Account resource processing method and system based on metaverse and electronic device

By using unique virtual transaction identifiers and smart contracts in the metaverse, the security issues in online game account resource transactions are resolved, enabling secure verification of account resources and protection of the transaction process.

CN115554707BActive Publication Date: 2026-04-24WUHAN OUYUE ONLINE TV CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
WUHAN OUYUE ONLINE TV CO LTD
Filing Date
2022-09-22
Publication Date
2026-04-24

AI Technical Summary

Technical Problem

In the current online game account resource trading, private transactions are difficult to guarantee security, fraud often occurs, and it is difficult for both buyers and sellers to protect their rights.

Method used

The metaverse server generates a unique identifier for virtual transactions, allowing users to log in to their virtual resource accounts in the metaverse scenario for verification. The unique identifier for virtual transactions and the pre-set smart contract ensure the security of the transaction process.

Benefits of technology

It improves the security of account resource transactions, prevents sellers from posting fake resources and buyers from stealing resources, and protects the legitimate rights and interests of both buyers and sellers.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a kind of account resource processing method, system and electronic equipment based on meta universe, the method in which includes: meta universe server receives the transaction intention request of first user in meta universe scene to account resource to be sold;In response to the transaction intention request, generate virtual transaction unique identifier, and the virtual transaction unique identifier is sent to the client of the first user;Determine the virtual resource account corresponding to the account resource to be sold;When detecting that the first user uses the virtual transaction unique identifier and logs in the virtual resource account in the meta universe scene, feedback authentication information to the client of the first user, so that the first user carries out verification operation on the account resource to be sold in the meta universe scene.The method improves the security of account resource to be sold in the transaction process.
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Description

Technical Field

[0001] This application relates to the field of metaverse technology, and in particular to a metaverse-based account resource processing method, system, and electronic device. Background Technology

[0002] Currently, the trading or exchange of various account resources, such as game accounts, video accounts, and live streaming accounts, is becoming increasingly common. Taking game account resources as an example, the exchange or trading of game accounts or game resources within game accounts, such as game equipment and game items, is an important part of online games. Online games refer to sustainable, individual, multiplayer online games that use the internet as a transmission medium, game operator servers and user computers as processing terminals, and game client software as the information interaction window, aiming to achieve entertainment, leisure, communication, and virtual achievements. In online games, the user base is growing, and game elements such as "equipment" and "items" affect the user's experience in the online game world. As users cultivate their "game accounts," the demand for trading game equipment, game accounts, and other virtual game resources is increasing, and trading behavior is becoming more and more common.

[0003] Currently, the conventional methods of online game transactions involve private transactions between players or online communication and offline transactions through intermediary platforms such as Xianyu. Taking the transaction of game equipment as an example, players discuss transaction details by adding each other on WeChat or through a game intermediary platform. After reaching an agreement, the buyer transfers money to the seller, who then sends the buyer their game account login information to complete the "game account transaction." Alternatively, after receiving the transfer, the seller logs into their game account and sends the game equipment to the buyer's in-game character. However, these private transactions between players are often unsecured, and online game fraud is rampant. Common occurrences include buyers transferring money but sellers not sending the corresponding game equipment or providing low-value equipment, or sellers sending game equipment but buyers refusing to acknowledge receipt and demanding a refund from the platform. Because these offline transactions are often difficult to prove, victims face difficulties in protecting their rights. Therefore, how to further improve the security of the game resource transaction process has become a problem that needs to be solved. Summary of the Invention

[0004] This invention provides a method, system, and electronic device for processing account resources based on the metaverse, which can improve the security of various account resources during the transaction process.

[0005] In a first aspect, according to embodiments of the present invention, a metaverse-based account resource processing method is provided, comprising:

[0006] The metaverse server receives the transaction intention request for the account resources to be sold from the first user in the metaverse scenario;

[0007] In response to the transaction intention request, a unique virtual transaction identifier is generated and sent to the first user's client.

[0008] Identify the virtual resource account corresponding to the account resources to be sold;

[0009] When the system detects that the first user has logged into the virtual resource account in the metaverse scenario using the unique identifier of the virtual transaction, it sends verification information back to the first user's client so that the first user can perform a verification operation on the account resources to be sold in the metaverse scenario.

[0010] In some embodiments, the virtual resource account is a mapping account of the seller resource account to which the account resource to be sold belongs in the metaverse scenario; the attribute information of the account resource in the virtual resource account is synchronized with the attribute information of the account resource in the seller resource account.

[0011] In some embodiments, the step of sending verification information back to the first user's client when the first user is detected logging into the virtual resource account in the metaverse scenario using the unique virtual transaction identifier, so that the first user can perform a verification operation on the account resources to be sold in the metaverse scenario, specifically includes:

[0012] The metaverse server loads the software development kit of the target software in the metaverse scene, obtains the verification graphical interface of the target software, and feeds back the verification graphical interface as the verification information to the client of the first user. The first user logs in to the virtual resource account using the virtual transaction unique identifier and verifies the account resource to be sold in the verification graphical interface. The target software is the application software corresponding to the account resource to be sold, and the verification graphical interface is the same as the actual graphical interface of the target software.

[0013] In some embodiments, before the step of the metaverse server receiving a transaction intention request for the unsold account resources from a first user in the metaverse scenario, the method further includes:

[0014] The metaverse server receives resource account consignment requests initiated by seller users;

[0015] Identify the target software corresponding to the seller user's resource account;

[0016] Based on the account consignment request, the current account resource data of the seller user's resource account is retrieved from the application server corresponding to the target software, and the current account resource data is used as the account resource to be sold in the metaverse scene.

[0017] In some embodiments, after the first user logs into the virtual resource account using the unique identifier of the virtual transaction and verifies the account resources to be sold on the verification graphical interface, the method further includes:

[0018] The metaverse server receives and responds to the transaction confirmation request sent by the first user's client, and executes the transaction of the account resources to be sold;

[0019] Upon detecting that a transaction has been completed, the metaverse server sends a transaction completion message to the application server of the target software, so that the application server can lock the seller's resource account based on the transaction completion message.

[0020] In some embodiments, the virtual resource account is a clone of the seller resource account to which the account resource to be sold belongs in the metaverse; the account resources in the clone account are the same as the account resources in the seller resource account.

