Account synchronization management system and method
Through the account synchronization management system, unified management and automatic settlement of online and offline mahjong games can be achieved, which solves the problem that players need to remember multiple accounts, improves the game experience and atmosphere, and simplifies the player's login process.
Patent Information
- Application Number
- CN202010948319.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2020-09-10
- Publication Date
- 2024-12-27
- Estimated Expiration
- 2040-09-10
AI Technical Summary
In the prior art, online mahjong and offline mahjong need to log in to different accounts respectively, which leads to players need to remember multiple accounts and passwords, which is inconvenient to use, and the friends of online and offline games are inconsistent, which can easily cause conflicts between players. Influence the game experience and atmosphere.
Design an account synchronization management system to receive game accounts and passwords through the server, generate online and offline game permissions, realize automatic settlement, and obtain offline game information by scanning the logo on the mahjong table, and push appropriate game friends , reduce conflicts between players.
It realizes convenient login for players without remembering multiple accounts and passwords, improves the game experience and atmosphere, and improves the continuity and efficiency of the game through automatic settlement and friend matching.
Smart Images

Figure CN112057877B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of game account management, and in particular to an account synchronization management system and method. Background Art
[0002] Board games are a common form of leisure and entertainment in daily life, especially mahjong games, which are both entertaining and strategic, and are loved by people of all ages, including young people, middle-aged people, and the elderly. Traditional mahjong games are offline games, and players are required to manually shuffle and build cards at the beginning of each game, which takes a long time in the game preparation stage, and the efficiency of the game is relatively low. With the emergence of smart mahjong tables, two sets of mahjong are used alternately during mahjong games. During the game, there is a set of mahjong on the table for players to play, and the other set of mahjong is automatically shuffled and built. When the current game ends, the built mahjong automatically replaces the mahjong in the table game. Players do not need to shuffle or build cards, which greatly improves the efficiency of the game.
[0003] At the same time, with the development of technology, mahjong games are no longer limited to offline games, but have become online games. They can be played anytime and anywhere through smartphones, which greatly facilitates the use of players. Since online games can be played anytime and anywhere, and offline game players can communicate face to face, the experience is better, so players usually prefer online games in fragmented time and offline games in long rest time, such as playing online games in fragmented time on weekdays and playing offline games on weekends or holidays.
[0004] Since offline mahjong is played in a variety of ways and has different scoring rules, and players of different ages have different speeds and accuracy in scoring, it is easy to make mistakes or omissions, which can cause conflicts between players and affect the continuity and experience of the game. Therefore, the existing technology has developed an intelligent settlement system for offline mahjong, which records the mahjong table and identifies behaviors such as touching and barring cards during the game. At the end of each game, the settlement is automatically performed based on the identification results.
[0005] Since an offline mahjong game usually includes multiple mahjong games, the settlement of each mahjong game needs to be accumulated, so players are required to log in through their accounts. Online mahjong usually requires an account to log in, which requires players to have two sets of accounts for online and offline mahjong, which is inconvenient to use. At the same time, due to the difference between the two sets of accounts, the mahjong friends who play online and offline mahjong are different. Especially in online games, due to the different game speeds and game habits between players, it is easy to cause conflicts between players, affecting the player experience and game atmosphere. Summary of the invention
[0006] One of the purposes of the present invention is to provide an account synchronization management system to solve the technical problems in the prior art that online games and offline games need to use different accounts and that players cannot be matched with suitable game friends during the game.
[0007] The present invention provides the following basic scheme:
[0008] An account synchronization management system, including a server, the server is used to receive a game account and account password, and send online game permissions when receiving, obtain online game information, and generate online settlement information based on the online game information;
[0009] The server is also used to receive the game account, account password and identification information obtained by scanning the identification object, and send offline game permissions when receiving, receive data storage signals, and obtain offline game information and offline settlement information for storage when receiving;
[0010] The server is also used to obtain the status information of offline friends when sending online game permissions, and push offline friends based on the status information.
