CN116212365A - Game resource issuing method and device, electronic equipment and storage medium - Google Patents

Game resource issuing method and device, electronic equipment and storage medium Download PDF

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Publication number
CN116212365A
CN116212365A CN202310064318.5A CN202310064318A CN116212365A CN 116212365 A CN116212365 A CN 116212365A CN 202310064318 A CN202310064318 A CN 202310064318A CN 116212365 A CN116212365 A CN 116212365A
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resource
game
value
data item
acquisition
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邓博文
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

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  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The application provides a game resource issuing method and device, electronic equipment and storage medium, wherein the method comprises the following steps: responding to the resource acquisition request, and determining the acquisition time, the user identifier and the resource identifier corresponding to the resource acquisition request; determining an acquisition period corresponding to the acquisition time according to the period type of the target game resource corresponding to the resource identifier; searching a target data item corresponding to the user identifier and the acquisition period from a preset data table, wherein the target data item contains an acquired value; when the acquired value is smaller than the corresponding upper limit value, corresponding game resources are issued to the game account corresponding to the user identifier; updating the acquired value of the target data item; by adopting the preset data table to record the release condition of the game resource, the method realizes that the game resource with limit is released in a mode of monitoring and broadcasting the cross-day event, thereby saving the monitoring resource and the broadcasting resource, reducing the realization cost and improving the accuracy of releasing the game resource.

Description

Game resource issuing method and device, electronic equipment and storage medium
Technical Field
The present invention relates to the field of game technologies, and in particular, to a method and apparatus for issuing game resources, an electronic device, and a storage medium.
Background
With the development of internet technology, various stand-alone games and online games are layered endlessly, and games have become an indispensable part of people's daily life. In order to prevent users from being enthusiastic about games, in most online games, there are limits to the distribution of game resources, such as only a fixed number of game resources per day and/or only a fixed number of game resources per week for each player.
In the prior art, in order to limit the number or the number of game resource release, the main method is as follows: monitoring a cross-day event through a central server, broadcasting the cross-day event to other servers after monitoring the cross-day event, caching the cross-day event by a corresponding active server, calculating the number of days, weeks, months and the like based on the cached cross-day event, and refreshing the game resource release quantity or times based on the calculated number of days, weeks and months.
In the prior art, the game resource distribution condition is updated by monitoring and broadcasting a cross-day event, and when a network fluctuates, broadcast messages are easily lost, repeated broadcasting is also caused, and thus abnormality occurs.
It should be noted that the information disclosed in the above background section is only for enhancing understanding of the background of the present disclosure and thus may include information that does not constitute prior art known to those of ordinary skill in the art.
Disclosure of Invention
In view of the foregoing, the present application has been made to provide a game resource issuing method and apparatus, an electronic device, and a storage medium, which overcome or at least partially solve the foregoing problems, and include:
a method of dispensing game resources, the method comprising:
responding to a resource acquisition request, and determining acquisition time, a user identifier and a resource identifier corresponding to the resource acquisition request;
determining an acquisition period corresponding to the acquisition time according to the period type of the target game resource corresponding to the resource identifier;
searching a target data item corresponding to the user identifier and the acquisition period from a preset data table, wherein the target data item contains an acquired value;
when the acquired value is smaller than the corresponding upper limit value, corresponding game resources are issued to the game account corresponding to the user identifier;
updating the acquired value of the target data item.
A game resource issuing apparatus, the apparatus comprising:
The request information determining module is used for responding to the resource obtaining request and determining the obtaining time, the user identifier and the resource identifier corresponding to the resource obtaining request;
the acquisition period determining module is used for determining an acquisition period corresponding to the acquisition time according to the period type of the target game resource corresponding to the resource identifier;
the target data item determining module is used for searching a target data item corresponding to the user identifier and the acquisition period from a preset data table, wherein the target data item comprises an acquired value;
the game resource issuing module is used for issuing corresponding game resources to the game account corresponding to the user identifier when the acquired value is smaller than the corresponding upper limit value;
and the target data item updating module is used for updating the acquired value of the target data item.
An electronic device comprising a processor, a memory and a computer program stored on the memory and capable of running on the processor, which when executed by the processor, performs the steps of the game resource issuing method as described above.
A computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements the steps of a game resource issuing method as described above.
The application has the following advantages:
in the embodiment of the application, in response to a resource acquisition request, determining acquisition time, a user identifier and a resource identifier corresponding to the resource acquisition request; determining an acquisition period corresponding to the acquisition time according to the period type of the target game resource corresponding to the resource identifier; searching a target data item corresponding to the user identifier and the acquisition period from a preset data table, wherein the target data item contains an acquired value; when the acquired value is smaller than the corresponding upper limit value, corresponding game resources are issued to the game account corresponding to the user identifier; updating the acquired value of the target data item; by adopting the preset data table to record the release condition of the game resource, the method realizes that the game resource with limit is released in a mode of monitoring and broadcasting the cross-day event, thereby saving the monitoring resource and the broadcasting resource, reducing the realization cost and improving the accuracy of releasing the game resource.
Drawings
In order to more clearly illustrate the technical solutions of the present application, the drawings that are needed in the description of the present application will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort to a person skilled in the art.
FIG. 1 is a schematic diagram of a relationship between a central server and an active server in the prior art;
FIG. 2 is a schematic diagram of a relationship among a database, a server, and a client in an example of the present application;
FIG. 3 is a flowchart illustrating steps of a method for issuing game resources according to an embodiment of the present application;
fig. 4 is a block diagram of a game resource issuing apparatus according to an embodiment of the present application.
