TW201238306A - Inter-application communication system and method there of - Google Patents

Inter-application communication system and method there of Download PDF

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TW201238306A
TW201238306A TW100108128A TW100108128A TW201238306A TW 201238306 A TW201238306 A TW 201238306A TW 100108128 A TW100108128 A TW 100108128A TW 100108128 A TW100108128 A TW 100108128A TW 201238306 A TW201238306 A TW 201238306A
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application
friend
cross
user
game
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TW100108128A
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Chinese (zh)
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hai-ying Ni
Yan Chen
li-xian Huang
Ji Luo
Wen-Jing Yin
Yong Shen
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Tencent Tech Shenzhen Co Ltd
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Publication of TW201238306A publication Critical patent/TW201238306A/en

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Abstract

An inter-application communication method is provided. The method includes the following steps: acquiring an identification of a user in a first application; querying a contact list of the user in a second application according to the identification; importing friends on the contact list into the first application as an inter-application contact list. The contact list of the user in the second application is imported into the first application automatically without manually adding friends according to the method. Furthermore, an inter-application communication system is also provided.

Description

201238306 六、發明說明: 【發明所屬之技術領域】 本發明係有關互聯網技術領域,尤其關於一種跨應用 通信方法和系統。 【先前技術】 隨著網路技術的發展和網路影響的擴大,I M( I ns tan t Messaging,即時通信)工具已成為網路用戶不可缺少的 網路工具,普及率非常高。IM工具可以透過點對點的技 術來達成互聯網上的即時溝通,可以進行用戶間的文字聊 天和發送圖片等互動,還可以進行幾個朋友之間的群聊。 IM工具可以在主面板上展示好友(或稱聯繫人)等資訊, 也可以透過主面板查看好友資訊,還可以觸發與好友的聊 天等事件。此外,IM工具還可以發起臨時會話,與非IM 好友在不用成為IM好友的情況下進行會話。 網路用戶還可以使用IM號碼註冊網路遊戲,在網路 遊戲上可以與遊戲好友進行文字聊天,還可以查看遊戲好 友的遊戲角色資料。如果網路用戶需要在IM工具上與網 路遊戲中的遊戲好友進行交流,需要在IM工具上手動添 加遊戲好友為IM好友。 發明人在達成本發明的過程中,發現現有技術至少存 在以下缺陷: 網路用戶在網路遊戲中查看遊戲好友的資料時,查詢 不到遊戲好友對應的IM號碼,也不能在網路遊戲中直接 201238306 添加遊戲好友為IM好友,因此,需要詢問遊戲好友的IM 號碼’再手動添加遊戲好友為好友,如果需要添加的 遊戲好友的數量比較多,添加操作會變得非常繁瑣和複 雜;另外,用戶在IM工具上有許多隱私資訊,包括個人 基本資料、空間日誌和相冊等,用戶一般不願意向遊戲好 友心:供上述隱私資訊,如果手動添加遊戲好友為好 友會導致上述隱私 > 訊的 露;此外,將遊戲好友手動 添加為IM好友後,添加後的IM好友的資訊中沒有與對應 的遊戲好友的關聯資訊,用戶無法直接在工具上查詢 遊戲好友的個人遊戲資料,包括遊戲角色名、等級和裝備 等。 ^類似地,在其他不同的應用中,如果需要跨應用的進 行通信,都需要進行類似的繁瑣操作。 【發明内容】 基於此,有必要針對不同應用之間進行通信需要進行 繁瑣操作的問題,提供一種跨應用通信方法。 一種跨應用通信方法,包括以下步驟:獲取用戶在第 一應用中的標識;根據所述標識獲取所述用戶在第二應用 令的好友關係;根據所述第二應用中的好友關係將所述用 戶在第—應用巾的好友導人到所述第―應用巾作為跨應 用好友。 在一實施方式中,還包括如下步驟: 201238306 獲取所述用戶在所述第二應用中添加或删除好友的 資訊; •在所述第一應用中相應添加或刪除所述跨應用好友。 在一實施方式中,還包括如下步驟: 獲取所述第二應用中所述用戶的好友的狀態變化; 在所述第一應用中相應更新所述跨應用好友的狀態 變化。 ""201238306 VI. Description of the Invention: TECHNICAL FIELD OF THE INVENTION The present invention relates to the field of Internet technologies, and more particularly to a cross-application communication method and system. [Prior Art] With the development of network technology and the expansion of network influence, I M (I ns tan t Messaging) tools have become an indispensable network tool for network users, and the penetration rate is very high. IM tools can achieve instant communication on the Internet through peer-to-peer technology, allowing users to interact with text chats and send pictures, as well as group chats between several friends. The IM tool can display information such as friends (or contacts) on the main panel, view friend information through the main panel, and trigger events such as chats with friends. In addition, the IM tool can also initiate a temporary session with a non-IM friend without having to be an IM friend. Internet users can also use the IM number to register online games, chat online with game friends on online games, and view game character data for good friends. If the network user needs to communicate with the game friends in the network game on the IM tool, it is necessary to manually add the game friend as an IM friend on the IM tool. In the process of achieving the present invention, the inventor has found that the prior art has at least the following drawbacks: When a network user views the information of a game friend in an online game, the IM number corresponding to the game friend cannot be queried, and the online game cannot be used in the online game. Direct 201238306 Add a game friend to an IM friend, therefore, you need to ask the game friend's IM number' and then manually add the game friend as a friend. If you need to add more game friends, the addition operation will become very cumbersome and complicated; Users have a lot of privacy information on IM tools, including personal basics, space logs and photo albums. Users are generally reluctant to give their friends a heart: for the above privacy information, if you manually add a game friend as a friend, the above privacy will be caused. In addition, after the game friend is manually added as an IM friend, the information of the added IM friend does not have the associated information of the corresponding game friend, and the user cannot directly query the game friend's personal game data, including the game character name, on the tool. , grades and equipment. ^ Similarly, in other different applications, similar cumbersome operations are required if communication across applications is required. SUMMARY OF THE INVENTION Based on this, it is necessary to solve the problem of cumbersome operations for communication between different applications, and to provide a cross-application communication method. A cross-application communication method, comprising the steps of: obtaining an identifier of a user in a first application; acquiring, according to the identifier, a friend relationship of the user in a second application order; according to the friend relationship in the second application, The user guides the friend of the first application towel to the first application towel as a cross-application friend. In an embodiment, the method further includes the following steps: 201238306: obtaining, by the user, adding or deleting information of a friend in the second application; and adding or deleting the cross-application friend in the first application. In an embodiment, the method further includes the following steps: acquiring a state change of the friend of the user in the second application; and updating a state change of the cross-app friend in the first application. ""