[0011] Beneficial effects of basic scheme 1: When a player plays an online game, the player logs in with the game account and account password, thereby obtaining online game permissions and realizing automatic settlement of online games and during the game. When a player plays an offline game, the player logs in with the same game account and account password, and obtains identification information when logging in. The identification information is obtained by the player scanning the identification object on the mahjong table, thereby obtaining offline game permissions, realizing the collection of the desktop image of the mahjong table of the offline game, obtaining offline game information, and automatically settling to generate offline settlement information. Since offline games will collect images during the game, in order to avoid privacy issues, offline game information and offline settlement information are stored only when a data storage signal is received. Online games and offline games use the same account, and players do not need to record multiple game accounts and account passwords, which is convenient to use.
[0012] Offline friends are the friends that players have when they play offline games. Offline friends have more real contact with players and are more familiar with each other's game speed and game habits. At the same time, each other's game speed and game habits are relatively similar to those of strangers. Therefore, when players play online games, they obtain the status information of offline friends and push offline friends based on the status information. By pushing friends, players can be matched with suitable offline friends, thereby matching players with more suitable game friends, reducing conflicts between players, and improving players' experience and game atmosphere.
[0013] Furthermore, the server includes a recommendation permission module, which is used to send recommendation inquiry information when sending online game permissions, and obtain friend recommendation information fed back according to the recommendation inquiry information, the friend recommendation information includes allowing recommendation and rejecting recommendation, and when the friend recommendation information is allowing recommendation, obtain offline friend status information. Beneficial effect: The setting of the recommendation permission module asks the player whether to recommend game friends during offline games, and obtains the status information of the player's offline friends only when the player allows it, fully respects the player's choice, and improves the player's experience.
[0014] Furthermore, the server includes a friend recommendation module, and the status information includes player idle and player busy. The friend recommendation module is used to determine whether the status information of offline friends is that the player is idle, and to generate a friend recommendation list based on the player's idle offline friends, and push the friend recommendation list. Beneficial effect: When the status information is that the player is idle, it means that the player is logged in and not playing the game, or logged in and playing an online game; when the status information is that the player is busy, it means that the player is not logged in, or logged in and playing an offline game. The status information is filtered to recommend the player's idle game friends, improve the game matching rate, and enable the player to match the appropriate game friends as quickly as possible and quickly enter the game.
[0015] Furthermore, it also includes a data acquisition terminal, which is used to receive offline game permissions, and collect image data of the mahjong table when receiving, and store the image data; it is also used to identify game events based on image data, and obtain offline game rules of the current game, generate score change records based on game events and offline game rules, and generate offline settlement information based on score change records. Beneficial effect: By collecting image data of the mahjong table, it is possible to identify various game events during the game, such as the identification of events such as touching cards, bar cards, and winning cards during the game. And according to the identified game events combined with offline game rules, the impact of various game events on the change of player scores is judged, thereby generating score change records, and then generating offline settlement information based on the score change records, that is, the scores of each player at the end of the current game. By collecting image data of the mahjong table, automatic settlement of offline games is realized with high accuracy, ensuring the continuity of the game, and effectively improving the player's gaming experience.
[0016] Furthermore, it also includes a player terminal, which is used to scan the identifier of the mahjong table to obtain identification information and upload the identification information to the server, and the identifier is a graphic code. Beneficial effect: By scanning the identifier to obtain identification information, the player terminal and the mahjong table are associated, and the player terminal is associated with the data collection terminal, so as to realize the collection of image data of the mahjong table of the player's offline game and automatic settlement.