Detailed Description
In order that the above-recited objects, features and advantages of the present application will become more readily apparent, a more particular description of the invention briefly described above will be rendered by reference to specific embodiments that are illustrated in the appended drawings. It will be apparent that the embodiments described are some, but not all, of the embodiments of the present application. All other embodiments, which can be made by one of ordinary skill in the art based on the embodiments herein without making any inventive effort, are intended to be within the scope of the present application.
In most online games, there is a limit to the acquisition of game resources from the user's perspective and a limit to the release of game resources from the game application's perspective. The game resource can be a game task, or can be virtual gold coins, props and the like in the game. For example, the number of game copy tasks that can be performed by a user is limited, i.e., the number of game copies that can be summoned by a user is limited in a week; for another example, the total number of credits that a user may acquire to perform a task of one game copy is limited in one day, i.e., the number of credits that a user may acquire for a single game copy is limited in one day.
FIG. 1 is a schematic diagram of a relationship between a central server and a game activity server according to the prior art; setting a Loop in the central server to judge whether the cross-day happens, when the cross-day happens, broadcasting the cross-day event to a plurality of active servers (such as host server mgr A, host server mgr B, host server mgr C and host server mgr N in the figure) of the game application by the central server, recording the cross-day event into a cache after the cross-day event is monitored by the active servers, and then calculating the past days, the number of weeks and the like according to the cross-day event recorded in the cache to refresh the game resource which can be issued.
In the process of broadcasting the cross-day event by the central server, the cross-day event is easily influenced by network fluctuation, so that the active server cannot normally monitor the cross-day event, or the active server repeatedly monitors the cross-day event, and further, the error exists in the cross-day event recorded in the cache of the active server; in addition, if the memory of the active server is improperly designed, an error may occur in the cross-day event recorded in the cache. Further, problems such as the number of days, weeks, etc. which have elapsed and are calculated based on the cross-day event recorded by the cache are caused, and finally, the game resources cannot be normally distributed.
In view of this, the embodiment of the present application provides a game resource issuing method, by recording a game resource issuing condition by using a preset data table, when a resource acquisition request is received, determining an acquisition time of the resource acquisition request, a user identifier, and a resource identifier, determining an acquisition period corresponding to the acquisition time based on a period type of a target game resource corresponding to the resource identifier, further finding a corresponding target data item from the preset data table according to the user identifier and the acquisition period, and finally determining an issued game resource according to a relationship between an acquired value recorded in the target data item and an upper limit value; the method and the system realize that limited game resources are not required to be issued in a mode of monitoring and broadcasting the cross-day event, so that the monitoring resources and the broadcasting resources can be saved, the implementation cost is reduced, and the accuracy of game resource issuing can be improved.
The game resource issuing method provided by the embodiment of the application can be operated on the local terminal equipment or the server. The server may be used to provide background services for the local terminal device. The server may be a server running independently, a distributed server, or a server cluster composed of a plurality of servers. Preferably, the server may be a cloud server having a cloud computing function.
Specifically, cloud Computing (Cloud Computing) is a Computing model that distributes Computing tasks over a resource pool of a large number of computers, enabling various application systems to acquire Computing power, storage space, and information services as needed. The network that provides the resources is referred to as the "cloud". Resources in the cloud can be infinitely expanded in the sense of users, can be acquired at any time, can be used as required and can be expanded at any time. By establishing a cloud computing resource pool (called an IaaS (Infrastructure as a Service) platform for short, virtual resources of various types are deployed in the resource pool for external clients to select for use, wherein the cloud computing resource pool mainly comprises computing equipment (which is a virtualized machine and comprises an operating system), storage equipment and network equipment.
The local terminal equipment is connected with the server through a network. When the local terminal equipment monitors the condition that a user triggers to acquire game resources, the local terminal equipment can generate a corresponding resource acquisition request, the local terminal equipment can realize the release of the game resources based on the resource acquisition request, the local terminal equipment can also send the resource acquisition request to a server, and the server can realize the release of the game resources based on the resource acquisition request. The local terminal device may in particular be a desktop terminal device or a mobile terminal device. Electronic devices that may include, but are not limited to, smartphones, tablet computers, telephone watches, in-vehicle center controls, and the like.
In this embodiment of the present application, the process of issuing the corresponding game resource based on the resource obtaining request further involves a preset data table, where the preset data table may be stored in a database, and in an example, a relationship among a local terminal device (client), a server (host_server), and a Database (DB) of a running game client may be shown in fig. 2, where the server is respectively connected to the local terminal device and the database through a network. The server may directly obtain the preset data table from the database. When the local terminal device issues a corresponding game resource based on the resource acquisition request, a preset data table in the database can be acquired by communicating with the server. Of course, in other embodiments, the local terminal device may also be directly connected to the database network, so as to achieve that the local terminal device directly obtains the preset data table from the database.
Referring to fig. 3, a flowchart illustrating steps of a game resource issuing method according to an embodiment of the present application may include the following steps:
in step 301, in response to a resource acquisition request, an acquisition time, a user identifier and a resource identifier corresponding to the resource acquisition request are determined.
The resource acquisition request is used for requesting acquisition of the corresponding game resource. The resource acquisition request may be generated after the user performs the game, or may be generated before the user starts the game, and the specific generation manner may be related to the specific game resource. Based on the resource acquisition request, an acquisition time, a user identifier, and a resource identifier corresponding to the resource acquisition request may be determined, where the acquisition time may be considered as a time when the resource acquisition request is generated. The game account corresponding to the resource acquisition request can be determined through the user identification, and the resource identification is used for determining the specific game resource to be acquired by the resource acquisition request.
Step 302, determining an acquisition period corresponding to the acquisition time according to the period type of the target game resource corresponding to the resource identifier.