在一實施方式中,所述第一應用中提供的所述跨應用 好友的資料僅為所述跨應用好友在第二應用中向好友公 開的資料。 A 在一實施方式中,所述跨應用好友在所述第一應用中 根據來源應用分開顯示。 在一實施方式中,來源於同一應用的所述跨應用好友 分區顯示。 在一實施方式中,所述第一應用為即時通信應用,所 述第二應用為遊戲應用。 在一實施方式中,所述跨應用通信方法還包括如下步 驟: 接收所述用戶向所述跨應用好友發送消息的請求; 獲取所述跨應用好友的線上狀態; 如果所述跨應用好友的即時通信線上狀態為在線 上,則所述用戶的即時通信應用用戶端向所述跨應用好友 • 的即時通信用戶端發送臨時會話消息;如果所述跨應用好 . 友的即時通信線上狀態為離線且所述跨應用好友的遊戲 201238306 線上狀態為在線上,則所述用戶的即時通信用戶端向所述 • 跨應用好友的遊戲用戶端發送臨時會話消息;如果跨應用 好友的即時通信線上狀態和遊戲線上狀態均為離線,則所 述用戶的即時通信用戶端將所述臨時會話消息存儲到會 話伺服器。 9 此外,還有必要針對不同應用之間進行通信需要進行 繁瑣操作的問題,提供一種跨應用通信系統。 一種跨應用通信系統,包括: 標識獲取模組,用於獲取用戶在第一應用中的標識; 查詢模組,用於根據所述標識獲取所述用戶在第二應 用中的好友關係; " 、成員管理模組’根據所述第二應用中的好友關係將所 述用戶在第二應用中的好友導入到所述第一應用中作為 跨應用好友。 … 在一實施方式中,所述查詢模組還用於獲取所述用戶 在所述第二應用中添加或刪除好友的資訊,所述成員管理 模組用於在所述第—應用中相應添加或刪除所述跨應用 好友。 〜 在一實施方式中,所述查詢模組還用於獲取所述第二 、、用中所述用戶的好友的狀態變化,所述成員管理模組用 於在所述第-應用中相應更新所述跨應用好友的狀態變 化。 〜 • ^在κ施方式中,所述成員管理模組在所述第一應用 -中提供的所述跨應用好友的資料僅為所述跨應用好友在 201238306 第二應用中向好友公開的資料。 實^方式中,所述成員管理模組將所述跨應用好 友在所述第—應用中根據來源應用分開顯示。 在實施方式中’所述成員管理模組將來源於同一應 用的所述跨應用好友分區顯示。 在實施方式中’所述第一應用為即時通信應用,所 述第二應用為遊戲應用。 在實施方式中,還包括消息發送模組和接收所述用 f向所述跨應料友發送消息的請求的輸人模組;所述查 5句模組還用於獲取所述跨應用好友的線上狀H ;如果所述 跨應用好友的即時通信線上狀態為在線上,則所述消息發 送模組向所述跨應用好友的即時通信用戶端發送臨時會 話消息’如果所述跨應用好友的即時通信線上狀態為離線 且所述跨應用好友的遊戲線上狀態為在線上,則所述消息 發送模組向所述跨應用好友的遊戲用戶端發送臨時會話 消息’如果跨應用好友的即時通信線上狀態和遊戲線上狀 態均為離線’則所述消息發送模組將所述臨時會話消息存 儲到會話伺服器。 上述跨應用通信方法及系統,根據用戶的標識將用戶 在其他應用中的好友導入到當前應用中,避免逐個添加帶 來的繁瑣操作,使用更加便捷。 . 【實施方式】 , 以下實施方式中,利用同一用戶在不同應用内具有相 201238306 同的標識的特點,透過相同的標識將不同應用中的資源串 接起來,解決不同應用之間進行通信需要進行繁瑣操作的 問題。一種跨應用通信方法,包括以下步驟· 步驟S110,獲取用戶在第一應用中的標識。本實施 方式中,這襄的標識是同一用戶在不同應用中使用的相同 的標識,該標識可以是數字號碼,也可以是電子郵件帳 號,還可以是包含數字和字母的用戶名等。標識可以是用 戶可見或者不可見的。在其他實施方式中,同一用戶在不 同應用_使用的標識也可以不同,例如,用戶X在第一應 用中的標識為123 ’在第二引用中的標識為 abc@abc.com,只要這兩個標識可以對應起來即可。 步驟S120,根據所述標識獲取所述用戶在第二應用 中的好友關係。如果用戶在第一應用和第二應用中有相同 的標識,獲得用戶在第-應用中的標識後,即可根據此標 識,也就是第二應用中的標識,獲得用戶在第二應用中的 好友關係’例如用户在第二應用中有好友A、B、c等。如 果用戶在不同應用中使用的標識不同,則透過標識的對應 關係獲得與用戶在第—應用中的標識賴的第二應用中 的標識’再根據第二應用中的標識獲得用戶在第二應用中 的好友關係。 〜 步驟S13G,根據所述第二應用中的好友關係將所述 用戶在第二應用中的好友導人到所述第—應用中作為跨 應用好友。獲得用戶在第二應財的好友_後,將用戶 在第二應时的好友導人到所述第―應时,例如將用戶 201238306 在第應用中的好友A'B、C等導入到第一應用中,作為 .用戶在第一應用中的跨應用好友。 a今易理解,這裏的第二應用可以是—個應用,也可以 疋兩個以上的應用,也就是說,可以將多個應用的好友整 >到-個應用中。上述跨應用通信方法,根據用戶的標識 將用戶在其他應用中的好友導入到當前應用中,避免逐個 添加帶來的繁瑣操作,使用更加便捷。 在進一步的改進中,可以將所述跨應用好友在所述第 一應用中根據來源應用分開顯示。也就是說,將第一應用 中的來自於多個不同第二應用的跨應用好友分開顯示即 對來自同一第二應用的跨應用好友顯示在同一個欄位或 標籤下,而對來自于不同第二應用的跨應用好友分別顯示 在各自的欄位或標籤下。以第一應用為即時通信應用,第 二應用為遊戲應用為例,如圖2所示,來自於第一種遊戲 和第二種遊戲的跨應用好友分別顯示在各自的標箴下。另 外,來源於同一應用的所述跨應用好友可以分區顯示,即 同一來源應用的跨應用好友根據地區、組織、等級、線上 狀態等的不同進一步細分分區顯示。 如圖3所示,在進一步的改進中,為了保持跨應用好 友的同步,上述跨應用通信方法還包括如下步驟: 步驟S310,獲取所述用戶在所述第二應用中添加或 刪除好友的資訊。例如根據用戶在第二應用,如遊戲應用 -中的操作指令’在遊戲應用中添加或刪除相應好友,同時 操作結果的資訊可以推送至第一應用或者由第一應用主 201238306 動请求以獲取用戶在所述第二應用中添加或刪除好友的 資訊。 步驟S320,在所述第一應用中相應添加或刪除所述 跨應用好友。根據獲取到的資訊,例如用戶在遊戲應用在 刪除遊戲好友A,則在第一應用’如即時通訊應用中相應 刪除跨應用好友A。 透過上述方式,可以保持不同應用的好友關係的同 步,省去在多個應用中重複添加刪除同一好友的操作進 一步方便用戶。 如圖4所*,在進一步的改進中,為了能即時瞭解到 跨應用好友的狀態,上述跨應料信方法還包括如下步 ^步驟S410,獲取所述A在第二應用中上線上線的 推送至第—應用第二應用中所述用戶的好友的 12。例如用戶的好友或者由第—應用定時請求以獲 用戶的好友A在所述第二應用中上線的資訊。 好友= 在所述第—應用中相應更新所述跨應用 獲取到的好友A在所述第二應用中 庫用好二表tr應用,如即時通訊應用中相應將跨 表不為在線上,例如將頭像顯示為彩色等。 在進-步的改進中,為了保護隱私 提供的所料應用好友 應用中 二應用中向好友公開的資料=所树應用好友在第 用,第二應用為遊戰;應用為即時通訊應 避戥應用為例’用戶在遊戲應用中有多個 201238306 好友A、B、C,透過上述跨廊In an embodiment, the information of the cross-application friends provided in the first application is only the information that is shared by the cross-application friend to the friend in the second application. A In an embodiment, the cross-application friends are separately displayed according to the source application in the first application. In one embodiment, the cross-application buddy partitions from the same application are displayed. In an embodiment, the first application is an instant messaging application, and the second application is a gaming application. In an embodiment, the cross-application communication method further includes the steps of: receiving a request for the user to send a message to the cross-application friend; acquiring an online status of the cross-app friend; The status of the communication line is online, and the instant messaging application user of the user sends a temporary session message to the instant messaging client of the cross-application friend; if the cross-application is good, the instant communication online status is offline and The online game status of the game 201238306 across the application friend is online, and the instant communication user of the user sends a temporary session message to the game client of the cross-application friend; if the online communication status and game of the friend across the application If the online status is offline, the user's instant messaging client stores the temporary session message to the session server. 9 In addition, there is a need to address the cumbersome operation of communicating between different applications, providing a cross-application communication system. A cross-application communication system, comprising: an identifier acquisition module, configured to acquire an identifier of a user in a first application; and a query module, configured to acquire a friend relationship of the user in a second application according to the identifier; " The member management module 'imports the friend of the user in the second application into the first application as a cross-application friend according to the friend relationship in the second application. In an embodiment, the query module is further configured to obtain information that the user adds or deletes a friend in the second application, where the member management module is configured to be added in the first application. Or delete the cross-app friend. In an embodiment, the query module is further configured to acquire a state change of the friend of the second user, the user, and the member management module is configured to be updated in the first application. The status of the cross-app friend changes. The information of the cross-app friend provided by the member management module in the first application-only is the information disclosed by the cross-application friend to the friend in the 201238306 second application. . In the method, the member management module separately displays the cross-application friends in the first application according to the source application. In an embodiment, the member management module displays the cross-application buddy partitions originating from the same application. In an embodiment, the first application is an instant messaging application and the second application is a gaming application. In an embodiment, the method further includes a message sending module and a receiving module for receiving the request for sending a message to the cross-accounting friend by using f; the querying 5 sentence module is further configured to acquire the cross-application friend a line-shaped H; if the status of the instant messaging on the cross-app friend is online, the message sending module sends a temporary session message to the instant messaging client of the cross-app friend 'if the cross-app friend If the status of the instant communication line is offline and the status of the online game of the cross-app friend is online, the message