[0017] Furthermore, the server is also used to receive visitor login information and randomly assign an ID number to the player when receiving it; it is also used to receive a data clearing signal and send a data clearing signal to the data acquisition terminal when receiving it. The data acquisition terminal is also used to receive a data clearing signal and clear the image data, game events, score change records and offline settlement information when receiving it. Beneficial effect: In order to ensure the normal use of some players who attach great importance to privacy and do not want to register through personal information, when the player does not want to register, an ID number is randomly assigned for the player to use. Such a setting makes it unnecessary for the player to provide privacy information. For special groups and ordinary groups that attach great importance to privacy information, their privacy information is effectively protected. Even if they face network security attacks, their privacy information will not be illegally leaked, misappropriated or destroyed. When the player ends the game, the image data, game events, score change records and offline settlement information generated by the offline game are cleared according to the data clearing signal, that is, after the player ends the game, the server will not store any game data of the player. Such a setting, even if the player's privacy information appears in the game data, will not cause the privacy information to be illegally leaked, misappropriated or destroyed when facing network security attacks, so that the player's privacy information is effectively protected.
[0018] Furthermore, the server is also used to obtain the game account or registration information when obtaining offline game information and offline settlement information. When the game account is obtained, the offline game information and offline settlement information are stored according to the game account. When the registration information is obtained, the ID number is converted into the game account according to the registration information. Beneficial effect: When the player thinks that the experience during the game is good and is willing to provide registration information for registration, the player's offline game information and offline settlement information are not cleared, and the ID number is directly converted into a game account, and the player's game data is completely stored, which is convenient for the player to view and improve the player's experience.
[0019] Furthermore, the image data includes image data and video data. When the data acquisition terminal is used to acquire image data, it acquires image data of the mahjong table at preset time intervals and acquires video data of the mahjong table in real time. It is also used to identify game events based on image data, and to perform secondary recognition of game events based on video data when identifying game events based on image data, and to verify, correct and supplement game events based on the secondary recognition results. Beneficial effects: Since the image data has a high shooting resolution, it can more accurately reflect the data content, and the video has good continuity, which can more accurately reflect the action-related situation. Therefore, the game events are identified based on the image data, and then verified, supplemented or corrected through the video data. By combining the two, the accuracy of recognition is improved, and the player's experience is enhanced.
[0020] A second object of the present invention is to provide an account synchronization management method.
[0021] The present invention provides a second basic solution: an account synchronization management method, using the above account synchronization management system.
[0022] Beneficial effects of basic scheme 2: When players play online games, they log in with their game account and password to obtain online game permissions and realize online games and automatic settlement during the game. When players play offline games, they log in with the same game account and password, and obtain identification information when logging in. The identification information is obtained by the player scanning the identification object on the mahjong table, so as to obtain offline game permissions and realize offline games and automatic settlement of offline games. Online games and offline games use the same account, and players do not need to record multiple game accounts and passwords, which is convenient to use. When players play online games, they obtain the status information of offline friends, and push offline friends according to the status information. By pushing friends, players are matched with suitable offline friends, thereby matching players with more suitable game friends, reducing conflicts between players, and improving players' experience and game atmosphere. BRIEF DESCRIPTION OF THE DRAWINGS
[0023] Figure 1 This is a logic block diagram of Example 1 of the account synchronization management system of the present invention. DETAILED DESCRIPTION
[0024] The following is further described in detail through specific implementation methods:
[0025] Embodiment 1
[0026] Account synchronization management system, such as Figure 1 As shown, it includes a data acquisition terminal, a player terminal and a server. The data acquisition terminal includes an image acquisition module, a storage module, an image recognition module, a score change recording module, an offline settlement module, a signal judgment module and a display module. Its hardware structure is a data acquisition device arranged above the mahjong table. It is installed above the mahjong table to collect image data of the mahjong tabletop during the offline game process, thereby realizing automatic settlement of offline games. The player terminal is a smart device used by the player personally, such as a mobile phone. The server includes a login verification module, a permission granting module, an online settlement module, a recommendation permission module, a friend recommendation module, an account allocation module and a database.