The period types corresponding to different game resources may be different, for example, the period type corresponding to game resource a may be a day, which means that game resource a takes a day as one period, and the release amount of game resource a in a day is limited. As another example, the period type corresponding to the game resource B may be a week, which means that the game resource B takes a week as one period, and the release amount of the game resource B in the week is limited. For another example, the period type corresponding to the game resource C may be five days, which means that the game resource C takes five days as one period, and the sum of the five-day dispensing amounts in the same period is limited.
Therefore, it is necessary to determine the acquisition period corresponding to the acquisition time according to the period type of the target game resource requested to be acquired.
Step 303, searching a target data item corresponding to the user identifier and the acquisition period from a preset data table, wherein the target data item contains an acquired value.
The preset data table is used for recording the distribution condition of the game resources. The preset data table comprises a plurality of data items, and each data item records a corresponding user identifier, a period, an acquired value and the like.
The preset data table may be stored in a database, and the preset data table is obtained by interacting with the database. After the preset data table is obtained, a target data item corresponding to the user identifier and the obtaining period of the resource obtaining request can be found by searching the preset data table, and it can be understood that the target data item is used for recording the distribution condition of the game resource corresponding to the resource identifier of the resource obtaining request in the user identifier and the obtaining period; after the target data item is determined, the acquired value may be determined from the target data item.
And step 304, when the acquired value is smaller than the corresponding upper limit value, corresponding game resources are issued to the game account corresponding to the user identifier.
After the acquired value of the target data item is acquired, judging the relation between the acquired value and the upper limit value of the corresponding game resource, and if the acquired value is smaller than the corresponding upper limit, indicating that the game resource issuing condition is met, issuing the corresponding game resource based on the resource acquiring request, namely, issuing the corresponding game resource to the game account corresponding to the user identifier.
Step 305 updates the acquired value of the target data item.
After the game resource is released, the preset data table needs to be updated to ensure the accuracy of the data items recorded in the preset data table, and the method specifically comprises the step of updating the acquired values of the target data items.
In the embodiment of the application, when the resource acquisition request is received each time, whether the resource distribution condition is met is judged by combining the distribution conditions recorded in the preset data table, and after game resources are distributed each time, the acquired values in the preset data table are updated, so that limited game resources are distributed in a mode of monitoring and broadcasting the cross-day event is not needed, network overhead of monitoring and broadcasting the cross-day event can be saved, and a large amount of cost is saved; the inaccurate game resource distribution caused by network fluctuation packet loss can be avoided, and the accuracy of game resource distribution can be improved; in addition, after the user triggers the resource acquisition request, whether the resource distribution condition is met is judged, so that the phenomenon of game clamping and stopping generated in the cross-day time waiting message set can be avoided, and the fluency of game operation is improved.
Next, a method of issuing game resources in the present exemplary embodiment will be further described.
In step 301, in response to a resource acquisition request, an acquisition time, a user identifier and a resource identifier corresponding to the resource acquisition request are determined.
The resource acquisition request is used for requesting to acquire corresponding game resources; the acquisition time may be considered as the time when the resource acquisition request is generated, and the user identifier may be considered as an identifier corresponding to a user that triggers the resource acquisition request, where the identifier corresponding to the user may be, for example, an identifier that may uniquely determine a user identity, such as an account number of the user, a nickname of the user, and the like, where the resource identifier is used to determine a specific game resource to be acquired by the resource acquisition request.
In an example, the resource acquisition request may include an acquisition time, a user identification, and a resource identification. Taking a server as an example, after receiving a resource acquisition request, the server may extract an acquisition time, a user identifier, and a resource identifier from the resource acquisition request.
In another example, taking a local terminal device as an example, the local terminal device may generate a resource acquisition request according to a game behavior of a user, where a user identifier, an acquisition time, and a resource identifier need to be determined in the process of generating the resource acquisition request.
The manner in which the resource acquisition request is generated may be related to a particular game resource.
For example, the resource acquisition request may be generated after the user executes the game. Taking the game resource as an example, when a user kills one monster in the process of executing the game copy, corresponding points can be obtained, and the points corresponding to different types of monsters can be the same or different. In this example, the resource obtaining request is generated after the user kills the monsters, specifically, one resource obtaining request may be generated after the user kills one monster, or one resource obtaining request may be generated after the user completes executing the game copy according to the number and type of monsters killed in the process of executing the game copy, which is not limited in the embodiment of the present application.
For example, the resource acquisition request may also be generated before the user starts the game. Taking the example that the game resource is a game copy, when the user starts executing the game copy, the game copy needs to be summoned, so in this example, the user needs to generate a resource acquisition request to acquire the game copy before starting executing the game copy; that is, in this example, the resource acquisition request is generated before the user starts the game, specifically, may be generated when the user starts executing the copy of the game, or may be generated when the user logs in to the game, which is not limited in this application.
It should be noted that, if the resource acquisition request is generated based on a team, the user identifier may be understood as a team identifier, and the game account corresponding to the user identifier is the team account. A team typically consists of at least two members.
In step 302, an acquisition period corresponding to the acquisition time is determined according to the period type of the target game resource corresponding to the resource identifier.
The types of periods corresponding to different game resources may be different, and may be specifically related to the rule for issuing the game resources. Therefore, it is necessary to determine the acquisition period corresponding to the acquisition time according to the period type of the target game resource corresponding to the resource identifier.
Illustratively, in one game, when the acquired game resource is a point, the point acquired by the user on the same day is limited by taking the example that the corresponding period type is the day, that is, taking one period a day. Assuming that the upper limit of the integral obtained by the user in one period is 10000 integral, the user cannot continue to obtain the integral after obtaining 10000 integral on the same day. When the next day is reached, then a new cycle may be restarted and the user may continue to obtain no more than 10000 points the next day.