sending module sends a temporary session message to the game user of the cross-app friend 'if the instant communication line of the friend across the application The status and game line status are both offline' then the messaging module stores the temporary session message to the session server. The above-mentioned cross-application communication method and system introduces the user's friends in other applications into the current application according to the user's identification, thereby avoiding the cumbersome operations brought by one by one, and the use is more convenient. [Embodiment] In the following embodiments, the same user has the same identifier of 201238306 in different applications, and the resources in different applications are connected through the same identifier to solve the communication between different applications. The problem of cumbersome operation. A cross-application communication method includes the following steps: Step S110: Acquire an identifier of a user in a first application. In this embodiment, the identifier of the UI is the same identifier used by the same user in different applications, and the identifier may be a digital number, an email account, or a user name including numbers and letters. The identification can be visible or invisible to the user. In other embodiments, the identifiers used by the same user in different applications may also be different. For example, the identifier of user X in the first application is 123 'the identifier in the second reference is abc@abc.com, as long as the two The logos can be matched. Step S120: Acquire a friend relationship of the user in the second application according to the identifier. If the user has the same identifier in the first application and the second application, after obtaining the identifier of the user in the first application, the user may obtain the user in the second application according to the identifier, that is, the identifier in the second application. Friends relationship 'For example, the user has friends A, B, c, etc. in the second application. If the identifiers used by the user in different applications are different, the identifiers in the second application that are identified by the user in the first application are obtained through the corresponding relationship of the identifiers, and the user is obtained in the second application according to the identifiers in the second application. Friends relationship in . ~ Step S13G, guiding the user in the second application to the first application as a cross-application friend according to the friend relationship in the second application. After obtaining the friend _ in the second financial account, the user is guided to the first-time friend to the first-time, for example, the user 201238306 in the application, the friend A'B, C, etc. are imported into the first In an application, as a cross-application friend of the user in the first application. A is easy to understand, the second application here can be - an application, or more than two applications, that is, multiple friends can be integrated into one application. The above-mentioned cross-application communication method introduces the user's friends in other applications into the current application according to the identifier of the user, thereby avoiding the cumbersome operations brought by one by one, and the use is more convenient. In a further refinement, the cross-app friends may be displayed separately in the first application according to the source application. In other words, the cross-application friends from the plurality of different second applications in the first application are displayed separately, that is, the cross-app friends from the same second application are displayed under the same field or label, and the different from The cross-application friends of the second application are respectively displayed under their respective fields or labels. The first application is an instant messaging application, and the second application is a game application. As shown in FIG. 2, cross-application friends from the first game and the second game are respectively displayed under respective standards. In addition, the cross-application friends originating from the same application may display in a partition, that is, the cross-application friends of the same source application further subdivide the partition display according to different regions, organizations, ranks, online states, and the like. As shown in FIG. 3, in a further improvement, in order to maintain synchronization across application friends, the foregoing cross-application communication method further includes the following steps: Step S310: Acquire, by the user, information about adding or deleting a friend in the second application. . For example, according to the user's operation instruction in the second application, such as the game application, the corresponding friend is added or deleted in the game application, and the information of the operation result may be pushed to the first application or requested by the first application owner 201238306 to acquire the user. Add or delete information of a friend in the second application. Step S320, adding or deleting the cross-application friends in the first application. According to the obtained information, for example, the user is deleting the game friend A in the game application, and the cross-application friend A is deleted correspondingly in the first application, such as the instant messaging application. Through the above method, the synchronization of the friend relationship of different applications can be maintained, and the operation of repeatedly adding and deleting the same friend in multiple applications can be omitted to further facilitate the user. As shown in FIG. 4, in a further improvement, in order to immediately know the status of the cross-application friend, the cross-receiving method further includes the following step S410, obtaining the push of the A on the online line in the second application. Up to the application 12 of the user's friend in the second application. For example, the user's friend or the information that is requested by the first application to obtain the user's friend A in the second application. Friend = correspondingly updated in the first application, the friend A obtained by the application in the second application uses the two table tr application, for example, in the instant messaging application, the cross table is not online, for example Display the avatar as color, etc. In the improvement of the step-by-step, in order to protect the privacy, the information provided to the friend in the second application of the friend application is that the application friend is in the first use, the second application is the battle, and the application is the instant communication. Application as an example - the user has multiple 201238306 friends A, B, C in the game application, through the above-mentioned porch