[0027] When a player wants to play an online game, the player terminal is used to obtain the player's unique game account and account password and upload them to the server. The login verification module is used to receive the game account and account password and verify whether the game account and account password are correct. When the verification is correct, the game account and account password are sent to the permission granting module. The permission granting module is used to receive the game account and account password and determine whether the identification information is received when receiving it. If not, the online game permission is obtained and sent to the player terminal.
[0028] The player terminal is also used to allow players to play online games when receiving online game permissions, and to obtain online game information during the online game process, and to send the online game information to the server. The online settlement module is used to receive online game information and generate online settlement information based on the online game information. Specifically, the database stores online game rules. The online game rules can be selected by the player from the database corresponding to the offline game rules of the existing gameplay, or the player can customize the gameplay rules such as eating cards and barring cards. In this embodiment, the player selects from the offline game rules corresponding to the existing gameplay as the online game rules before the online game starts. The online settlement module is used to generate online settlement information based on the online game information and online game rules. The online settlement information is the current win-loss points of each player when the current online game is settled.
[0029] When the player wants to play offline games, the player terminal is also used for the player to scan the markers on the mahjong table or the mahjong table to obtain identification information, and upload the identification information to the server when uploading the game account and account password. The marker is a graphic code, such as a barcode, a QR code, a 3D code, etc. In this embodiment, the marker is a QR code.
[0030] The login verification module is used to receive the game account, account password and identification information, and verify whether the game account and account password are correct. When the verification is correct, the game account, account password and identification information are sent to the permission granting module. The permission granting module is used to receive the game account, account password and identification information, and determine whether the identification information is received when receiving it. If so, the offline game permission is obtained and sent to the data collection terminal.
[0031] The image acquisition module is used to receive offline game permissions, and when receiving, it collects image data of the mahjong desktop, and sends the image data to the storage module for storage. Specifically, the image acquisition module includes an image acquisition submodule and a video acquisition submodule. The image data includes image data and video data. The image acquisition submodule is used to obtain the image data by taking pictures of the mahjong desktop at a preset time interval, and the video acquisition submodule is used to obtain the video recording of the mahjong desktop in real time to generate video data.
[0032] The image recognition module is used to obtain image data from the storage module, and identify game events according to the image data, and store the identified game events. During the identification, the game events are identified according to the image data, and the game events are secondary identified according to the video data, and the game events are verified, corrected and supplemented according to the secondary identification results. The game events include event types, event execution subjects, event-related data and event parameters. In this embodiment, the event types include game start, shaking dice, picking up cards, touching cards, playing cards, eating cards, touching cards, bar cards, winning cards, game end and shuffling, and the event-related data includes causal-related events and associated subjects.
[0033] Specifically, the image recognition module includes an event type recognition submodule, an event execution subject analysis submodule, an event association data analysis submodule, an event parameter recognition submodule and a supplementary recognition submodule. The event type recognition module is used to recognize image data or video data, and to recognize changes in game content and player actions on the mahjong table based on recognition results between multiple image data or multiple frames of video data. The event type recognition submodule is also used to recognize event types based on changes in game content and player actions. In this embodiment, an existing image recognition algorithm is first used, such as an intelligent recognition algorithm based on a neural network to recognize objects in a frame image of an image or video, and then the game event is judged by comparing the differences in the picture. For example, if there are no three of a kind in the previous card, but there are three of a kind in the next picture, it means that a card playing event has occurred. The event execution subject analysis submodule is used to identify the event execution subject according to the event type, offline game rules and player actions; by comparing the position of the hand, the actions of each player can be identified, and then it can be determined which player is playing cards. At the same time, auxiliary judgment can be made based on the record of game events. For example, the last time the card was touched by player A, it is determined that the execution subject of this card playing event is player A; the event association data analysis submodule is used to find and associate game events related to the current game event according to the offline game rules; the event association data analysis submodule is used to find causal association events that have a causal relationship with the current game event according to the event type and offline game rules, and obtain the associated subject related to the current event according to the event type, offline game rules and causal association events. For example, the causal association event of the above event is the card touching event of player