Illustratively, in a game, when a game copy of a game resource is acquired, the number of times the user summons the game copy when the week is restricted, taking the example that the corresponding cycle type is the week, that is, taking one cycle as one week. Assuming that the number of times the user summons the game copy in one cycle is 10, the user cannot continue summoning the copy after the number of times the user summoning the game copy in one week of monday to sunday reaches 10. Waiting until the next monday, i.e., restarting a new cycle, the user may continue to obtain no more than 10 opportunities to summon game copies in the second cycle.
For example, the corresponding relation between each resource identifier and the period type may be recorded in advance, after the resource obtaining request is obtained, the period type of the target game resource corresponding to the resource identifier may be determined from the pre-recorded corresponding relation according to the resource identifier corresponding to the resource obtaining request, and then the obtaining period corresponding to the obtaining time may be determined according to the period type and the obtaining time. Alternatively, the correspondence may be recorded in a preset data table, for a detailed description of the preset data table, see later.
In an alternative embodiment of the present application, the acquisition time refers to an international standard time, that is, the acquisition time is expressed as a time difference between the time when the resource acquisition request is generated and 0 minutes and 0 seconds in 1972, 1 month and 1 day. After determining the period type, the acquisition time may be divided by a period duration corresponding to the period type to determine an acquisition period corresponding to the acquisition time.
For example, when the cycle type is the day, the acquisition time is denoted as T, i.e., the time difference between the time of generation of the resource acquisition request and 0 minutes 0 seconds 1 month 1 day 0 in 1972 is denoted as T, the cycle duration corresponding to the day is denoted as T, the acquisition time corresponds to
Figure BDA0004062249710000091
In particular implementations, when the cycle type is week, the YEARWEEK function of the year and week of acquisition in the relational database management system mysql may be used to determine the acquisition cycle corresponding to the acquisition time. The function returns the year and week number (number between 0 and 53) for a given date, and the acquisition period corresponding to the acquisition time can be obtained. However, during the cross-year, the function return value is an internal fixed value, that is, the code is in the acquisition format of a number of times, so that no deviation occurs during the cross-year, and the output is ensured to be a value.
In another alternative embodiment of the present application, the acquisition time refers to an international standard time, that is, the acquisition time is expressed as a time difference between the time when the resource acquisition request is generated and 0 minutes and 0 seconds in 1972, 1 month and 1 day. The method comprises the steps that the period type is determined, and meanwhile, the initial time corresponding to the target game resource is required to be determined, wherein the initial time also refers to international standard time, namely, the time when the target game resource starts to record the period is different from the time of 0 minutes and 0 seconds in 1972, 1 month and 1 day; then subtracting the initial time from the acquired time to obtain a target time difference, and dividing the target time difference by the period duration corresponding to the period type to determine the acquired period corresponding to the acquired time.
For example, when the cycle type is the day, the acquisition time is denoted as T, that is, the time difference between the time when the resource acquisition request is generated and 0 minutes and 0 seconds is denoted as T in 1972, 1 month, 1 day, 0 day; the initial time is recorded as T0, namely the time when the target game resource starts recording the period and the time of 1972, 1 month, 1 day and 0 hourThe time difference of 0 minutes and 0 seconds is T0, the period duration corresponding to the day is marked as T, and the acquisition time corresponds to
Figure BDA0004062249710000101
In step 303, a target data item corresponding to the user identifier and the acquisition period is searched from a preset data table, where the target data item includes an acquired value.
The preset data table is used for recording the distribution condition of the game resources. The preset data table comprises a plurality of data items, and each data item records a corresponding user identifier, a period, an acquired value and the like.
The preset data table can comprise a history data item for recording the history release condition of the game resource; for example, when the day is a period, the preset data table includes a history data item for recording the release condition of the game resource of the past day. Alternatively, when the obtained value of the history data item is 0, it indicates that the game resource is not issued to the corresponding user in the history period, and it may not be recorded in the preset data table, and it may be understood that the preset data table records the issued condition of the game resource.
The preset database can also comprise future data items for recording the future release condition of the game resources, and the obtained value in the future data items is 0; for example, with the day as a period, assuming that the day date is 2022, 10, 3, and the preset data table may also have recorded therein a data item of period 2022, 10, 4, which is a future data item for the day, for which the obtained value is 0.
The preset data table may be stored in a database, and the preset data table is obtained by interacting with the database. After the preset data table is acquired, the target data item corresponding to the user identifier and the acquisition period of the resource acquisition request can be found by searching the preset data table, and the acquired value in the target data item is determined.
In an alternative embodiment of the present application, the preset data table may correspond to the game resources one by one, that is, one game resource corresponds to one preset data table, where the preset data table is only used to record the issuing situation of the game resource. For example, a game application may include multiple game copies, each corresponding to a preset data table, where the preset data table is used to record the summons of the corresponding game copy.
The preset data table may include a plurality of data items, where each data item records a corresponding user identifier, a period, an acquired value, and the like. The partial information of the preset data table in an example of the present application is shown in table 1 below.
TABLE 1
char_id day_passed_num day_score
10000000020 553 10000
10000000062 542 1540
10000000089 541 645
10000000107 542 300
10000000165 543 425
Each row in table 1, except for the header row, represents a data item, the char_id of the header row represents the user identification, day_passed_num represents the number of days that have passed, i.e. the period is a day, day_score represents the obtained score, i.e. the obtained value. Taking the first data item as an example, the first data item indicates that the point acquired by the user account identified as 10000000020 at the 553 th cycle is 10000 points.