[0021] In some embodiments, the step of generating a unique virtual transaction identifier in response to the transaction intention request specifically includes:

[0022] The Metaverse server responds to the transaction intention request by obtaining the timestamp of receiving the transaction intention request, the seller resource account corresponding to the account resource to be sold, and the Metaverse platform account used by the first user's client when logging into the Metaverse.

[0023] The metaverse server generates the unique identifier for the virtual transaction based on the metaverse platform account, the seller resource account, and the timestamp.

[0024] In some embodiments, after the metaverse server receives and responds to the transaction confirmation request sent by the first user's client and executes the transaction of the account resources to be sold, the method further includes:

[0025] The metaverse server generates the first transaction information of the first user based on the account resources to be sold and the corresponding seller resource accounts, and broadcasts the first transaction information to all nodes on the metaverse blockchain.

[0026] In some embodiments, before the metaverse server receives a transaction intention request for the unsold account resources from a first user in the metaverse scenario, the method further includes:

[0027] The metaverse server receives and displays the release information of the account resources for sale in the metaverse scene;

[0028] When the metaverse server receives a preset trigger operation from the first user in the metaverse scene to publish information about the account resources to be sold, it generates a navigation route from the virtual avatar of the first user to the virtual avatar of the second user in the metaverse scene; the second user is the seller user to which the account resources to be sold belong.

[0029] In some embodiments, after the first user performs a verification operation on the account resources to be sold in the metaverse scenario, the method further includes:

[0030] The metaverse server receives and responds to the transaction confirmation request sent by the first user's client, and executes the transaction of the account resources to be sold based on a preset smart contract.

[0031] In some embodiments, the metaverse server receives and responds to a transaction confirmation request sent by the first user's client, and executes the transaction of the account resources to be sold based on a preset smart contract, specifically including:

[0032] The metaverse server responds to the transaction confirmation requests sent by multiple first user clients in the order of the transaction confirmation requests, and executes the transaction of the account resources to be sold based on the preset smart contract;

[0033] After completing the transaction of the account resources to be sold based on the smart contract, the metaverse server disconnects all virtual resource accounts.

[0034] In some embodiments, before the metaverse server receives a transaction intention request for the unsold account resources from a first user in the metaverse scenario, the method further includes:

[0035] The live streaming server receives the metaverse live stream data sent by the live streaming client and pushes the metaverse live stream data to the viewer clients in the live streaming room; the metaverse live stream data includes the metaverse scene screen where the broadcaster user is located and the release information of the account resources for sale in the metaverse scene; the broadcaster user is located in the live streaming client.

[0036] When the live streaming server detects that a viewer in the live streaming room has performed a preset operation on the information about the sale of account resources in the metaverse scene, the viewer is taken as the target viewer, the live streaming platform account of the target viewer logged into the live streaming server is obtained, and it is determined whether the live streaming platform account of the target viewer has an account binding relationship. The account binding relationship is the binding relationship between the live streaming platform account and the metaverse platform account.

[0037] If the account binding relationship exists, the live streaming server sends the account binding relationship to the metaverse server, so that the metaverse server determines the first user corresponding to the target audience user of the live streaming server in the metaverse scene based on the account binding relationship, and executes the first user's transaction intention request for the account resources to be sold; wherein, the transaction intention request is generated by the target audience user's audience client based on the preset operation.

[0038] In some embodiments, the step of the metaverse server determining a first user corresponding to the target audience user of the live streaming server in the metaverse scenario based on the account binding relationship, and executing the first user's transaction intention request for the account resources to be sold, further includes:

[0039] The Metaverse program is launched on the viewer's client of the target audience, enabling the target audience of the live broadcast server to log in to the Metaverse platform and enter the Metaverse scene;

[0040] The metaverse server determines the first user in the metaverse scene corresponding to the target audience user of the live broadcast server based on the account binding relationship, generates a virtual image of the first user in the metaverse scene, and receives the transaction intention request of the first user in the metaverse scene for the account resources to be sold.

[0041] In some embodiments, after the step of the live streaming server receiving metaverse live stream data sent by the live streaming client and pushing the metaverse live stream data to the viewer clients located in the live streaming room, the method further includes:

[0042] The viewer client receives and plays the metaverse scene from the metaverse live stream data, and determines whether the viewer on the viewer client is in the streamer's fan group:

[0043] If the viewer is in the streamer's fan group, the release information of the account resources for sale will be displayed in the metaverse scene of the live broadcast room;

[0044] If the viewer is not a member of the streamer's fan group, the release information of the account resources for sale will be hidden in the metaverse scene played in the live broadcast room.

[0045] The live streaming platform's anchor users have an account binding relationship with the metaverse platform, and the release information of the account resources for sale includes broadcast information released by the metaverse platform account corresponding to the anchor user in the metaverse scenario; the seller users of the account resources for sale in the metaverse scenario have a consignment relationship with the metaverse platform account corresponding to the anchor user.

[0046] or

[0047] The information on the release of the account resources for sale also includes broadcast information released by a third user in the metaverse scenario. The third user is an account user of the metaverse platform, and there is a consignment relationship between the third user and the metaverse platform account corresponding to the broadcaster user.

[0048] In some embodiments, the method further includes:

[0049] The metaverse server generates the virtual image of the first user at a set location in the metaverse scene; the distance between the set location and the second virtual image does not exceed a set value, and the second virtual image is the virtual image of the broadcaster user in the metaverse scene.

[0050] In some embodiments, after the first user performs a verification operation on the account resources to be sold in the metaverse scenario, the method further includes:

[0051] The metaverse server receives and responds to the transaction confirmation request sent by the client of the first user, and executes the transaction of the account resources to be sold based on the preset smart contract;

[0052] The metaverse server generates second transaction information based on the unique identifier of the virtual transaction, the account resources to be sold, and the seller resource account corresponding to the account resources to be sold, and broadcasts the second transaction information to the anchor user node and the associated user node on the metaverse blockchain.

[0053] Secondly, according to embodiments of the present invention, a metaverse-based account resource processing system is provided, wherein the transaction system includes a metaverse server, the metaverse server being used for:

[0054] Receive the transaction intention request for the account resources to be sold from the first user in the metaverse scenario;

[0055] In response to the transaction intention request, a unique virtual transaction identifier is generated and sent to the first user's client.

[0056] Identify the virtual resource account corresponding to the account resources to be sold;

[0057] When the system detects that the first user has logged into the virtual resource account in the metaverse scenario using the unique identifier of the virtual transaction, it sends verification information back to the first user's client so that the first user can perform a verification operation on the account resources to be sold in the metaverse scenario.

