemented as software, hardware, or firmware, the instruction code may be stored in any type of computer-accessible memory (e.g., permanent or modifiable, volatile or non-volatile, solid or non-solid, fixed or removable media, etc.). Also, the Memory may be, for example, programmable Array Logic (PAL), random Access Memory (RAM), programmable Read Only Memory (PROM), read-Only Memory (ROM), electrically Erasable Programmable Read Only Memory (EEPROM), a magnetic disk, an optical disk, a Digital Versatile Disk (DVD), and so on.
While the embodiments of the present application have been described in detail with reference to the accompanying drawings, the application of the present application is not limited to the various applications mentioned in the embodiments of the present application, and various structures and modifications can be easily implemented with reference to the embodiments of the present application to achieve various beneficial effects mentioned herein. Variations that do not depart from the gist of the disclosure are intended to be within the scope of the disclosure.
Claims (8)
1. A method for purchasing a virtual good within an application, the method comprising:
opening, by a user via a client, a store and requesting a first server to view a list of items in the store;
generating, by the first server, the item list, and sending one or more item information to the client, wherein the one or more item information respectively include a pickup code, an item ID corresponding to the pickup code, and item content corresponding to the item ID, and the item ID is generated by the first server to indicate a specific virtual item;
sending a purchase request to a second server by the client, wherein the purchase request comprises a goods picking code in the selected goods information;
sending, by the second server, order information to the client, wherein the order information includes an order ID, the order ID being associated with the selected pick-up code;
sending, by the client, a payment request to a third server, wherein the payment request includes the order ID and a purchase item requested for payment, wherein the purchase item is generated by the third server with one or more item IDs for a corresponding same price;
after the client payment is successful, the third server sends payment success information to the second server, wherein the payment success information comprises the order ID;
obtaining, by the second server, a pickup code associated with the order ID based on the order ID and sending the associated pickup code to the first server;
obtaining, by the first server, an article ID corresponding to the associated pick-up code and article content corresponding to the article ID based on the associated pick-up code, and transmitting the article content to the client.
2. The method of claim 1, wherein after sending, by the client, a purchase request to the second server, the method further comprises:
obtaining, by the client, an article ID corresponding to the selected delivery code based on the selected delivery code, and obtaining the purchase item requesting payment corresponding to the article ID based on the article ID.
3. The method of claim 1, wherein prior to sending, by the client, a purchase request to the second server, the method further comprises:
sending, by the client, a pre-purchase request to the first server, wherein the pre-purchase request includes the pick-up code selected;
obtaining, by the first server, an item ID corresponding to the selected pick-up code based on the selected pick-up code;
judging whether the commodity ID is limited to be purchased or not by the first server;
if the purchase is limited, sending purchase limiting information to the client by the first server;
and if the purchase is not limited, sending purchase-limitation information to the client by the first server, and generating delivery information, wherein the delivery information comprises the selected delivery code, the commodity ID corresponding to the selected delivery code and the commodity content corresponding to the commodity ID.
4. The method of claim 1, wherein after obtaining, by the first server, an item ID corresponding to the associated pick code based on the associated pick code, the method further comprises:
judging, by the first server, whether the article ID is purchase-restricted;
if the purchase is limited, sending purchase limiting information to the client by the first server;
and if the purchase is not limited, sending purchase-unlimited information to the client by the first server, obtaining the commodity content corresponding to the commodity ID, and sending the commodity content to the client.
5. The method of claim 1, wherein the payment success information further includes payment successful purchase items, the method further comprising:
obtaining, by the second server, a pickup code associated with the order ID based on the order ID, and sending the associated pickup code and the purchase item for which payment was successful to the first server;
obtaining, by the first server, an item ID corresponding to the associated pick-up code based on the associated pick-up code, and obtaining a purchase item corresponding to the item ID based on the item ID;
determining, by the first server, whether the purchase item corresponding to the goods ID and the purchase item for which payment is successful coincide;
if not, sending payment failure information to the client by the first server;
and if the commodity ID is consistent with the commodity ID, obtaining the commodity content corresponding to the commodity ID by the first server, and sending the commodity content to the client.
6. A purchase system of virtual goods in application is characterized by comprising a client, a first server, a second server and a third server;
a user opens a store via the client and requests the first server to view a list of items in the store; the first server generates the commodity list and sends one or more commodity information to the client, wherein the one or more commodity information respectively comprise a pickup code, a commodity ID corresponding to the pickup code and commodity content corresponding to the commodity ID, and the commodity ID is generated by the first server and used for indicating a specific virtual commodity;
the client sends a purchase request to the second server, wherein the purchase request comprises a goods picking code in the selected commodity information;
the second server sends order information to the client, wherein the order information comprises an order ID, and the order ID is associated with the selected picking code;
the client sends a payment request to the third server, wherein the payment request comprises the order ID and a purchase item requesting payment, and the purchase item is generated by the third server and has one or more corresponding commodity IDs at the same price;
after the client payment is successful, the third server sends payment success information to the second server, wherein the payment success information comprises the order ID;
the second server obtaining a pickup code associated with the order ID based on the order ID and sending the associated pickup code to the first server;
the first server obtains an article ID corresponding to the associated pickup code and article content corresponding to the article ID based on the associated pickup code, and transmits the article content to the client.
7. An in-application virtual good purchasing device, the device comprising a memory storing computer executable instructions and a processor configured to execute the instructions to implement the in-application virtual good purchasing method of any one of claims 1-5.
8. A computer storage medium encoded with a computer program, the computer program comprising instructions executable by one or more computers to perform the method of purchasing a virtual good within an application of any of claims 1-5.
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Application publication date: 20210430 Assignee: HISCENE INFORMATION TECHNOLOGY Co.,Ltd. Assignor: SHANGHAI LILITH TECHNOLOGY Corp. Contract record no.: X2024980002947 Denomination of invention: Purchasing methods, systems, devices, and media for virtual goods within the application Granted publication date: 20221104 License type: Common License Record date: 20240319 |