In this embodiment, searching for a target data item corresponding to a user identifier and an acquisition period from a preset data table specifically includes determining a preset data table corresponding to the game identifier from a plurality of preset data tables according to a resource identifier, where, for convenience of distinction, the determined preset data table is denoted as a target preset data table, and the target preset data table is used to record a release condition of a target game resource corresponding to the resource identifier; and searching a target data item corresponding to the user identification and the acquisition period from a target preset data table.
Taking the target preset data table as an example of table 1, assuming that the user identifier is 10000000020 and the acquisition period is 553, the target data item is the first data item in table 1, and the acquired value of the target data item is 10000.
In another alternative embodiment of the present application, the preset data table may correspond to a plurality of game resources, that is, the preset data table is used to record the release condition of the plurality of game resources. For example, a game application may include multiple game copies, with a preset data table for recording the summons of all game copies.
The preset data table may have a plurality of data items, where each data item records a corresponding resource identifier, a user identifier, a period, an acquired value, and the like. The partial information of the preset data table in an example of the present application is shown in table 2 below.
TABLE 2
Figure BDA0004062249710000111
Figure BDA0004062249710000121
Each row in table 1, except for the title row, represents a data item, and the title's solar_system_id represents a star identification, i.e., a resource identification; the corp_id represents a Legion identifier, namely a user identifier obtained based on a team; year_week represents the number of weeks that have passed, i.e., the period is a week; refresh_cnt represents the number of copy calls, i.e., the acquired value. Taking the first data item as an example, the first data item indicates that the user account identified as 1000005542 has been summoned 2 times for the resource identified as 30000438 game copy at 202240 th period.
In this embodiment, searching the target data item corresponding to the user identifier and the acquisition period from the preset data table specifically includes determining, according to the resource identifier, a candidate data item corresponding to the game identifier from a plurality of data items in the preset data table, and searching the target data item corresponding to the user identifier and the acquisition period from the candidate data items according to the user identifier and the acquisition period.
Taking the preset data table as an example of table 2, assuming that the resource identifier is 30000449, the user identifier is 1000012162, and the acquisition period is 202240, the candidate data items are the 2 nd, 3 rd and 4 th data items in table 2, the target data item is the 3 rd data item in table 2, and the acquired value of the target data item is 2.
Further, in some optional embodiments of the present application, the searching for the target data item corresponding to the user identifier and the acquisition period from the preset data table may further include:
if the target data item corresponding to the user identifier and the acquisition period is not found in the preset data table, adding the target data item in the preset data table, wherein the acquired value contained in the target data item is 0.
In this embodiment, when the user triggers the resource acquisition request for the first time in the current period, there may be no target data item corresponding to the user identifier and the acquisition period in the preset data table, at this time, the target data item corresponding to the user identifier and the acquisition period may be added to the preset data table, and the obtained value in the target data item may be recorded as 0.
Further, in an optional embodiment of the present application, in order to reduce the memory occupied by storing the preset data table, in an optional embodiment of the present application, the method may further include:
determining outdated data items in the preset data table according to the current period;
deleting the outdated data item from the preset data table.
In this embodiment, the expired data item may be deleted according to the current period. The current period is a period corresponding to the current time of executing the cleaning of the expired data item. Expired data items may be purged every cycle, e.g., data items of past days may be purged every day when the day is a cycle; the expired data items may also be purged at set periodic intervals, e.g., when the day is periodic, data items of past days may be purged every three days, as this application is not limited in this regard.
In step 304, when the acquired value is smaller than the corresponding upper limit value, corresponding game resources are issued to the game account corresponding to the user identifier.
For the game resource with the release limit, the upper limit value of the game resource can be recorded in the data item in the release period, or can be recorded through an additional relation table of the upper limit value and the game resource, which is not limited in the application.
After the acquired value of the target data item is acquired, judging the relation between the acquired value and the upper limit value of the corresponding game resource, and if the acquired value is smaller than the corresponding upper limit value, indicating that the game resource issuing condition is met, issuing the corresponding game resource based on the resource acquisition request, namely, issuing the corresponding game resource to the game account corresponding to the user identifier.
And when the acquired value is equal to the corresponding upper limit value, prompt information can be sent to the game account corresponding to the user identifier, wherein the prompt information is used for prompting the game account that the acquired game resource in the acquisition period reaches the upper limit value.
In some optional embodiments of the present application, the resource obtaining request may further include a request value, where when the obtained number is smaller than a corresponding upper limit value, issuing a corresponding game resource to the game account corresponding to the user identifier may further include:
judging whether the sum of the acquired value and the request value is greater than the upper limit value;
if yes, determining a value to be issued according to the difference value between the acquired value and the upper limit value, and issuing game resources of the value to be issued to a game account corresponding to the user identifier;
If not, the request value is determined to be a value to be issued, and game resources of the value to be issued are issued to the game account corresponding to the user identifier.
In this embodiment, the resource acquisition request may further include a request value, which is the number of credits requested to be acquired, taking the example that the game resource is the credits, and the request value may be related to the game state when the user triggers the resource acquisition request, for example, 5 monsters are eliminated when the user triggers the resource acquisition request, each monster corresponding to 100 credits, and the request value in the resource acquisition request is 500. For another example, when the user triggers a resource acquisition request while summoning a game copy, the request value in the resource acquisition request is 1, which indicates that a game copy is currently required to be summoned.