[0058] In some embodiments, the system further includes: a live streaming server and a viewer client, the live streaming server being used for:

[0059] The system receives metaverse live stream data sent by the live streaming client and pushes the metaverse live stream data to the viewer clients in the live streaming room; the metaverse live stream data includes the metaverse scene screen where the streamer is located and the release information of the account resources for sale in the metaverse scene; the streamer is located in the live streaming client.

[0060] When it is detected that the audience user in the live broadcast room has a preset operation on the information of the sale of account resources in the metaverse scene, the audience user is taken as the target audience user, the live broadcast platform account of the target audience user logged into the live broadcast server is obtained, and it is determined whether the live broadcast platform account of the target audience user has an account binding relationship. The account binding relationship is the binding relationship between the live broadcast platform account and the metaverse platform account.

[0061] If the account binding relationship exists, the account binding relationship will be sent to the metaverse server;

[0062] The metaverse server is used for:

[0063] Based on the account binding relationship, determine the first user in the metaverse scene that corresponds to the target audience user of the live broadcast server, generate a virtual image of the first user in the metaverse scene, and execute the first user's transaction intention request for the account resources to be sold.

[0064] The audience client is used for:

[0065] The transaction intention request is generated based on the preset operation and then sent to the metaverse server.

[0066] Thirdly, according to embodiments of the present invention, an electronic device is provided, the electronic device including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the computer program to implement the steps of any of the transaction methods described in the first aspect.

[0067] Fourthly, according to embodiments of the present invention, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the steps of the transaction method described in any one of the first aspects.

[0068] Through one or more technical solutions of the present invention, the present invention has the following beneficial effects or advantages:

[0069] This invention provides a method for processing account resources based on a metaverse. When the metaverse server receives and responds to a transaction intention request for account resources to be sold from a first user in the metaverse scenario, it determines the unique virtual transaction identifier and the virtual resource account corresponding to the account resources to be sold. Then, when it detects that the first user has logged into the virtual resource account in the metaverse scenario using the unique virtual transaction identifier, it sends verification information back to the first user's client, enabling the first user to verify the account resources to be sold in the metaverse scenario. By having the first user verify the virtual resource account in the metaverse scenario using the unique virtual transaction identifier, it is possible to prevent sellers from posting fake account resources to be sold and to prevent the first user from directly stealing the seller's account resources under the guise of verification, thereby ensuring the security of account resources and the legitimate rights and interests of both buyers and sellers during the transaction process.

[0070] The above description is merely an overview of the technical solution of the present invention. In order to better understand the technical means of the present invention and to implement it in accordance with the contents of the specification, and to make the above and other objects, features and advantages of the present invention more apparent and understandable, specific embodiments of the present invention are described below. Attached Figure Description

[0071] Various other advantages and benefits will become apparent to those skilled in the art upon reading the following detailed description of preferred embodiments. The accompanying drawings are for illustrative purposes only and are not intended to limit the invention. Furthermore, the same reference numerals denote the same parts throughout the drawings. In the drawings:

[0072] Figure 1 A schematic diagram of the account resource processing method based on the metaverse according to an embodiment of the present invention is shown;

[0073] Figure 2A A schematic diagram illustrating the posting of game resources for sale by a seller's virtual character in the metaverse according to an embodiment of the present invention is shown.

[0074] Figure 2B This illustration shows other users broadcasting game resources for sale in the metaverse according to an embodiment of the present invention;

[0075] Figure 3 A schematic flowchart of an account resource processing method based on a metaverse and a live streaming platform according to an embodiment of the present invention is shown.

[0076] Figure 4A This illustration shows a streamer user posting game resources for sale in the metaverse according to an embodiment of the present invention;

[0077] Figure 4BA schematic diagram is shown illustrating how a metaverse server generates a virtual character image of a first user at a set location near a broadcaster user, according to an embodiment of the present invention.

[0078] Figure 5 A wireframe diagram of an account resource processing system according to an embodiment of the present invention is shown;

[0079] Figure 6 A schematic diagram of an electronic device according to an embodiment of the present invention is shown;

[0080] Figure 7 A schematic diagram of a computer storage medium according to an embodiment of the present invention is shown. Detailed Implementation

[0081] To enable those skilled in the art to more clearly understand this application, the technical solution of this application is described in detail below with reference to the accompanying drawings and specific embodiments. Throughout this specification, unless otherwise specified, the terminology used herein should be understood as having the meaning commonly used in the art. Therefore, unless otherwise defined, all technical and scientific terms used herein have the same meaning as generally understood by those skilled in the art. In case of any conflict, this specification takes precedence. Unless otherwise specified, all devices, etc., used in this invention can be purchased commercially or prepared by existing methods.

[0082] To improve the security of virtual resource transactions in games, this invention provides a method for handling account resources based on the metaverse, the overall concept of which is as follows:

[0083] The metaverse server receives a transaction intention request from the first user in the metaverse scenario for the account resources to be sold; responds to the transaction intention request, generates a unique virtual transaction identifier, and sends the unique virtual transaction identifier to the first user's client; determines the virtual resource account corresponding to the account resources to be sold; and when it detects that the first user has logged into the virtual resource account in the metaverse scenario using the unique virtual transaction identifier, it sends verification information back to the first user's client so that the first user can perform verification operations on the account resources to be sold in the metaverse scenario.

[0084] The types of account resources for sale can include game account resources in online games, live streaming account resources on live streaming platforms, and video account resources on video websites. These account resources can be the entire account or various virtual resources or virtual items within the account. To illustrate the above solution more clearly, we will use game account resources as an example and explain the specific implementation method below.

[0085] Firstly, in an optional embodiment, the solution of the present invention is applied to a metaverse platform. Metaverse is a persistent and decentralized online 3D virtual environment. The various users mentioned in this embodiment, such as buyer and seller users, need to register their own Metaverse accounts on the Metaverse server and create a virtual avatar or virtual character for themselves in the Metaverse virtual world scene. This virtual avatar can be an original virtual avatar created by the user using the Metaverse platform, or it can be a video of the user's face / portrait taken using a selfie device, uploaded to the Metaverse platform, generating 3D face data, and then used to create the user's virtual avatar in the Metaverse virtual scene.

[0086] After successfully registering a Metaverse account, sellers need to add the types of online games they own, the game resources to be sold, and the corresponding game accounts, thus binding their Metaverse platform account and online game account. The Metaverse server stores the binding relationship.