被導入到即時通訊應用中作二=法’好友A、B、C 用戶只能看到跨應用好友[’ 、5應用好友,此時’ BB ^ . C在遊戲應用中向用戶公Imported into the instant messaging application for the second = method 'friends A, B, C users can only see cross-app friends [', 5 application friends, at this time] BB ^ . C in the game application to the user

開的貝枓’而不能看到跨應 :用戶A 用中的眘斗;! B、C在即時通訊應 == 好友A、B、C的即時通訊帳號, =了=跨應用好友A、B、C的隱私。因為在即時通 會留較多真實的個人資料,例如年齡、 大多數都是虛擬的資料η 遊戲應用中’ 祖八„ 4果&易將即時通訊應时的資 科Α開’會造成隱私的洩露。 ^―應用為即時通信應用’第二應用為遊戲應用為 圖5所不,在進一步的改進中,為了能儘快收到用 戶之間發送的消息’上述跨應用通信方法還包 驟: / 自步驟S510,接收所述用戶向所述跨應用好友發送消 二的明求。例如用戶在即時通信應用中向跨應用好友A發 送/肖息.“你好,’。 步驟S520,獲取所述跨應用好友的線上狀態。例如, 跨應用好友的線上狀態可以是即時通信線上狀態為在線 上或離線,遊戲線上狀態為在線上或離線。 步驟S530,根據線上狀態發送消息。如果所述跨應 用好友的即時通信線上狀態為在線上,則所述用戶的即時 通乜應用用戶端向所述跨應用好友的即時通信用戶端發 送臨時會話消息;如果所述跨應用好友的即時通信線上狀 12 201238306 態為離線輯料應用好友的軸線絲㈣在線上 所述用戶的即時通信用戶端向所、則 戶端發送臨w &應用好友的遊戲用 戶&發机時會料息,如果跨應用好 ㈣和遊戲線上狀態均為離線,則所述用戶的即時 戶端將所述臨時會話消息存儲到會話飼服器。 =下結合如圖2所示的應用場景,對跨應用通信方法 、具體的描述。該應用場景中,第-應用為即時 通k (Instant Messaging,IM)應用中的即時通信a, 第二應用為遊戲應財的網路遊戲β。電腦執行圖i所示 的跨應用通信方法可以在即時通信A啟動時自動執行也 可以在用戶的手動指令下執行。執行完圖丨所示的跨應用 通信方法後’即用戶在網路遊戲β的遊戲好友被導入到即 時通信A中作為用戶在即時通信A中的跨應用好友後即 時通# A用戶端的主面板上導入了網路遊戲B的遊戲好友 和工會成員的資訊,構成遊戲好友列表。遊戲好友的昵稱 為遊戲角色名’當滑鼠移到遊戲好友列表上,可以看到該 遊戲好友在網路遊戲β中的的遊戲角色資訊,包括角色 名、職業和等級等。雙擊遊戲好友列表,如果該遊戲好友 即時通信Α線上,將打開與該遊戲好友的臨時會話視窗, 可以透過臨時會話視窗與遊戲好友進行文字聊天、表情和 圖片發送’還可以看到遊戲好友的遊戲資料資訊;如果該 遊戲好友即時通信A不線上但遊戲線上,也會發送出消 息’該消息會在該遊戲好友的遊戲介面上顯示,達成IM 與遊戲的通信;如果該遊戲好友即時通信A和遊戲都不線 13 201238306 " 上,則當遊戲好友先登錄即時通信A用戶端時,該消息會 顯示在即時通信A用戶端上,當遊戲好友先登錄遊戲用戶 端時,該消息顯示在遊戲介面上。 用戶可以在即時通信A用戶端和網路遊戲B用戶端更 新遊戲好友資訊,即對遊戲好友進行添加、修改和刪除操 作。具體包括以下步驟: 首先,網路遊戲B用戶端添加遊戲好友,並將用戶與 遊戲好友的關聯資訊存儲到用戶資料庫。 然後,即時通信A用戶端獲取用戶與遊戲好友的關聯 資訊,根據該關聯資訊在主面板上添加遊戲好友。 需要說明的是,當用戶在即時通信A用戶端添加遊戲 好友時,也可以觸發網路遊戲B用戶端添加相同的遊戲好 友。對遊戲好友的修改和刪除操作,也可以基於類似的流 程達成在即時通信A用戶端和網路遊戲B用戶端的同步。 另外,即時通信A用戶打開網路遊戲B遊戲的跨應用 好友面板後,即時通信A用戶端還可以在主面板上顯示遊 戲好友的狀態資訊,具體包括以下步驟:用戶在網路遊戲 B的遊戲好友被導入到即時通信A中作為用戶在即時通信 A中的跨應用好友後,如果該跨應用好友在網路遊戲B遊 戲中上線,上線的資訊可以推送至即時通信A或者由即時 通信A定時請求以獲取跨應用好友在網路遊戲B遊戲中上 線的資訊,即時通信A將該跨應用好友表示為線上,如此 則能即時瞭解到跨應用好友的狀態。 14 201238306 顯示的跨應用好友,即即時通信A用戶的網路遊戲B 遊戲好友的資訊可以包括遊戲角色名、所在伺服器區。如 果遊戲好友的遊戲線上狀態為在線上,即時通信A用戶端 還會獲取並顯示遊戲好友的遊戲所在頻道等資訊。即時通 信A用戶端還可以顯示遊戲好友的遊戲角色資訊,其中, 遊戲角色資訊包括以下内容中的至少一項:遊戲等級、遊 戲職業和屬性數值。 為了保護隱私,遊戲好友的即時通信A號碼僅保存在 本地,不會在即時通信A用戶端顯示,即不會向用戶公開。 在即時通信A用戶向遊戲好友發起臨時會話時,具體 包括以下步驟: 接收即時通信A用戶向網路遊戲B遊戲好友,即跨應 用好友發送消息的請求。用戶可以在即時通信A用戶端透 過雙擊網路遊戲B遊戲好友圖示的操作,觸發臨時會話事 件,並輸入文字等發起臨時會話。 獲取網路遊戲B遊戲好友的線上狀態。網路遊戲B遊 戲好友的線上狀態可以是僅網路遊戲B遊戲線上、僅即時 通信A線上、網路遊戲B遊戲和即時通信A都線上、網路 遊戲B遊戲和即時通信A都離線。 如果網路遊戲B遊戲好友的即時通信A線上狀態為在 線上,即包括僅即時通信A在線上及網路遊戲B遊戲和即 時通信A都在線上的情況,則執行步驟A;如果僅網路遊 戲B遊戲在線上,則執行步驟B;如果網路遊戲B遊戲好 201238306 友的即時通信A線上狀態和網路遊戲B遊戲好友的網路遊 戲B遊戲線上狀態均為離線,則執行步驟c。 步驟A ’用戶的即時通信a用戶端向遊戲好友的即時 通信A用戶端發送臨時會話消息。 具體地’如果遊戲好友的即時通信A線上狀態為在線 上,則獲取遊戲好友的即時通信A號碼,在用戶的即時通 佗A用戶知與遊戲好友的即時通信a用戶端之間建立臨時 會話視窗,透過臨時會話視窗進行文、表情和圖片等資訊 的交流。 步驟B,用戶的即時通信A用戶端向遊戲好友的遊戲 用戶端發送臨時會話消息。 具體地,如果遊戲好友的遊齡上狀態為在線上,則Opened the Bellow' and can't see the cross: User A's use of caution;! B, C in instant messaging should == Friends A, B, C instant messaging account, = = cross-app friends A, B, C privacy. Because in the instant pass will leave more real personal information, such as age, most of the virtual data η game application in the 'Zu Ba „ 4 fruit & easy to instant messaging time to open the 'will cause privacy The leak is applied. ^ "Application for instant messaging application" The second application is for the game application as shown in Figure 5. In a further improvement, in order to receive the message sent between users as soon as possible, the above-mentioned cross-application communication method also includes: / From step S510, the user is sent to the cross-application friend to send a clear request. For example, the user sends/sends to the cross-application friend A in the instant messaging application. "Hello,". Step S520: Acquire an online state of the cross-application friend. For example, the online status of a cross-app friend may be that the status on the instant communication line is online or offline, and the status on the game line is online or offline. Step S530, sending a message according to the online status. If the status of the instant messaging online of the application friend is online, the instant messaging application user of the user sends a temporary session message to the instant messaging client of the cross-app friend; if the instant of the cross-application friend is Communication line shape 12 201238306 state is the axis of the offline application application friend (4) online, the user's instant communication user is sent to the user, then the user's game user & If the cross-application is good (4) and the game online status is offline, the user's instant client stores the temporary session message to the session server. = Under the application scenario shown in Figure 2, the cross-application communication method, a specific description. In the application scenario, the first application is instant communication a in Instant Messaging (IM) application, and the second application is online game β of game accounting. The computer executes the cross-application communication method shown in Figure i either automatically when the instant communication A is started or under the manual command of the user. After executing the cross-application communication method shown in the figure, the user's game friend in the online game β is imported into the instant communication A as the user's main interface in the instant communication A. The information of the game friends and union members of the online game B is imported to form a list of game friends. The nickname of the game friend is the game character name. When the mouse is moved to the game buddy list, the game character information of the game buddy in the online game β can be seen, including the character name, occupation, and rank. Double-click the game buddy list, if the game buddy instant communication Α online, open the temporary conversation window with the game buddy, you can chat with the game friends through the temporary conversation window, expressions and pictures to send 'you can also see the game buddy game Data information; if the game friend instant messaging A is not online but the game line, the message will also be sent 'The message will be displayed on the game friend's game interface to achieve IM and game communication; if the game friend instant communication A and The game is not online 13 201238306 " On, when the game friend first logs in to the instant messaging A client, the message will be displayed on the instant messaging A client, when the game friend first logs into the game client, the message is displayed in the game Interface. The user can update the game friend