For some game resources, the request value in the resource acquisition request is not fixed, and therefore, in determining whether the release condition of the game resource is satisfied, the request value needs to be taken into consideration. Specifically, whether the sum of the acquired value and the request value is larger than the upper limit value or not can be judged, if the sum of the acquired value and the request value is larger than the upper limit value, the fact that the corresponding game resource cannot be issued according to the request value is indicated, and if the sum of the acquired value and the request value is larger than the upper limit value, the difference between the upper limit value and the acquired value is used as a value to be issued, and the game resource corresponding to the value to be issued is issued to a user. For example, assuming that the game resource is an integral, the acquired value of the target data item is 800, the upper limit value is 1000, and the request value is 500, at this time, the sum of the acquired value and the request value is 1300, which is greater than the upper limit value 1000, the integral is issued 200 to the user based on the difference 200 between the upper limit value and the acquired value as the value to be issued.
If the sum of the acquired value and the request value is not greater than the upper limit value, the corresponding game resource may be issued according to the request value. For example, assuming that the game resource is a point, the acquired value of the target data item is 800, the upper limit value is 1000, the request value is 100, and at this time, the sum of the acquired value and the request value is 900, which is not greater than the upper limit value 1000, 100 points are issued to the user with the request value 100 as the value to be issued.
Further, determining a value to be issued according to the difference between the acquired value and the upper limit value, and issuing the game resource of the value to be issued to the game account corresponding to the user identifier may further include:
and sending prompt information to the game account corresponding to the user identifier, wherein the prompt information is used for prompting that the game resource acquired by the game account in the acquisition period reaches an upper limit value.
In this embodiment, when the sum of the to-be-played value and the acquired value is equal to the upper limit value, a prompt message may also be sent to the user to prompt the user that the game resource acquired in the current period has reached the upper limit value.
In step 305, the acquired value of the target data item is updated.
After the game resource is released, the preset data table needs to be updated to ensure the accuracy of the data items recorded in the preset data table, and the method specifically comprises the step of updating the acquired values of the target data items.
In an example, when the request value is not included in the resource acquisition request, the request value may be defaulted to 1, and the updating of the acquired value of the target data item may be directly based on the acquired value of the target data item by adding 1. For example, when the game resource is a game copy, the request value may not be included in the resource acquisition request, and when the resource acquisition request satisfies the resource issuing condition, a game copy calling opportunity is issued to the user, and the acquired value in the target data item is added by 1.
In another example, when the request value is included in the resource acquisition request, the acquired value of the target data item is updated, and the value to be issued is increased based on the acquired value of the target data item. The value to be issued is the actual issued value.
Further, in order to prevent the user from frequently triggering the resource acquisition request, in an alternative embodiment of the present application, a time interval in which the same user triggers the resource acquisition request for the same game resource twice, that is, a preset cooling time, may be defined. It will be understood that the preset cooling time refers to a time interval from when a user triggers a resource acquisition request for a game resource to when the user can trigger the resource acquisition request for the game resource next time in the game process.
After the resource acquisition request is responded, the acquisition time and the user identification corresponding to the resource acquisition request are determined, and the method further comprises the following steps:
determining the user identification and the historical time of the last resource acquisition request corresponding to the resource identification;
judging whether the time interval between the acquisition time and the historical time is larger than a preset cooling time or not;
if not, the resource acquisition request is ignored.
Wherein the last resource acquisition request corresponds to the same game resource as the current resource acquisition request. In this embodiment, the history acquisition time may also be recorded in each data item of the preset data table, after the resource acquisition request is received, the candidate data item corresponding to the user identifier and the resource identifier of the resource acquisition request may be found out from the preset data table, and the latest time is determined from the history time recorded by the candidate data item, where the latest time is the history time of the last resource acquisition request corresponding to the user identifier and the resource identifier of the current resource acquisition request, and it is determined whether the time interval between the latest time and the acquisition time of the current resource acquisition request is greater than the preset cooling time, if so, the current resource acquisition request may be processed, otherwise, the current resource acquisition request is ignored.
Further, in some optional embodiments of the present application, when the user does not execute the corresponding game for a long period of time, or when the user does not obtain the corresponding game resource for a long period of time, a corresponding regression reward may be issued to the user, and thus, the method may further include:
determining the user identification and the historical time of the last resource acquisition request corresponding to the resource identification;
judging whether the time interval between the acquisition time and the historical time is larger than regression time or not;
if yes, game resources related to regression rewards are issued to the game accounts corresponding to the user identifications.
Wherein the last resource acquisition request corresponds to the same game resource as the current resource acquisition request. In this embodiment, the history acquisition time may also be recorded in each data item of the preset data table, after the resource acquisition request is received, the candidate data item corresponding to the user identifier and the resource identifier of the resource acquisition request may be found out from the preset data table, and the latest time is determined from the history time recorded in the candidate data item, where the latest time is the history time of the last resource acquisition request corresponding to the user identifier and the resource identifier of the current resource acquisition request, and it is determined whether the time interval between the latest time and the acquisition time of the current resource acquisition request is greater than the regression time, and if so, game resources related to the regression rewards may be additionally issued to the user.
Taking the example that the game resource is a game copy, assuming that the regression time is 5 days, the time of last calling the game copy by the user is 2022, 10 months and 1 day, that is, the history time of last resource acquisition request is 2022, 10 months and 1 day, the acquisition time of the current resource acquisition request is 2022, 10 months and 7 days, and the time interval between the acquisition time and the history time is 6 days and is greater than the regression time by 5 days, at this time, in addition to issuing the corresponding game resource to the user based on the resource acquisition request, the game resource related to the regression reward may be additionally issued to the user. The process of issuing corresponding game resources to the user based on the resource acquisition request may be described with reference to steps 301-305. Assuming the game resource to which the regression bonus relates is 1000 points, the user may also be rewarded for additional 1000 points.