[0087] For example, regarding the online game "Warring States," after registering a Metaverse account, the seller user can set their current online game type to "Warring States" and fill in their personal "Warring States" online game information. If the seller user wants to sell their game account or equipment within the account, they need to fill in relevant information. For instance, if the seller wants to sell the entire game account, they need to fill in their game security information, including: the user's real game account name, password, security questions, and ID card information. The ID card information is used to modify the seller's original ID card information to match the buyer's ID card information when the account is subsequently sold, thus enhancing security. If the seller wants to sell a specific piece of equipment from the game account, they need to fill in the user's real game account name and the item's listing information. After completing the above information, the seller user can then post information about account resources for sale in the Metaverse world, such as the "Warring States" online game account or some equipment within the account.

[0088] After completing the above preparations, you can proceed with the following steps:

[0089] like Figure 1 As shown, the account resource processing method includes steps S101 to S104, as detailed below:

[0090] S101: The Metaverse Server receives the transaction intention request for the account resources to be sold from the first user in the Metaverse scenario;

[0091] Specifically, the account resources for sale can be virtual game resources such as game accounts, game characters, game equipment, and game items. Among them, game equipment refers to wearable resources for game characters, such as armor, weapons, accessories, and skins; while game items refer to consumable resources used by game characters, such as forging materials, crafting materials, rare potions, and game coins.

[0092] Sellers use their Metaverse accounts to log in to the Metaverse interface on seller clients such as computers and mobile phones. Sellers within the Metaverse scene can publish their account resources for sale via broadcast or bullet comments. The Metaverse server receives these announcements and displays them on the Metaverse display interface or in the virtual scene. In this way, all users within the same virtual scene can see what game resources the seller is publishing for sale. Figure 2A As shown. The information about account resources for sale in the metaverse can include the name of the game resource, the game type of the game resource, the game region of the game resource such as China or overseas region, the highlights and features of the game resource, such as the attack power bonus or defense power bonus, and the price of the game resource; the way account resources for sale are published in the metaverse can be through bullet comments, card pop-ups, or audio and video broadcasts.

[0093] The first user can be understood as a potential buyer interested in the account resources for sale. After logging into the Metaverse interface using their Metaverse account and entering the virtual world of Metaverse, the first user can see the account resource information for sale posted by sellers through the Metaverse server in the current virtual scene. Simultaneously, the first user can control their virtual avatar to move around the virtual scene of the Metaverse world, thereby finding more account resources for sale.

[0094] When a first user sees an account resource of interest for sale in the virtual environment of the metaverse, they can initiate a transaction intention request to the seller through their client. This request expresses the first user's desire to purchase the account resource, verify it, or further discuss the transaction with the seller. Within the metaverse environment, the client can generate this request by performing a pre-set trigger action on the account resource. This trigger action is related to the way the account resource is published; for example, if the account resource is published as a text or graphic comment, the trigger action could be a single click or double click on the comment; if the account resource is broadcast as audio, the trigger action could be registering at a designated location within the metaverse environment to generate a transaction intention request.

[0095] Taking the sale of account resources as an example, such as the posting of bullet comments, Figure 2BAs shown, users in the metaverse can send their buy / sell requests for game resources to the display interface of the metaverse virtual scene via bullet screen broadcasts. All users within the same virtual scene can see these requests. If a user is interested in a bullet screen displaying a particular account resource for sale, they can click on the bullet screen to generate a transaction request. The metaverse server then obtains the coordinates of the first user's virtual avatar in the metaverse virtual scene and the coordinates of the second user's virtual avatar (the seller of the account resource). It calculates the distance between the first and second user's virtual avatars in the metaverse virtual scene and automatically generates a navigation route. The metaverse server can then control the first user's virtual avatar to move along the navigation route to the second user's virtual avatar, automatically locating the seller user who posted the bullet screen in the virtual scene. Afterward, the first and second users can communicate in the metaverse to discuss how to complete the game transaction, whether the transaction price is adjustable, and other related matters. The metaverse system supports interactive operations between the first and second users, such as sending text chat content and controlling virtual avatars to perform physical actions such as dancing or presenting flowers.

[0096] S102: Respond to the transaction intention request, generate a unique virtual transaction identifier, and send the unique virtual transaction identifier to the first user's client;

[0097] S103: Determine the virtual resource account corresponding to the account resources to be sold;

[0098] The unique identifier for a virtual transaction can be understood as a login password, used to log into the virtual resource account in the metaverse. This virtual resource account contains detailed information about the resources to be sold. However, the virtual resource account is not the seller's actual game account on the game server; rather, it's a virtual game account created in the metaverse for the purpose of verifying the resources to be sold. Furthermore, the resources within the virtual resource account are not actual game resources stored on the game server, but they possess the same attribute information as the game resources in the seller's resource account on the game server. It is only used by the first user to verify whether the actual information of the resources to be sold matches the information posted in the metaverse. The attribute information of the game resources includes all information describing the resource, such as the resource name, the stat or ability bonuses it provides to the game character, and other information. The game server refers to the server built by the game provider to offer online game services; all online player game data is stored on the game server. Therefore, the virtual resource account on the metaverse server is not used to synchronize game data from the game server; it can only synchronize game data from the game server to the metaverse server. In other words, game data synchronization is a one-way process from the game server to the metaverse server. This approach can prevent sellers from posting false game resource information, causing losses to buyers, and also prevent first-time users from directly stealing the resources when verifying the accounts for sale, thus causing losses to sellers.

[0099] The unique identifier for a virtual transaction can be generated using the following methods:

[0100] The Metaverse server responds to the transaction intention request by obtaining the timestamp of receiving the transaction intention request, the seller resource account corresponding to the account resources to be sold, and the Metaverse platform account used by the first user's client when logging into Metaverse. The Metaverse server generates a unique virtual transaction identifier based on the Metaverse platform account, seller resource account, and timestamp.

[0101] For the same first user, the virtual transaction unique identifiers generated from transaction intention requests submitted at different times can be the same or different. In this embodiment, the metaverse server generates a corresponding virtual transaction unique identifier for each first user who issues a transaction intention request, thereby supporting multiple first users to log in to the virtual resource account for verification simultaneously. Whenever a first user completes resource verification, such as logging out of the virtual resource account, their corresponding virtual transaction unique identifier loses its function of logging into the virtual resource account, unless the first user verifies again.