A. Because he touches the card, he plays the card. This event has no related associated subject. For other events, such as winning, touching the card, eating the card, etc., the related causal association events may be the player himself touching the card or other players playing the card. The corresponding associated subject is all players or the player who plays the corresponding card. The determination of the associated subject can be adjusted according to the offline game rules. The event parameter identification submodule is used to identify the event parameters of the game event based on the image data or video data. For example, in the above example, there are three event parameters corresponding to the game event.The supplementary identification submodule is used to perform secondary identification of game events based on video data, that is, to add new game events or to verify, correct or supplement the event type, event execution subject, event-related data and event parameters of the game events identified based on image data. For example, when it is detected that two cards are added to the table between two image data, it may be that the player made a mistake or that the player played the cards too quickly and two players have passed their turns, and the image acquisition submodule did not collect the relevant images, or the execution subject cannot be determined through the image data, etc., then secondary identification can be performed through video data, and existing recognition algorithms based on video data, such as LSTM-based action recognition algorithm, are used to identify player actions to verify or improve various attributes of game events (event type, event execution subject, event-related data and event parameters).
[0034] The database stores offline game rules. Players can select offline game rules corresponding to existing gameplay from the database, or they can customize gameplay rules such as eating cards and barging cards. In this embodiment, players select offline game rules corresponding to existing gameplay before starting the offline game. When the server sends offline game permissions to the data collection terminal, it obtains offline game rules from the database and sends them to the data collection terminal. The data collection terminal is used to receive offline game rules and store them in the storage module when receiving them.
[0035] The score change record module is used to obtain the offline game rules from the storage module, generate score change records according to the game events and offline game rules, and store the score change records. Specifically, the score change record module is used to match the scoring rules of the current game event from the offline game rules according to the offline game rules and event types, calculate the score change values of the event execution subject and the associated subject according to the scoring rules, event types, event parameters, and event-related data corresponding to the current game event, and generate score change records according to the score change values of each subject.
[0036] The offline settlement module is used to generate offline settlement information according to the score change record and store the offline settlement information, and the offline settlement information is the current win-loss score of each player when the current offline game is settled. In other embodiments, the offline settlement module is also used to accumulate the offline settlement information of each game to generate offline statistical results.
[0037] When the player wants to end the offline game, the player terminal is also used to obtain a data storage signal or a data clearing signal and send it to the server. When the player ends the offline game and does not want to store the game situation in the current offline game, the player terminal obtains a data clearing signal. When the player ends the offline game and wants to store the game situation in the current offline game, the player terminal obtains a data storage signal. The server is used to receive the data storage signal or the data clearing signal, and when receiving it, sends the data storage signal or the data clearing signal to the data acquisition terminal.
[0038] The signal judgment module is used to receive a data storage signal or a data clearing signal, and judge the received signal. When the received signal is a data clearing signal, the offline settlement information is obtained from the storage module and sent to the display module. The display module is used to display the offline settlement information. The storage module is used to clear the stored image data, game events, score change records, offline game rules, and offline settlement information when the display module displays the offline settlement information. The signal judgment module is also used to obtain offline game information and offline settlement information from the storage module and send them to the server when the received signal is a data storage signal. The image data, game events, and score change records are offline game information. The database is used to receive offline game information and offline settlement information, and obtain the game account when receiving it, and store the offline game information and offline settlement information according to the game account.
[0039] The recommendation permission module is used to send recommendation inquiry information to offline friends who are in the process of sending offline games when the permission granting module sends online game permissions, and obtain friend recommendation information fed back based on the recommendation inquiry information. The friend recommendation information includes allowing recommendations and rejecting recommendations, and when the friend recommendation information is allowing recommendations, the status information of offline friends is obtained. The status information includes player idle and player busy. The friend recommendation module is used to determine whether the status information of offline friends is player idle, and generate a friend recommendation list based on the player's idle offline friends, and push the friend recommendation list to the player terminal. When the status information is player idle, it means that the player is logged in and not playing the game, or is logged in and playing online games; when the status information is player busy, it means that the player is not logged in, or is logged in and playing offline games.