Alternatively, the regression time may include a plurality of stage regression times, for example, the regression time may include 3 days, 5 days, 7 days, etc., and accordingly, the game resources related to the regression rewards may be related to the regression time, for example, the game resources corresponding to 3 days are 500 points, the game resources corresponding to 5 days are 1000 points, and the game resources corresponding to 7 days are 1500 points. Assuming that the time interval between the acquisition time and the history time is 6 days, 1000 integrals may be issued to the user.
According to the embodiment of the application, for the game resources with release limit, when each time a resource acquisition request is received, whether the resource release condition is met is judged by combining with the release condition recorded in the preset data table, and after each time the game resources are released, the acquired value in the preset data table is updated, so that the game resources with limit are released in a mode of monitoring and broadcasting the cross-day event is not needed, the network overhead of monitoring and broadcasting the cross-day event can be saved, and a large amount of cost is saved; the inaccurate game resource distribution caused by network fluctuation packet loss can be avoided, and the accuracy of game resource distribution can be improved; in addition, after the user triggers the resource acquisition request, whether the resource distribution condition is met is judged, so that the phenomenon of game clamping and stopping generated in the cross-day time waiting message set can be avoided, and the fluency of game operation is improved. In addition, when the time interval of the same user for generating the resource acquisition request for the same resource twice continuously is larger than the regression time, the embodiment of the application can issue additional regression rewards to the user, and can improve the diversity of game resource issuing conditions.
It should be noted that, for simplicity of description, the method embodiments are shown as a series of acts, but it should be understood by those skilled in the art that the embodiments are not limited by the order of acts described, as some steps may occur in other orders or concurrently in accordance with the embodiments. Further, those skilled in the art will appreciate that the embodiments described in the specification are all preferred embodiments and that the acts referred to are not necessarily required by the embodiments of the present application.
Referring to fig. 4, there is shown a block diagram of an embodiment of a game resource issuing device of the present application, corresponding to the above embodiment of a game resource issuing method, the device may include the following modules:
a request information determining module 401, configured to determine, in response to a resource acquisition request, an acquisition time, a user identifier, and a resource identifier corresponding to the resource acquisition request;
an acquisition period determining module 402, configured to determine an acquisition period corresponding to the acquisition time according to a period type of the target game resource corresponding to the resource identifier;
a target data item determining module 403, configured to search a preset data table for a target data item corresponding to the user identifier and the acquisition period, where the target data item includes an acquired value;
a game resource issuing module 404, configured to issue a corresponding game resource to a game account corresponding to the user identifier when the acquired value is smaller than a corresponding upper limit value;
a target data item updating module 405 for updating the acquired value of the target data item.
Optionally, the target data item determining module 403 is further configured to, if no target data item corresponding to the user identifier and the acquisition period is found in the preset data table, add the target data item to the preset data table, where an acquired value included in the target data item is 0.
Optionally, the resource acquisition request includes a request value; the game resource issuing module 404 includes:
a first judging sub-module for judging whether the sum of the acquired value and the request value is greater than the upper limit value;
the first issuing sub-module is used for determining a value to be issued according to the difference value between the acquired value and the upper limit value and issuing game resources of the value to be issued to a game account corresponding to the user identifier if the value to be issued is the same;
and the second issuing sub-module is used for determining the request value as a value to be issued if not, and issuing game resources of the value to be issued to the game account corresponding to the user identifier.
Optionally, the target data item updating module 405 is configured to increase the value to be played based on the acquired value of the target data item.
Optionally, the first sending sub-module is further configured to send a prompt message to a game account corresponding to the user identifier, where the prompt message is used to prompt that a game resource acquired by the game account in the acquisition period has reached an upper limit value.
Optionally, the apparatus may further include:
and the prompting module is used for sending prompting information to the game account corresponding to the user identifier when the acquired value is equal to the corresponding upper limit value, wherein the prompting information is used for prompting the game account that the acquired game resource in the acquisition period reaches the upper limit value.
Optionally, the apparatus may further include:
a historical time determining module, configured to determine a historical time of a last resource acquisition request corresponding to the user identifier and the resource identifier;
the cooling time judging module is used for judging whether the time interval between the acquisition time and the historical time is larger than a preset cooling time or not;
and the request neglecting module is used for neglecting the resource acquisition request if not.
Optionally, the apparatus may further include:
a historical time determining module, configured to determine a historical time of a last resource acquisition request corresponding to the user identifier and the resource identifier;
the regression time judging module is used for judging whether the time interval between the acquisition time and the historical time is larger than the regression time;
and the regression rewards issuing module is used for issuing game resources related to the regression rewards to the game accounts corresponding to the user identifications if the regression rewards are yes.
Optionally, the apparatus may further include:
the expiration data item determining module is used for determining the expired data item in the preset data table according to the current period;
and the expired data item deleting module is used for deleting the expired data item from the preset data table.
For the device embodiments, since they are substantially similar to the method embodiments, the description is relatively simple, and reference is made to the description of the method embodiments for relevant points.
The embodiment of the application also discloses electronic equipment, which comprises a processor, a memory and a computer program stored on the memory and capable of running on the processor, wherein the computer program realizes the game resource issuing method when being executed by the processor.
The embodiment of the application also discloses a computer readable storage medium, wherein the computer readable storage medium stores a computer program, and the computer program realizes the game resource issuing method when being executed by a processor.
In this specification, each embodiment is described in a progressive manner, and each embodiment is mainly described by differences from other embodiments, and identical and similar parts between the embodiments are all enough to be referred to each other.
It will be apparent to those skilled in the art that embodiments of the present application may be provided as a method, apparatus, or computer program product. Accordingly, the present embodiments may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the present application may take the form of a computer program product on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) having computer-usable program code embodied therein.