[0102] S104: When it is detected that the first user logs into the virtual resource account in the metaverse scenario using the unique identifier of the virtual transaction, the verification information is sent back to the first user's client so that the first user can perform the verification operation of the account resources to be sold in the metaverse scenario.

[0103] The verification information is an information interface or graphical interface that allows the first user to log in to their virtual resource account and check the resources of the account to be sold. It can be implemented using the following two methods:

[0104] Option 1: The virtual resource account is the mapping account of the seller resource account to which the resource to be sold belongs in the metaverse scene; the attribute information of the account resources in the virtual resource account is synchronized with the attribute information of the account resources in the seller resource account.

[0105] Correspondingly, one possible implementation of step S104 is as follows:

[0106] The metaverse server loads the target software's software development kit in the metaverse scenario, obtains the target software's verification graphical interface, and feeds back the verification graphical interface as verification information to the first user's client. The first user logs into the virtual resource account using the virtual transaction unique identifier and verifies the account resources to be sold on the verification graphical interface. The target software is the application software corresponding to the account resources to be sold, and the verification graphical interface is the same as the actual graphical interface of the target software.

[0107] Taking games as an example, the target software is a game application, and its verification graphical interface is identical to the game's actual graphical user interface (GUI). Therefore, Solution 1 involves real-time mapping of game resources within the virtual resource account on the metaverse server to the game resources within the real seller's game account on the game server. When the first user logs into the virtual resource account in the metaverse using this unique virtual transaction identifier, the verification information displayed to the first user is the same as the real game's GUI interface, and the attribute information of the account resources for sale seen in the verification GUI interface is identical to their real attribute information.

[0108] One possible implementation method for Scheme 1 is as follows: When the first user initiates a login request for a virtual resource account in the virtual scene of the metaverse using the unique identifier of the virtual transaction through their client, the metaverse server loads the Software Development Kit (SDK) of the target game obtained from the game developer. If the first user logs into the metaverse using a web browser on a PC, the SDK can be loaded as a plugin for the web browser when the first user initiates the login request for the virtual resource account; if the first user logs into the metaverse using an APP on a mobile device, the SDK is unzipped and loaded as a program package. In this way, the mapping function between virtual resource accounts and real accounts can be realized in the metaverse world. The first user can operate the GUI interface of the virtual resource account in the virtual scene of the metaverse, thereby easily verifying the details of the game resource data in the virtual resource account, just like operating the GUI interface of the real game account, to verify the authenticity of the account resources to be sold.

[0109] In some embodiments, when applying scheme 1, before step S101: the metaverse server receives the transaction intention request for the unsold account resources from the first user in the metaverse scenario, the unsold account resources published in the metaverse scenario can be generated by the following method: the metaverse server receives the resource account consignment request initiated by the seller user; determines the target software corresponding to the seller user's resource account; based on the account consignment request, retrieves the current account resource data of the seller user's resource account from the application server corresponding to the target software, and uses the current account resource data as the unsold account resources in the metaverse scenario.

[0110] This method generates account resources for sale without requiring sellers to manually fill in the account resource data on the Metaverse platform, reducing user workload and improving user experience.

[0111] When the first user completes the verification of the account resource to be sold in the metaverse scenario and determines that they want to acquire it, they can generate a transaction confirmation request by confirming the transaction for the account resource. The metaverse server receives and responds to the transaction confirmation request sent by the first user's client, executes the transaction for the account resource to be sold, and upon detecting the completion of the transaction, the metaverse server sends transaction completion information to the application server of the target software, so that the application server can lock the seller's resource account based on the transaction completion information.

[0112] Option 1 uses account mapping and loading the target software's software development kit to send the verification graphical interface back to the first user's client. The first user then verifies the virtual resource account by logging in with the virtual transaction unique identifier. Its advantage is that the seller's resource account does not need to be locked when the first user verifies the virtual resource account. In other words, the seller can also use the account normally when the buyer verifies the resource to be sold, which helps to improve the user experience for the seller.

[0113] Option 2: The virtual resource account is a clone of the seller's resource account in the metaverse that belongs to the resource to be sold; the account resources in the clone account are the same as those in the seller's resource account.

[0114] As the name suggests, a cloned account refers to copying identical game data from a seller's game account on the game server. The corresponding method for verifying game resources involves the first user logging into the cloned account using the unique virtual transaction identifier to verify the resources of the account to be sold.

[0115] Specifically, the Metaverse platform performs customized game cloning based on the seller's game account. Simply put, it copies the relevant data from the game server's database. Optionally, selective copying can be performed based on the game's characteristics. Taking the account for sale as an example, during cloning, an identical game character is first created based on the game database, and the character information is generated from the game database. Then, based on the game character's associated information, including game equipment and items, identical game equipment and item data is generated by reading the game equipment and item databases. Various behavioral information of the game character in the game, such as historical gameplay messages, friend information, chat logs, and historical penalty information, can be omitted from cloning.

[0116] For Option 2, since the virtual resource account is a cloned account, it is optional. Once a first user logs into the virtual resource account in the metaverse using the unique virtual transaction identifier, the metaverse server sends an account verification request to the game server. The game server then locks the seller's game account based on the account verification request. In other words, when the first user verifies the game resources being sold by the seller, the seller's game account will be locked by the game server and will be unable to log in to the game on the game developer's server, thus preventing discrepancies between the account resource information for sale on the metaverse server and the account resource information for sale on the game server.

[0117] In both Scheme 1 and Scheme 2, the first user logs into the virtual resource account using a unique virtual transaction identifier in the metaverse scenario to verify the resources in the account to be sold. The attribute information of all game resources in the virtual resource account is the same as that of the game resources in the real seller's resource account. However, the game resources in the virtual resource account cannot be modified by the first user. This ensures the accuracy of the published account resources to be sold and also supports multiple first users to log in to the account at the same time for verification.

[0118] Regardless of whether it's Option 1 or Option 2, after generating a unique virtual transaction identifier, the Metaverse server generates the first user's first transaction information based on the account resources to be sold and the corresponding seller resource account, and broadcasts this first transaction information to all nodes on the Metaverse blockchain. Specifically, whenever the Metaverse server generates a unique virtual transaction identifier based on the transaction intention request of the first user's client, it generates a transaction record on the blockchain along with the seller user's seller resource account and the resource information within the account (for example, for a game account, the game resources to be sold, as well as other valuable equipment, skins, etc.). Subsequent transactions are all conducted based on blockchain smart contracts, and all users on the blockchain can query transaction information related to the account resources to be sold.