[0040] In order to avoid personal information leakage due to network security attacks, some players do not want to use personal information to register an account. Therefore, for this group of people who pay special attention to privacy protection, a visitor login is set up. At this time, the player terminal is also used to obtain the visitor login information and send it to the server. The account allocation module is used to receive the visitor login information, and randomly assign an ID number to the player when receiving it, and use the ID number as the game account and the corresponding account password.
[0041] When this group of people who pay special attention to privacy protection have a higher degree of trust in this system or a better gaming experience, players will want to register to get more and better services. At this time, the player terminal is also used to obtain registration information and send the registration information to the server. When the server is used to receive offline game information and offline settlement information, it obtains registration information, converts the ID number into a game account based on the registration information, and feeds the game account back to the player terminal, and obtains the account password fed back by the player terminal based on the game account.
[0042] An account synchronization management method uses the above account synchronization management system.
[0043] Embodiment 2
[0044] The difference between this embodiment and the first embodiment is that the server further includes an IP recording module, an IP matching module, a novice guidance module, a tag determination module, a number acquisition module, a storage pre-determination module and a group determination module. The database also pre-stores novice guidance information, which is used for players to understand the use of network applications.
[0045] In this embodiment, when the player uses it for the first time, the player needs to download the corresponding network application. The player terminal is also used to obtain the IP address and time when the player installs the network application, and send the IP address and IP acquisition time to the server.
[0046] The IP recording module is preset with a record list. The IP recording module is used to receive the IP address and IP acquisition time, and register the IP address and IP acquisition time in the record list. The IP recording module is also used to obtain the current time regularly, and compare the current time with the IP acquisition time in sequence. When the time difference is greater than the time threshold, the IP acquisition time and the corresponding IP address are cleared. The time threshold can be set according to demand. In this embodiment, the time threshold is set to 2 hours. By regularly clearing the IP acquisition time and IP address, the player's privacy information is not stored in the server, ensuring the privacy security of the player.
[0047] The player terminal is used to obtain the game intention of the player to play the game, and upload the game intention to the server, and is also used to upload the IP address to the server when uploading the game intention to the server. In this embodiment, the game account and account password are used as the game intention. The game intention refers to the request information entered by the player to play the game.
[0048] The IP matching module is used to receive the IP address and match it with the IP address recorded in the record list. When there is a match, an ID number corresponding to the novice signal marking the game intention is generated. When there is no match, an ID number corresponding to the veteran signal marking the game intention is generated.
[0049] The novice guidance module is used to obtain novice guidance information and send it to the player terminal when the IP matching module generates a novice signal. The player terminal is also used to receive the novice guidance information and display the novice guidance information. The setting of the novice guidance information makes it easier for players who use the network application for the first time to quickly master how to use the network application.
[0050] In this embodiment, when the player wants to end the game, the player terminal is used to obtain the player's intention to end the game and upload the intention to end the game to the server. At this time, the player terminal no longer obtains the data clearing signal or the data storage signal. The game intention refers to the request information input by the player to end the game.
[0051] The tag judgment module is used to obtain the tag corresponding to the ID number when receiving the end intention. When the tag is a veteran signal, a data clearing signal is generated and sent to the signal judgment module. When the tag is a novice signal, a pre-judgment signal is generated. When the tag is a veteran signal, it means that the player is a special group that attaches great importance to privacy. Therefore, the game data of the player is automatically cleaned up to reduce the player's operation process and improve the customer experience.