information on the instant messaging A client and the online game B client, that is, add, modify and delete the game friend. Specifically, the following steps are included: First, the online game B client adds a game friend, and stores the associated information of the user and the game friend to the user database. Then, the instant messaging A client obtains the association information of the user and the game friend, and adds the game friend on the main panel according to the associated information. It should be noted that when the user adds a game friend to the instant messaging A client, the online game B client can also be triggered to add the same game friend. The modification and deletion operations of the game friends can also achieve synchronization between the instant messaging A client and the online game B client based on a similar process. In addition, after the instant messaging A user opens the cross-application friend panel of the online game B game, the instant messaging A client can also display the status information of the game friend on the main panel, which specifically includes the following steps: the user plays the game in the online game B. After the friend is imported into the instant communication A as the cross-application friend of the user in the instant communication A, if the cross-app friend is online in the online game B game, the online information can be pushed to the instant communication A or by the instant communication A. The request is to obtain information about the online game B game in the cross-application friend, and the instant communication A represents the cross-app friend as an online, so that the status of the cross-app friend can be instantly known. 14 201238306 The cross-app friend displayed, that is, the information of the online game B game friend of the instant messaging A user may include the game character name and the server area where the game is located. If the game friend's game online status is online, the instant messaging A client will also obtain and display information such as the channel where the game friend's game is located. The instant messaging A client can also display game character information of the game friend, wherein the game character information includes at least one of the following: game level, game occupation, and attribute value. In order to protect privacy, the instant messaging A number of the game friend is only stored locally and will not be displayed on the instant messaging A client, ie will not be disclosed to the user. When the instant messaging A user initiates a temporary session to the game friend, the method includes the following steps: Receiving a request for the instant communication A user to send a message to the online game B game friend, that is, across the application friend. The user can initiate a temporary session by double-clicking the operation of the online game B game friend icon on the instant messaging A user terminal, triggering a temporary session event, and inputting text or the like. Get online status of online game B game friends. The online status of the online game B game friends can be only the online game B game line, only the instant communication A line, the online game B game and the instant communication A line, the online game B game and the instant communication A are offline. If the online communication A game status of the online game B game friend is online, that is, only the instant communication A online and the online game B game and the instant communication A are online, step A; if only the network If the game B game is online, step B is performed; if the online game B game is good 201238306, the friend's instant communication A online state and the online game B game friend's online game B game online state are offline, step c is performed. Step A 'User's instant messaging a client sends a temporary session message to the instant messaging A client of the gaming friend. Specifically, if the online communication status of the game friend's instant communication A is online, the instant communication A number of the game friend is obtained, and a temporary session window is established between the user's instant messenger A user and the instant communication a user of the game friend. Communicate information such as text, expressions, and pictures through a temporary conversation window. In step B, the user's instant messaging A client sends a temporary session message to the game friend of the game friend. Specifically, if the game friend’s age is online, then

與該遊戲好友建立會話介面,建立即時通信A用戶端與遊 ,用戶端之間的通信服務,使用技術達成文字通 201238306 友登錄遊戲用戶端,則將該臨時會話消息顯示在遊戲好友 的遊戲介面。 需要說明的是,用戶也可以透過與上述流程相同或者 類似的流程’在遊戲用戶端發起與即時通信A好友的臨時 會話。 透過上述跨應用通信方法,可以將網路遊戲中的遊戲 =友自動集成^ IM用戶端,避免手動添加IM好友的繁項 操作,IM用戶端只顯示遊戲好友的遊戲相關資料,有效 地保4了遊戲好友的隱私;在不用登錄遊戲的情況下可 以透過IM用戶端查看遊戲好友的遊戲狀態和相關資料, 提升了用戶體驗。 在更具體的應用中,當遊戲好友的資訊發生更新時, 用戶的即時通。凡用戶端在讀取到這些更新後也可以進行 同步的顯示,快速獲得遊戲好友的資料變化。 此外,如果遊戲好友的遊戲用戶端更新遊戲好友的遊 戲屬性’則用戶的IM用戶端獲取遊戲好友的遊戲屬性, 並根據該遊戲屬性動態更新該遊戲好友在遊戲好友列表 中的排列順序。上述遊戲好友的遊戲屬性可以是遊戲分 區,也可以是遊戲等級等資訊,從而可以按照遊戲分區排 序分組,也可以按照遊戲等級等資訊排序分組。 此外’還提供一種跨應用通信系統,如圖6所示,跨 應用通信系統包括標識獲取模組、查詢模組及成員管理模 組。 標識獲取模組用於獲取用戶在第一應用令的標識。本 17 201238306 實施方式中,這裏的標識是同一用戶在不同應用中使用的 相同的標識,該標識可以是數字號碼,也可以是電子郵件 帳號’還可以是包含數字和字母的用戶名等。標識可以是 用戶可見或者不可見的。在其他實施方式中,同一用戶在 不同應用中使用的標識也可以不同,例如,用戶χ在第一 應用中的標識為123,在第二引用中的標識為abc@abc. c〇m ’只要這兩個標識可以對應起來即可。 查詢模組用於根據所述標識獲取所述用戶在第二應 用中的好友關係。如果用戶在第一應用和第二應用中有相 同的標識,獲得用戶在第一應用中的標識後,即可根據此 標識,也就是第二應用中的標識,獲得用戶在第二應用中 的好友關係,例如用戶在第二應用中有好友A、B、C等。 如果用戶在不同應用中使用的標識不同,則透過標識的對 應關係獲得與用戶在第一應用中的標識對應的第二應用 中的標識’再根據第二應用中的標識獲得用戶在第二應用 中的好友關係。 成員管理模組根據所述第二應用中的好友關係將所 述用戶在第二應用中的好友導人到所述第—應用中作為 跨應用好友。查詢模乡且獲得用戶在第二應用中的好友關係 後’成員官理模組將用戶在第U中的好友導入到所述 第一應用中’例如將用戶在第二應用中的好友a、b、c等Establish a session interface with the game friend, establish a communication service between the instant messaging A client and the tour, and use the technology to reach the text communication 201238306 friend login game user terminal, then display the temporary session message in the game friend's game interface. . It should be noted that the user can also initiate a temporary session with the instant messaging A friend at the game client through the same or similar process as the above process. Through the above-mentioned cross-application communication method, the game=friend in the online game can be automatically integrated into the IM client, thereby avoiding the complicated operation of manually adding the IM friend, and the IM client only displays the game related information of the game friend, effectively protecting 4 The privacy of the game friends; you can view the game status and related information of the game friends through the IM user without logging in to the game, which improves the user experience. In a more specific application, when the information of the game friend