[0119] Considering that the above scheme verifies the account resources to be sold and the real-time updates of account resource information in the metaverse world, in order to implement the above scheme, a virtual service is established in the metaverse world through the metaverse server. This virtual service communicates with the real software service provided by the target software vendor, that is, the server of the target software vendor.

[0120] Taking game resources as an example, it is understandable that since a lot of game information data in online games, such as character registration level, equipment attributes, battle records, etc., changes in real time according to the player's operation, under the cooperation between the game service of the game provider and the metaverse service of the metaverse provider, the virtual game service in the metaverse world will pull the player's game information data from the game server of the game manufacturer in real time and synchronize the game data in the game server to the virtual game service in the metaverse world.

[0121] In some embodiments, the metaverse server receives and responds to a transaction confirmation request sent by the client of the first user, and executes the transaction of the account resources to be sold based on a preset smart contract.

[0122] Specifically, once the first user confirms the availability of the account resource for sale through their virtual resource account in the Metaverse, they send a transaction confirmation request via their client. This confirmation indicates that the buyer and seller have reached an agreement, and the payment process will then begin. Because the Metaverse platform is based on blockchain technology, which uses a shared ledger principle, smart contracts for transactions can be pre-set. Taking a game account as an example: after the first user confirms successful account verification in the Metaverse virtual environment and sends a transaction confirmation request, certain assets can be transferred from the first user's account assets, providing the seller with assets matching the game account's selling price. Subsequently, the Metaverse server obtains the seller's game account name, password, security information, and ID information, transmits the seller's game account name and password to the buyer, deletes the seller's security information, and changes the current ID information of the game account from the seller's to the buyer's (the first user's ID information). This integrated transaction process contract ensures both security and convenience during the transaction.

[0123] Based on the aforementioned smart contract, when the Metaverse server receives the transaction confirmation request from the first user's client, it will automatically execute the pre-set smart contract to complete the transaction. At the same time, the account resources purchased by the first user, such as game accounts or game equipment, will generate a transaction record and be stored in all nodes of the blockchain.

[0124] In some embodiments, the metaverse server responds to transaction confirmation requests sent by multiple first user clients in the order of the transaction confirmation requests, and executes the transaction of the account resources to be sold based on a preset smart contract; after the metaverse server completes the transaction of the account resources to be sold based on the smart contract, it disconnects the connection of all virtual resource accounts.

[0125] Specifically, this solution provides a "flash sale" function: if multiple first users in the metaverse world simultaneously intend to purchase the account resources for sale and issue a start transaction command, the metaverse server will execute the smart contract in the order in which the start transaction command is issued, and the final transaction will be completed by the first user who pays. After the first user pays, other users who verify their accounts at the same time will be directly logged out of their virtual resource accounts, and their "unique virtual transaction identifier" will also lose the ability to log in to their virtual resource accounts in the metaverse world.

[0126] Optionally, when a transaction begins based on a smart contract, the metaverse server sends a start-transaction command to the game server. This command causes the game server to lock the seller resource account corresponding to the account resource to be sold. In other words, when the account resource to be sold in the metaverse is in a trading state, the corresponding seller resource account can be configured to be unable to perform operations in the real software or application platform, thus avoiding user conflicts caused by the completion of a transaction in the metaverse world while the seller user is using the account resource.

[0127] To illustrate the above solution more clearly, we will use game accounts as the resource to be sold as an example, and explain it in conjunction with an application scenario:

[0128] Scenario 1: Mapping virtual resource accounts to seller game accounts on the game server.

[0129] 1) When a seller is preparing to sell a game account (hereinafter referred to as the game account for sale), he first sends a message to the game server through the account sale function provided by the game platform to generate the sale information of the game account for sale, and the game server records this information.

[0130] 2) Seller users log in to the Metaverse platform through the seller client and post bullet comments about the game accounts for sale in the Metaverse world or virtual scene.

[0131] 3) Buyers log in to the Metaverse platform through the buyer's client, see the game account information for sale in the Metaverse world, and generate a transaction intention request by clicking on the bullet screen.

[0132] 4) Upon receiving a transaction intention request, the Metaverse server generates a unique virtual transaction identifier (hereinafter referred to as the Virtual Transaction ID) based on information such as the game account to be sold, the buyer's Metaverse platform account, and the timestamp or current timestamp of the transaction intention request. The buyer uses this Virtual Transaction ID as a password to log in to their virtual resource account in Metaverse for verification. Specifically, the login method involves loading the game SDK provided by the game supplier and performing real-time mapping with the game server's database, synchronizing the game resources in the virtual resource account with the game resources in the game account to be sold. It should be noted that if multiple users initiate transaction intention requests, a corresponding Virtual Transaction ID is generated for each user according to the above scheme; if multiple users initiate transaction intention requests simultaneously, multiple Virtual Transaction IDs are generated simultaneously.

[0133] 5) Upon receiving the transaction confirmation request from the buyer, the Metaverse server completes the transaction based on a pre-defined smart contract. During this process, the game server monitors whether the Metaverse server executes the smart contract to complete the transaction. If the Metaverse server does not execute the smart contract to complete the transaction, it means the game account for sale has not been transacted. In this case, the seller can still log in to the game account and play the game, and can also modify the game resources under that account. However, once the game server detects that the Metaverse platform has executed the smart contract to complete the transaction, it means the game account for sale has been transacted in Metaverse. The game server will then lock the game account for sale, prohibiting the seller from performing any write operations on the database of the game account for sale. This means the seller cannot continue to play the game account for sale, thus preventing the seller from transferring game resources in the game account for sale during the transaction stage and protecting the rights of the buyer.

[0134] Because the Metaverse and game developer databases are mapped in real-time, game resource data modified by sellers in the actual game is synchronized to the Metaverse server. Therefore, when buyers in the Metaverse verify virtual resource accounts, they can also see the synchronized resource information. This ensures the authenticity of game resources within virtual resource accounts on the Metaverse platform. It prevents malicious sellers from cheating (such as listing game accounts for sale and then secretly transferring game resources) and buyers from cheating (such as secretly transferring game resources under the guise of game verification), while not preventing sellers from continuing to use the account to play the game. Therefore, this solution does not require locking the seller's game account on the game server when buyers verify game accounts for sale, improving the user experience for sellers.