[0052] The number acquisition module is used to obtain the number information of the companions playing the game at the same table with the player when the marking judgment module generates a prediction signal, and send the number information to the storage prediction module. The number information includes the number type and the corresponding quantity. In this embodiment, the number type includes the ID number and the official number.
[0053] The storage prediction module is used to receive the numbering information and generate the prediction results according to the numbering information. The prediction results include special groups and normal groups. Specifically, the ratio of the number corresponding to the ID number to the number corresponding to the official number is calculated. When the ratio is greater than 1, the prediction result of the special group is generated. When the ratio is less than 1, the prediction result of the normal group is generated. Taking the mahjong game as an example, when the number of ID numbers among the companions playing at the same table with the player is greater than 1, the prediction result of the special group is generated. When the number of official numbers is greater than 1, the prediction result of the normal group is generated. Birds of a feather flock together. People with the same habits tend to attract each other. Therefore, the companions of the player at the same table are obtained. When most of the companions are special groups, it means that the player is very likely to be a special group. Therefore, the game data of the player is automatically cleaned up to reduce the player's operation process and improve the customer experience.
[0054] The group judgment module is used to generate a data clearing signal when the storage prediction module generates a special group, and send the data clearing signal to the signal judgment module. When the storage prediction module generates a normal group, it generates an inquiry signal and sends the inquiry signal to the player terminal. The player terminal is also used to obtain the player's data clearing signal or data storage signal when receiving the inquiry signal, and upload the data clearing signal or data storage signal to the server.
[0055] An account synchronization management method uses the above account synchronization management system.
[0056] The above is only an embodiment of the present invention. The common sense such as the known specific structure and characteristics in the scheme is not described in detail here. The ordinary technicians in the relevant field know all the common technical knowledge in the technical field of the invention before the application date or priority date, can obtain all the existing technologies in the field, and have the ability to apply the conventional experimental means before that date. The ordinary technicians in the relevant field can improve and implement this scheme in combination with their own abilities under the enlightenment given by this application. Some typical known structures or known methods should not become obstacles for ordinary technicians in the relevant field to implement this application. It should be pointed out that for those skilled in the art, without departing from the structure of the present invention, several deformations and improvements can be made, which should also be regarded as the protection scope of the present invention, which will not affect the effect of the implementation of the present invention and the practicality of the patent. The protection scope required by this application shall be based on the content of its claims, and the specific implementation methods and other records in the specification can be used to interpret the content of the claims.
Claims
1. Account synchronization management system, including a server, which is used to receive game accounts and account passwords, send online game permissions when receiving, obtain online game information, and generate online settlement information based on the online game information; Features: The server is also used to receive the game account, account password and identification information obtained by scanning the identification object, and send offline game permissions when receiving, receive data storage signals, and obtain offline game information and offline settlement information for storage when receiving; The server is also used to obtain offline friends' status information when sending online game permissions, and push offline friends based on the status information; The server also includes an IP recording module, an IP matching module, a novice guidance module, a tag judgment module, a number acquisition module, a storage prediction module and a group judgment module; The database also pre-stores novice guidance information, which is used for players to understand the use of network applications; The player terminal is also used to obtain the IP address and time when the player installs the network application, and send the IP address and IP acquisition time to the server; The IP record module is preset with a record list. The IP record module is used to receive the IP address and the IP acquisition time, and register the IP address and the IP acquisition time in the record list. The IP record module is also used to obtain the current time regularly, and compare the current time with the IP acquisition time in sequence. When the time difference is greater than the time threshold, the IP acquisition time and the corresponding IP address are cleared; The player terminal is used to obtain the game intention of the player to play the game, and upload the game intention to the server, and is also used to upload the IP address to the server when uploading the game intention to the server; The IP matching module is used to receive the IP address and match the IP address recorded in the record list according to the IP address. When there is a match, an ID number corresponding to the novice signal marking the game intention is generated. When there is no match, an ID number corresponding