is updated, the user's instant messaging. After the user reads these updates, they can also display the synchronization and quickly get the data changes of the game friends. In addition, if the game client of the game friend updates the game attribute of the game friend, the user's IM client acquires the game attribute of the game friend, and dynamically updates the arrangement order of the game friend in the game buddy list according to the game attribute. The game attributes of the above-mentioned game friends may be game divisions or information such as game levels, so that they may be grouped according to the game partition order, or may be sorted according to information such as game level. In addition, a cross-application communication system is provided. As shown in FIG. 6, the cross-application communication system includes an identity acquisition module, a query module, and a member management module. The identifier obtaining module is configured to obtain the identifier of the user in the first application. In the embodiment of the present invention, the identifier is the same identifier used by the same user in different applications, and the identifier may be a digital number, an email account, or a user name including numbers and letters. The identity can be visible or invisible to the user. In other embodiments, the identifiers used by the same user in different applications may also be different. For example, the identifier of the user in the first application is 123, and the identifier in the second reference is abc@abc. c〇m ' These two identifiers can be matched. The query module is configured to obtain the friend relationship of the user in the second application according to the identifier. If the user has the same identifier in the first application and the second application, and after obtaining the identifier of the user in the first application, the user may obtain the user in the second application according to the identifier, that is, the identifier in the second application. A friend relationship, for example, the user has friends A, B, C, etc. in the second application. If the identifiers used by the user in different applications are different, the identifiers in the second application corresponding to the identifiers of the user in the first application are obtained through the corresponding relationship of the identifiers, and the user is obtained in the second application according to the identifiers in the second application. Friends relationship in . The member management module guides the user in the second application to the first application as a cross-application friend according to the friend relationship in the second application. After querying the model and obtaining the friend relationship in the second application, the member member module imports the user in the U into the first application, for example, the friend a in the second application, b, c, etc.

導入到第一應用中,m rU 作為用戶在第一應用中的跨應用好友 201238306 容易理解,這裏的第二應用可以是一個應用,也可以 是兩個以上的應用,也就是說,可以將多個應用的好友整 合到一個應用中。上述跨應用通信系統,根據用戶的標識 將用戶在其他應用中的好友導入到當前應用中,避免逐個 添加帶來的繁瑣操作,使用更加便捷。 在一實施例中,所述查詢模組還用於獲取所述用戶在 所述第二應用中添加或刪除好友的資訊,所述成員管理模 組用於在所述第一應用中相應添加或刪除所述跨應用好 友。例如根據用戶在第二應用,如遊戲應用中的操作指令 ,在遊戲應用中添加或刪除相應好友,同時操作結果的資 訊可以推送至第一應用或者由第一應用主動請求由所述 查询模組獲取用戶在所述第二應用中添加或刪除好友的 資訊。所述成員管理模組根據獲取到的資訊,例如用戶在 遊戲應用在刪除遊戲好友A,則在第一應用,如即時通訊 應用中相應刪除跨應用好友A。透過上述方式,可以保持 不同應用的好友關係的同步’省去在多個應用中重複添加 刪除同一好友的操作,進一步方便用戶。 在一實施例中,所述查詢模組還用於獲取所述第二應 用中所述用戶的好友的狀態變化’所述成員管理模組餘 在所述第-應时減更新所料應用好友的狀態變化 。例如用戶的好友A在第二應用中上線,上線的資訊可以 推送至第U或者由第U定時請求由所述查詢模 組狻取用戶的好友A在所述第二應用中上線的資訊。 在—實施例中’所述成員管理模組在所述第-應用中 19 201238306 提供的所述跨應用好友的資料僅為所述跨應用好友在第 |用:向好友公開的資料。以第-應用為即時通訊應用 友A、B、C,好友! 夂八B、C破導入到即時通訊應用中作為用 戶的跨應用好友後,此時,所述成員管理模組在所述第— 應用中提供的所述跨應用好友的f料僅為所述跨應用好 友在第二應用中向好方八 友A開的資料,用戶只能看到跨應用 、、C在遊戲應用中向用戶公開的資料,而不能看 到跨應用好友A、B、Γ力gp Η主、$ life CO丄 在17時通讯應用中的資料,包括跨 應用好友A、B、C的即時通訊帳號,如此可以保護跨應用 =1:二:隱私。因為在即時通信中’通常會留較多 真實的個人貝料’例如年齡、性別、所在城市日誌或個 =主頁的地址等,而在遊戲應用中,大多數都是虛擬 果㈣將㈣通訊應用中的諸公開,會造成隱私 的’/¾露。 在 耳把例中,所述成員管理模組將所述跨應用 在所述第—應时根據來源應用分開顯示。也就是說,將 第-應用中的來自於多個不同第二應用的跨應用好友八 開顯示’㈣來自同-第二應用的跨應用好友顯示在同: 個攔位或標籤下,而對來自于不同第二應用的跨應用好 分別顯示在各自的攔位或標籤下。以第—應用為即時通信 應用,第二應用為遊戲應用為例,如圖2所示,來自於^ -種遊戲和第二種遊戲的跨應用好友分別顯示在各自的 標籤下。進—步地’所述成員管理模組還可以將來源於同 20 201238306 —應用的所述跨應用好友分區顯示。即同一來源應用的跨 應用好友根據地區、組織、等級、線上狀態等的不同進一 步細分分區顯示。 在一實施例中,所述第一應用為即時通信應用,所述 第一應用為遊戲應用^跨應用通信系統還包括消息發送模 組和接收所述用戶向所述跨應用好友發送消息的請求的 輸入模組;所述查詢模組還用於獲取所述跨應用好友的線 上狀態;如果所述跨應用好友的即時通信線上狀態為在線 上貝丨所述消息發送模組向所述跨應用好友的即時通信用 戶端發送臨時會話消息,如果所述跨應用好友的即時通信 線上狀態為離線且所述跨應用好友的遊戲線上狀態為在 線上,則所述消息發送模組向所述跨應用好友的遊戲用戶 端發送臨時會話消息,如果跨應料友的㈣通信線上狀 態和遊戲線上狀態均為離線’則所述消息發送模組將所述 臨時會話消息存儲到會話伺服器。 透過以上的實施方式的描述,本領域的技術人員可以 清楚地瞭解到本發明可借助軟體加必需的通用硬體平臺 =式來達成,當然:也可以透過硬體,但很多情況下前者 j佳的實施方式。基於這樣的理解,本㈣的技術方案 品的二== 見有技術做出貢獻的部分可以以軟體產 中===,該電腦軟體產品存儲在—個存儲介質 個人電腦’伺服器,或者網路設備等)執行手= 施例所述的方法。 月各個貫 21 201238306 以上所述僅是本發明的較佳實施方式,應當指出,對 於本技術領域的普通技術人員來說’在不脫離本發明原理 的前提下’還可以做出若干改進和潤飾,這些改進和潤飾 也應視本發明的保護範圍。 本領域技術人員可以理解實施例中的裝置中的模組 可以按照實施例描述進行分佈於實施例的裝置中,也可以 進行相應變化位於不同於本實施例的一個或多個裝置 中。上述貫施例的模組可以集成於一體,也可以分離部 署;可以合併為一個模組,也可以進一步拆分成多個子模 組。 上述本發明實施例序號僅僅為了描述,不代表實施例 的優劣。 以上所述僅為本創作之較佳實施例而已,並非用以限 定本創作之申請專利範圍;凡其它未脫離創作所揭示之精 神下所完成之等效改變或修飾,均應包含在下述之申請專 利範圍内。 【圖式簡單說明】 圖1係跨應用通信方法之流程圖; 圖2係即時通訊工具之介面示意圖; 圖3係添加刪除遊戲好友流程圖; 圖4係顯示狀態資訊流程圖; - 圖5係臨時會話流程圖; 圖6係跨應用通信系統示意圖。 22 201238306 ' 【主要元件符號說明】 S110 ' S120 、 S130 、 S310 、 S320 、 跨應用通信方 S410、S420、S510、S520、S530 法流程步驟 23Imported into the first application, m rU is easy to understand as a cross-application friend 201238306 of the user in the first application, where the second application can be one application or more than two applications, that is, more The friends of the app are integrated into one app. In the above-mentioned cross-application communication system, the user's friends in other applications are imported into the current application according to the user's identification, so as to avoid the cumbersome operations brought by one by one, and the use is more convenient. In an embodiment, the query module is further configured to acquire information about adding or deleting a friend in the second application, where the member management module is configured to add or Delete the cross-app friends. For example, according to an operation instruction of the user in the second application, such as a game application, the corresponding friend is added or deleted in the game application, and the information of the operation result may be pushed to the first application or actively requested by the first application by the query module. Obtaining information that the user adds or deletes the friend in the second application. The member management module deletes the cross-application friend A in the first application, such as the instant messaging application, according to the obtained information, for example, the user is deleting the game friend A in the game application. In the above manner, the synchronization of the friend