[0135] 6) After completing the transaction according to the smart contract, the Metaverse server sends a transaction completion message to the game server and automatically disconnects other users from the virtual resource account. All virtual transaction IDs no longer have the ability to log in to the virtual resource account. The game server then determines that the Metaverse server has executed the smart contract to complete the transaction based on the transaction completion message.

[0136] Scenario 2: Cloning the seller's game account on the game server using a virtual resource account.

[0137] 1) When a seller is preparing to sell a game account, they first send a message to the game server through the account sale function provided by the game platform to generate the sale information of the game account. The game server then records this information.

[0138] 2) Seller users log in to the Metaverse platform through the seller client and post bullet comments about the game accounts for sale in the Metaverse world or virtual scene.

[0139] 3) Buyers log in to the Metaverse platform through the buyer client, see the account resources for sale in the Metaverse world, and generate a transaction intention request by clicking on the bullet screen.

[0140] 4) The metaverse server sends an account verification request to the game server based on the transaction intention request, indicating that the user has a purchase request. The game server then locks the game account to be sold based on the account verification request. At this time, the seller user will not be able to write data to the game account to be sold, i.e., modify the equipment or items in the game account. Optionally, the game server determines the lock duration of the game account to be sold based on a preset time coefficient. The specific duration can be set according to different game types, and there is no restriction here. Once any user initiates a transaction intention request, the lock duration will restart.

[0141] 5) Based on the transaction intention request, the Metaverse server obtains information such as the game account to be sold, the Metaverse user account of the buyer who wants to purchase the game, and the timestamp or current timestamp of the transaction intention request to generate a virtual transaction ID. The buyer user uses this virtual transaction ID as a password to log in to the virtual resource account in Metaverse for verification. Based on this virtual transaction ID, the Metaverse server clones the data of the game account to be sold from the game server, generates a virtual resource account, and sets the password of this account as the virtual transaction ID. The buyer user can then use this virtual transaction ID to log in to the virtual resource account in Metaverse for verification. If multiple users issue transaction intention requests, corresponding virtual transaction IDs are generated for each user according to the above scheme. If multiple users initiate transaction intention requests simultaneously, multiple virtual transaction IDs will be generated simultaneously. Each virtual transaction ID corresponds to a virtual resource account, and the game data in the virtual resource account is a clone of the original game data of the game account to be sold located on the game server. Therefore, when different buyer users log in to verify the game using a virtual transaction ID in the metaverse, or try to play the game using a virtual resource account, any modifications made to the data of the virtual resource account by the user will only be saved in their respective cloned accounts.

[0142] Considering the time-sensitivity, the duration of the virtual resource account will be the same as the lock duration set in 4). That is, the buyer user can only experience the game account for the lock duration. Once the time is exceeded, the metaverse server will automatically disconnect the buyer user from the game and delete the virtual resource account.

[0143] 6) Upon receiving a transaction confirmation request from a buyer, the Metaverse server completes the transaction based on a pre-defined smart contract. During this process, once any user purchases a game account for sale, the Metaverse server sends a notification that the account has been traded to the game server. Simultaneously, it automatically disconnects all accounts experiencing the game and deletes all cloned accounts.

[0144] This embodiment provides a method for processing account resources based on a metaverse. When the metaverse server receives and responds to a transaction intention request for account resources to be sold from a first user in the metaverse scenario, it determines the virtual transaction unique identifier and the virtual resource account corresponding to the account resources to be sold. Then, when it detects that the first user has logged into the virtual resource account in the metaverse scenario using the virtual transaction unique identifier, it sends verification information back to the first user's client, enabling the first user to perform a verification operation on the account resources to be sold in the metaverse scenario. By having the first user log into the virtual resource account in the metaverse scenario using the virtual transaction unique identifier for verification, it is possible to prevent sellers from posting fake account resources to be sold and to prevent the first user from directly stealing the seller's account resources to be sold under the pretext of verification, thereby ensuring the security of account resources during the transaction process and protecting the legitimate rights and interests of both buyers and sellers.

[0145] On the other hand, the transaction process of the account resources to be sold after the verification operation is completed is based on the metaverse, which is based on blockchain technology. It uses the distributed and immutable characteristics of blockchain to ensure the security of the account resources to be sold transaction process. The combination of the above two aspects significantly improves the transaction security of the account resources to be sold.

[0146] On the other hand, with the rise and promotion of live streaming technology, more and more users are choosing to watch streamers play games on live streaming platforms. Therefore, it has become very common to use live streaming platforms to showcase or recommend game resources.

[0147] Therefore, in a second aspect, in another optional embodiment, based on the first aspect embodiment, a game resource trading scheme is provided by combining the metaverse with a live streaming platform. In this scheme, a user needs to have both an account on the live streaming platform and an account on the metaverse platform, and then bind the live streaming platform account and the metaverse platform account, storing the binding relationship; here, "user" can be seller user A, streamer user B, or viewer user C.

[0148] like Figure 3 As shown, the account resource processing method based on live streaming and the metaverse includes steps S301 to S305, as detailed below:

[0149] S301: The live streaming server receives the metaverse live stream data sent by the live streaming client and pushes the metaverse live stream data to the viewer clients in the live streaming room; the metaverse live stream data includes the metaverse scene screen where the broadcaster user is located and the release information of the account resources for sale in the metaverse scene; the broadcaster user is located in the live streaming client.

[0150] Specifically, the live streaming client is the client that the streamer B uses to create a live streaming room and broadcast live. It can be an electronic device such as a computer, smartphone, or tablet. The viewer client is the client that the viewer C uses to enter the live streaming room and watch the game live stream. It can also be an electronic device such as a computer, smartphone, or tablet.

[0151] Since the release, verification, and transaction of the account resources for sale in this embodiment are carried out in the metaverse scenario, seller user A will first create product information for the account resources for sale and send the product information to the metaverse server. Since the live streaming platform account and the metaverse platform account are bound, the account resource information for sale released by the seller user on the metaverse platform will also be synchronized to the live streaming platform.