Embodiments of the present application are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the application. It will be understood that each flow and/or block of the flowchart illustrations and/or block diagrams, and combinations of flows and/or blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
All the actions for obtaining information proposed in the embodiments of the present application are performed under the premise of conforming to the corresponding data protection regulation policy of the country of the location, and obtaining the authorization given by the owner of the corresponding device.
While preferred embodiments of the present embodiments have been described, additional variations and modifications in those embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. It is therefore intended that the following claims be interpreted as including the preferred embodiments and all such alterations and modifications as fall within the scope of the embodiments of the present application.
Finally, it is further noted that relational terms such as first and second, and the like are used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article or terminal device comprising the element.
The foregoing describes in detail a game resource issuing method and apparatus, an electronic device, and a storage medium, and specific examples are applied to illustrate principles and embodiments of the present application, where the foregoing examples are only used to help understand the method and core idea of the present application; meanwhile, as those skilled in the art will have modifications in the specific embodiments and application scope in accordance with the ideas of the present application, the present description should not be construed as limiting the present application in view of the above.

Claims (12)

1. A game resource distribution method, characterized in that the method comprises:
responding to a resource acquisition request, and determining acquisition time, a user identifier and a resource identifier corresponding to the resource acquisition request;
determining an acquisition period corresponding to the acquisition time according to the period type of the target game resource corresponding to the resource identifier;
searching a target data item corresponding to the user identifier and the acquisition period from a preset data table, wherein the target data item contains an acquired value;
when the acquired value is smaller than the corresponding upper limit value, corresponding game resources are issued to the game account corresponding to the user identifier;
Updating the acquired value of the target data item.
2. The method according to claim 1, wherein searching a target data item corresponding to the user identifier and the acquisition period from a preset data table, wherein the target data item contains an acquired value, and further comprising:
if the target data item corresponding to the user identifier and the acquisition period is not found in the preset data table, adding the target data item in the preset data table, wherein the acquired value contained in the target data item is 0.
3. The method of claim 2, wherein the resource acquisition request comprises a request value; when the acquired number is smaller than the corresponding upper limit value, issuing corresponding game resources to the game account corresponding to the user identifier, wherein the method comprises the following steps:
judging whether the sum of the acquired value and the request value is greater than the upper limit value;
if yes, determining a value to be issued according to the difference value between the acquired value and the upper limit value, and issuing game resources of the value to be issued to a game account corresponding to the user identifier;
if not, the request value is determined to be a value to be issued, and game resources of the value to be issued are issued to the game account corresponding to the user identifier.
4. A method according to claim 3, wherein said updating the acquired value of the target data item comprises:
and increasing the value to be transmitted on the basis of the acquired value of the target data item.
5. The method of claim 3, wherein the determining a value to be released based on a difference between the obtained value and the upper limit value, and releasing the game resource of the value to be released to the game account corresponding to the user identifier, further comprises:
and sending prompt information to the game account corresponding to the user identifier, wherein the prompt information is used for prompting that the game resource acquired by the game account in the acquisition period reaches an upper limit value.
6. The method according to claim 1, wherein the method further comprises:
and when the acquired value is equal to the corresponding upper limit value, sending prompt information to the game account corresponding to the user identifier, wherein the prompt information is used for prompting the game account that the acquired game resource in the acquisition period reaches the upper limit value.
7. The method according to any one of claims 1-6, wherein after the determining, in response to a resource acquisition request, an acquisition time, a user identification, and a resource identification corresponding to the resource acquisition request, the method further comprises:
Determining the user identification and the historical time of the last resource acquisition request corresponding to the resource identification;
judging whether the time interval between the acquisition time and the historical time is larger than a preset cooling time or not;
if not, the resource acquisition request is ignored.
8. The method according to any one of claims 1-6, further comprising:
determining the user identification and the historical time of the last resource acquisition request corresponding to the resource identification;
judging whether the time interval between the acquisition time and the historical time is larger than regression time or not;
if yes, game resources related to regression rewards are issued to the game accounts corresponding to the user identifications.
9. The method according to claim 1, wherein the method further comprises:
determining outdated data items in the preset data table according to the current period;
deleting the outdated data item from the preset data table.
10. A game resource issuing apparatus, characterized in that the apparatus comprises:
the request information determining module is used for responding to the resource obtaining request and determining the obtaining time, the user identifier and the resource identifier corresponding to the resource obtaining request;
The acquisition period determining module is used for determining an acquisition period corresponding to the acquisition time according to the period type of the target game resource corresponding to the resource identifier;
the target data item determining module is used for searching a target data item corresponding to the user identifier and the acquisition period from a preset data table, wherein the target data item comprises an acquired value;
the game resource issuing module is used for issuing corresponding game resources to the game account corresponding to the user identifier when the acquired value is smaller than the corresponding upper limit value;
and the target data item updating module is used for updating the acquired value of the target data item.
11. An electronic device comprising a processor, a memory, and a computer program stored on the memory and executable on the processor, the computer program when executed by the processor implementing a method of dispensing game resources as claimed in any one of claims 1 to 9.
12. A computer-readable storage medium, on which a computer program is stored, which computer program, when being executed by a processor, implements a game resource issuing method according to any one of claims 1 to 9.
CN202310064318.5A 2023-01-13 2023-01-13 Game resource issuing method and device, electronic equipment and storage medium Pending CN116212365A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN112138408A (en) * 2020-09-15 2020-12-29 北京智明星通科技股份有限公司 Method, system and server for rewarding games based on login duration

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN112138408A (en) * 2020-09-15 2020-12-29 北京智明星通科技股份有限公司 Method, system and server for rewarding games based on login duration

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