relationship of different applications can be maintained. The operation of repeatedly deleting the same friend in multiple applications is omitted, and the user is further facilitated. In an embodiment, the query module is further configured to obtain a state change of the friend of the user in the second application, where the member management module is in the first State changes. For example, the user's friend A is online in the second application, and the online information can be pushed to the U or the U-timing request is used by the query module to retrieve the information of the user's friend A who is online in the second application. In the embodiment, the information of the cross-application friend provided by the member management module in the first application 19 201238306 is only the information disclosed by the cross-application friend in the first: use: to the friend. The first application is an instant messaging application friend A, B, C, a friend! After the B, C, and C are imported into the instant messaging application as the user's cross-application friends, at this time, the member management module is in the - the information of the cross-app friend provided in the application is only the information that the cross-application friend opens to the good friend Bayou A in the second application, the user can only see the cross-application, and the C is disclosed to the user in the game application. The information, but can not see the cross-application friends A, B, g力gp Η主, $ life CO丄 in the 17-hour communication application, including the instant messaging account across the application friends A, B, C, so you can protect Cross-application=1: Two: Privacy. Because in instant messaging, 'usually will leave more real personal bedding' such as age, gender, city log or address = homepage address, etc., in game applications, most of them are virtual fruit (four) will (4) communication application The disclosures in the public will result in a privacy of '/3⁄4. In the case of the earmuffs, the member management module displays the cross-applications separately according to the source application at the time of the first application. That is to say, the cross-application friends from the plurality of different second applications in the first application are displayed in the (four) cross-application friends from the same-second application under the same: block or label, and the pair is from The cross-applications of the different second applications are respectively displayed under the respective barriers or labels. Taking the first application as the instant messaging application and the second application as the game application, as shown in FIG. 2, the cross-application friends from the game and the second game are respectively displayed under the respective tags. The member management module can also display the cross-application friend partitions from the same application. That is, the cross-application friends of the same source application further subdivide the partition display according to the region, organization, level, online status, and the like. In an embodiment, the first application is an instant messaging application, the first application is a game application, and the cross-application communication system further includes a message sending module and receiving a request for the user to send a message to the cross-application friend. The input module is further configured to obtain the online status of the cross-application friend; if the status of the cross-application friend's instant communication line is online, the message sending module is applied to the cross-application The instant messaging client of the friend sends a temporary session message, if the status of the instant communication on the cross-app friend is offline and the status of the online game of the cross-app friend is online, the message sending module is to the cross-application The game client of the friend sends a temporary session message, and if the status of the (four) communication line and the online status of the game are offline, the message sending module stores the temporary session message to the session server. Through the description of the above embodiments, those skilled in the art can clearly understand that the present invention can be achieved by using a software and a necessary universal hardware platform=, of course, it can also be transmitted through hardware, but in many cases, the former is better. Implementation. Based on this understanding, the second technical solution of this (4) == see the part that can contribute to the technology can be in the software production ===, the computer software product is stored in a storage medium PC 'server, or network Road equipment, etc.) Execution hand = method described in the example. The above is only a preferred embodiment of the present invention, and it should be noted that those skilled in the art can make several improvements and refinements without departing from the principles of the present invention. These improvements and finishes are also subject to the scope of protection of the present invention. Those skilled in the art can understand that the modules in the apparatus in the embodiment may be distributed in the apparatus of the embodiment according to the description of the embodiment, or may be correspondingly changed in one or more apparatuses different from the embodiment. The modules of the above embodiments can be integrated or separated, and can be combined into one module or further divided into multiple sub-modules. The serial numbers of the embodiments of the present invention are merely for the description, and do not represent the advantages and disadvantages of the embodiments. The above description is only for the preferred embodiment of the present invention, and is not intended to limit the scope of the patent application of the present invention; any equivalent changes or modifications made without departing from the spirit of the disclosure should be included in the following Within the scope of the patent application. BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a flow chart of a cross-application communication method; FIG. 2 is a schematic diagram of an interface of an instant messaging tool; FIG. 3 is a flow chart of adding and deleting a game friend; FIG. 4 is a flow chart showing status information; Temporary session flow chart; Figure 6 is a schematic diagram of a cross-application communication system. 22 201238306 ' [Main component symbol description] S110 ' S120 , S130 , S310 , S320 , cross-application communication S410, S420, S510, S520, S530 process steps 23

Claims (1)