to the veteran signal marking the game intention is generated; The novice guidance module is used to obtain novice guidance information and send it to the player terminal when the IP matching module generates a novice signal; the player terminal is also used to receive the novice guidance information and display the novice guidance information; The player terminal is used to obtain the player's intention to end the game and upload the intention to end the game to the server. At this time, the player terminal no longer receives a data clearing signal or a data storage signal; The tag judgment module is used to obtain the tag corresponding to the ID number when receiving the end intention, and when the tag is a veteran signal, generate a data clearing signal and send the data clearing signal to the signal judgment module; when the tag is a novice signal, generate a prediction signal; The number acquisition module is used to obtain the number information of the companions playing at the same table with the player when the marking judgment module generates a prediction signal, and send the number information to the storage prediction module. The number information includes the number type and the corresponding quantity; the number type includes the ID number and the official number; The storage prediction module is used to receive the number information and generate the prediction result according to the number information, and the prediction result includes the special group and the normal group; specifically, the ratio of the number corresponding to the ID number to the number corresponding to the formal number is calculated, and when the ratio is greater than 1, the prediction result of the special group is generated, and when the ratio is less than 1, the prediction result of the normal group is generated; The group judgment module is used to generate a data clearing signal when the storage prediction module generates a special group, and send the data clearing signal to the signal judgment module; when the storage prediction module generates a normal group, it generates an inquiry signal and sends the inquiry signal to the player terminal; the player terminal is also used to obtain the player's data clearing signal or data storage signal when receiving the inquiry signal, and upload the data clearing signal or data storage signal to the server.
2. The account synchronization management system according to claim 1, characterized in that: The server includes a recommendation permission module, which is used to send recommendation inquiry information when sending online game permissions, and obtain friend recommendation information fed back based on the recommendation inquiry information. The friend recommendation information includes allowing recommendation and rejecting recommendation, and when the friend recommendation information is allowing recommendation, obtain offline friend status information.
3. The account synchronization management system according to claim 1 or 2, characterized in that: The server includes a friend recommendation module. The status information includes player idle and player busy. The friend recommendation module is used to determine whether the status information of offline friends is that the player is idle, and generate a friend recommendation list based on the player's idle offline friends, and push the friend recommendation list.
4. The account synchronization management system according to claim 1, characterized in that: Also included is a data collection terminal, which is used to receive offline game permissions, collect image data of the mahjong desktop when receiving, and store the image data; It is also used to identify game events based on image data, and obtain offline game rules of the current game, generate score change records based on game events and offline game rules, and generate offline settlement information based on score change records.
5. The account synchronization management system according to claim 4, characterized in that: It also includes a player terminal, which is used to scan the identifier on the mahjong table to obtain identification information and upload the identification information to the server, and the identifier is a graphic code.
6. The account synchronization management system according to claim 4, characterized in that: The server is also used to receive visitor login information and randomly assign ID numbers to players when receiving the information; it is also used to receive data clearing signals and send data clearing signals to the data acquisition terminal when receiving the information. The data acquisition terminal is also used to receive data clearing signals and clear image data, game events, score change records and offline settlement information when receiving the signals.
7. The account synchronization management system according to claim 1, characterized in that: The server is also used to obtain the game account or registration information when obtaining offline game information and offline settlement information. When the game account is obtained, the offline game information and offline settlement information are stored according to the game account. When the registration information is obtained, the ID number is converted into a game account according to the registration information.
8. The account synchronization management system according to claim 4, characterized in that: Image data includes image data and video data. When the data acquisition terminal is used to acquire image data, it acquires image data of the mahjong table at preset time intervals and acquires video data of the mahjong table in real time. It is also used to identify game events based on image data, identify game events based on image data, and perform secondary recognition of game events based on video data, and verify, correct and supplement game events based on the secondary recognition results.
9. An account synchronization management method, characterized in that: Use the account synchronization management system described in any one of claims 1 to 8.