201238306 ^ 七、申請專利範圍: 1、 一種跨應用通信方法,其改良在於,包括以下牛 驟: v 獲取用戶在第一應用中的標識; 根據所述標識獲取所述用戶在第二應用中的好友 係; 根據所述第二應用中的好友關係將所述用戶在第二 應用中的好友導入到所述第一應用中作為跨應用好友。 2、 如申請專利範圍第丨項所述之跨應用通信方法, 其中,還包括如下步驟: 獲取所述用戶在所述第二應用中添加或刪除好友的 資訊; 在所述第一應用中相應添加或刪除所述跨應用好友。 3、 如申請專利範圍第丨項所述之跨應用通信方法, 其中’還包括如下步驟: 獲取所述第二應用中所述用戶的好友的狀態變化,· 在所述第一應用中相應更新所述跨應用好友的狀態 變化。 4、 如申請專利範圍第丨項所述之跨應用通信方法, 其_所述跨應用好友在所述第一應用中根據來源應用分 開顯示。 24 201238306 並+纟_ 專利&目^ 4項所叙跨應料信方法, 其中’來源於同一廊用& 應用的所述跨應用好友分區顯示β 6如申清專利範圍第 用β 固弟1至5中任意一項所述之跨應 用逋仏方法,其中,斛 斤述第一應用為即時通信應用,所述 第一應用為遊戲應用。 利㈣第6項所述之跨應料信方法, -中’所述跨應用通信方法還包括如下步驟: 接收所述用戶向所述跨應用好友發送消息的請求,· 獲取所述跨應用好友的線上狀態; 如果所述跨應用好友的即時通信線上狀態為在線 ’則所述用戶的即時通信應用用戶端向所述跨應用好友 =即時通信用戶端發送臨時會話消息;如果所述跨應用好 友的即時通信線上狀態為離線且所述跨應用好友的遊戲 線上狀態為在線上,朗制戶的㈣通㈣戶端向所述 跨應用好友的遊則戶端發送科會話消息;如果跨應用 好友的即時通信線上狀態和遊戲線上狀態均為離線,則所 述用户的即時通信用戶端將所述臨時會話消息存儲 話祠服器。 8、一種跨應用通信系統,其改良在於,包括· 標識獲取模纟H於獲取用戶在第—應时的標識; 查詢模組,用於根據所述標識獲取所述用戶在第二應 25 201238306 用中的好友關係; 成貞管理餘’根據所述第二應时的好友關係將所 述用戶在第二應用中的好友導人到所述第—應用中作為 跨應用好友。 9、 如申請專利範圍第8項所述之跨應用通信系統其 中,所述查詢模組還用於獲取所述用戶在所述第二應用中 添加或刪除好友的資訊’所述成員㈣模組用於在所述第 一應用中相應添加或刪除所述跨應用好友。 10、 如申請專利範圍第8項所述之跨應用通信系統, 其中,所述查詢模組還用於獲取所述第二應用中所述用戶 的好友的狀態變化’所述成員管理模組用於在所述第一應 用中相應更新所述跨應用好友的狀態變化。 11、 如申請專利範圍第8項所述之跨應用通信系統, 其中,所述成員管理模組將所述跨應用好友在所述第一應 用中根據來源應用分開顯示。 12、 如申請專利範圍第u項所述之跨應用通信系統, 其中’所述成員官理模組將來源於同一應用的所述跨應用 好友分區顯示。 13、如申請專利範圍第8至丨2項中任意一項所述之跨 26 201238306 應用通信系統,其中,所述第一應用為即時通信應用,所 述第一應用為遊戲應用。 14、如申請專利範圍第13項所述之跨應用通信系統, ’、中,還包括消息發送模組和接收所述用戶向所述跨應用 好友發送消息的請求的輸入模組;所述查詢模組還用於獲 取所述跨應用好友的線上狀態;如果所述跨應用好友的即 時通信線上狀態為在線上’則所述消息發送模組向所述跨 應用好友的即時通信用戶端發送臨時會話消息,如果所述 跨應用好友的即時通信線上狀態為離線且所述跨應用好 友的遊戲線上狀態為在線上,則所述消息發送模組向所述 跨應用好友的遊戲用戶端發送臨時會話消息,如果跨應用 好友的即時通信線上狀態和遊戲線上狀態均為離線,則所 述消息發送模組將所述臨時會話消息存儲到會話伺服器。 27201238306 ^ VII. Patent application scope: 1. A cross-application communication method, the improvement comprising the following steps: v acquiring an identifier of a user in a first application; obtaining, according to the identifier, the user in a second application a friend system: importing the friend of the user in the second application into the first application as a cross-application friend according to the friend relationship in the second application. 2. The cross-application communication method of claim 2, further comprising the steps of: acquiring information that the user adds or deletes a friend in the second application; corresponding to the first application Add or remove the cross-app friends. 3. The method according to claim 2, wherein the method further comprises the steps of: obtaining a state change of a friend of the user in the second application, and correspondingly updating in the first application. The status of the cross-app friend changes. 4. The cross-application communication method as described in claim 2, wherein the cross-application friend displays the display in the first application according to the source application. 24 201238306 and +纟_ Patent & Objective ^ 4 of the cross-recipient method, where 'from the same gallery & application of the cross-application buddy partition display β 6 such as Shen Qing patent range with β solid The cross-application method according to any one of the above 1 to 5, wherein the first application is an instant messaging application, and the first application is a game application. The cross-application communication method according to the item (4), wherein the cross-application communication method further includes the following steps: receiving a request for the user to send a message to the cross-application friend, acquiring the cross-application friend On-line status; if the status of the instant messaging on the cross-application friend is online', the instant messaging application user of the user sends a temporary session message to the cross-application friend=instant communication user; if the cross-application friend The status of the instant messaging line is offline and the status of the online game of the cross-app friend is online, and the (four) pass of the remote user sends a session message to the client of the cross-app friend; The instant messaging online state and the game online state are both offline, and the user's instant messaging client stores the temporary session message in the server. A cross-application communication system, the improvement comprising: including: identifying the acquisition module H to obtain the identifier of the user in the first time; the query module, configured to acquire the user according to the identifier in the second application 25 201238306 The friend relationship in use is used to guide the user in the second application to the first application as a cross-application friend according to the second-time friend relationship. 9. The cross-application communication system according to claim 8, wherein the query module is further configured to acquire, by the user, information about adding or deleting a friend in the second application, the member (four) module. And correspondingly adding or deleting the cross-application friend in the first application. 10. The cross-application communication system of claim 8, wherein the query module is further configured to acquire a state change of a friend of the user in the second application. Updating the status change of the cross-app friend in the first application. 11. The cross-application communication system of claim 8, wherein the member management module separately displays the cross-application friends in the first application according to a source application. 12. The cross-application communication system of claim 5, wherein the member member module is displayed from the cross-application buddy partition of the same application. 13. The cross-connection 26 201238306 application communication system according to any one of claims 8 to 2, wherein the first application is an instant messaging application, and the first application is a game application. 14. The cross-application communication system of claim 13, wherein the method further comprises: a message sending module and an input module for receiving a request for the user to send a message to the cross-application friend; the query The module is further configured to obtain the online status of the cross-application friend; if the status of the instant communication on the cross-application friend is online, the message sending module sends a temporary to the instant communication client of the cross-app friend. a session message, if the status of the instant messaging on the cross-app friend is offline and the status of the online game of the cross-app friend is online, the message sending module sends a temporary session to the game client of the cross-app friend The message, if the status of the instant messaging online and the online status of the game across the application friend are both offline, the message sending module stores the temporary session message to the session server. 27
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