[0152] For streamer user B, they can be understood as a transaction intermediary. The account resources for sale associated with streamer user B can be understood as virtual goods in online games entrusted by other seller users on the live streaming platform to the current streamer user for posting or sale. That is, a consignment relationship exists between seller user A and streamer user B. Seller users can choose their preferred streamer as the consignment streamer on the live streaming platform. After the consignment relationship is established, the live streaming server assigns seller user A's account resource information for sale to the selected streamer user B, and then stores the game type information, account resource information for sale, and the corresponding relationship or consignment relationship with the target streamer in the database. Streamer user B can then post the account resources for sale in the Metaverse live stream. As an example, the consignment relationship has the form shown in Table 1:

[0153] Table 1: Examples of Consignment Relationships

[0154]

[0155] In the metaverse scenario, the account resources for sale can be resources posted by streamer user B, resources posted by any seller user, or account resources provided by seller users who are associated with streamer user B. However, if all account resources for sale posted by users in the current metaverse scenario are displayed indiscriminately, it will undoubtedly reduce the user experience for viewers of the live stream.

[0156] Therefore, after the live streaming server receives the metaverse live stream data sent by the live streaming client and pushes the metaverse live stream data to the viewer clients located in the live streaming room, the account resource processing method provided in this embodiment can also adopt the following scheme:

[0157] Solution 1

[0158] The viewer client receives and plays the metaverse scene from the metaverse live stream data, and determines whether the viewer is in the streamer's fan group: if the viewer is in the streamer's fan group, the release information of the account resources for sale is displayed in the metaverse scene played in the live stream; if the viewer is not in the streamer's fan group, the release information of the account resources for sale is hidden in the metaverse scene played in the live stream.

[0159] Among them, the live streaming platform's anchor users have an account binding relationship with the metaverse platform, and the information released about the account resources for sale includes the broadcast information released by the metaverse platform account corresponding to the anchor user in the metaverse scenario; the seller users of the account resources for sale in the metaverse scenario have a consignment relationship with the metaverse platform account corresponding to the anchor user.

[0160] Method 2

[0161] The information released about the accounts for sale also includes broadcast information released by third-party users in the metaverse scenario. The third-party users are account users of the metaverse platform, and there is a consignment relationship between the third-party users and the metaverse platform accounts corresponding to the broadcasters.

[0162] For Method 1, only when all three conditions are met simultaneously—"viewer C, who is watching the live stream, is a fan of streamer B," "the seller of the account resource to be sold has established a consignment relationship with the streamer," and "the account resource to be sold was posted by streamer B"—can viewer C see the posting information of the account resource to be sold in the metaverse scene live stream.

[0163] For example:

[0164] Scenario 1: Seller user A1 and streamer user B have a consignment relationship. Viewer user C1 is a fan of streamer user B. In this case, viewer user C1 can see the account resources for sale posted by streamer user B, which belong to seller user A1, in the metaverse scene live broadcast.

[0165] Scenario 2: Seller user A2 and streamer user B have a consignment relationship, but viewer user C2 is not a fan of streamer user B. Therefore, viewer user C2 cannot see the account resources for sale posted by streamer user B that belong to seller user A2 in the metaverse scene live broadcast.

[0166] Scenario 3: There is no consignment relationship between seller user A3 and streamer user B, and viewer user C3 is a fan of streamer user B. In this case, even if seller user A3 and streamer user B are in the same metaverse scene, viewer user C3 cannot see the account resources for sale posted by seller user A3 in the metaverse scene live broadcast.

[0167] For method two, as long as the third user and the streamer have established a consignment relationship, then regardless of whether the viewer is a fan of the streamer or whether the account resource for sale was posted by the streamer, it will not affect the viewer in the live broadcast room from seeing the posting information of the account resource for sale.

[0168] For example:

[0169] Scenario 1: There is a consignment relationship between third user A4 and streamer user B. Viewer user C4 is a fan of streamer user B. Then, viewer user C4 can see the account resources for sale posted by third user A4 in the metaverse scene live broadcast.

[0170] Scenario 2: There is a consignment relationship between third user A5 and streamer user B. Viewer user C5 is not a fan of streamer user B, but viewer user C5 can still see the account resources for sale posted by third user A5 in the metaverse scene live broadcast.

[0171] Scenario 2: There is no consignment relationship between third user A6 and streamer user B. Viewer user C6 is a fan of streamer user B, but viewer user C6 cannot see the account resources for sale posted by third user A6 in the metaverse scene live broadcast.

[0172] For the second method, it can be further required that the third user has an account binding relationship with the live streaming platform. In other words, the third user who logs into the metaverse platform needs to bind a live streaming account on the live streaming platform so that the account resources for sale posted by the third user can be seen by the viewers in the live streaming room.

[0173] In addition, it can be further required that the third user be a fan of the streamer, so that the account resources for sale posted by the third user can be seen by the viewers in the live broadcast room.

[0174] The above method, by selectively displaying the available account resources in the metaverse scene live stream on the viewer's client, can avoid piling up a large amount of available account information on the viewer's live stream screen, prevent video stuttering in the live stream room, and improve the viewer's live stream viewing experience.

[0175] While streamer B is broadcasting footage of the metaverse in their live stream, the live streaming client distributes the video stream data of the metaverse scene to various viewer clients within the live stream via the live streaming server. Within the live stream of the metaverse scene, streamer B controls their virtual streamer avatar to move within the virtual environment. Simultaneously, the streamer can broadcast seller user A's account resource information for sale via bullet comments within the metaverse virtual scene, such as... Figure 4AAs shown. In the metaverse scene of the live broadcast, in addition to the interaction of the host user B broadcasting the account resources for sale, there is also the interaction between the host user B and other metaverse users. The information of the interaction includes dancing, watching movies and other content.

[0176] S302: When the live streaming server detects that a viewer in the live streaming room has performed a preset operation on the information about the account resources for sale in the metaverse scene, the viewer is taken as the target viewer. The live streaming platform account of the target viewer is obtained and it is determined whether there is an account binding relationship between the live streaming platform account and the metaverse platform account. If there is an account binding relationship, the live streaming server sends the account binding relationship to the metaverse server so that the metaverse server can determine the first user in the metaverse scene corresponding to the target viewer in the live streaming server based on the account binding relationship, and execute the first user's transaction intention request for the account resources for sale. The transaction intention request is generated by the viewer client of the target viewer based on the preset operation.

[0177] Specifically, when viewer C enters streamer B's live stream, the viewer's client simultaneously displays the live stream and the metaverse scene, allowing viewer C to see the information about the accounts available for sale. The broadcast method for this information can be bullet comments, audio, or other formats, and the preset actions are determined based on the broadcast format. For example, the preset actions for bullet comments could be single-clicking or double-clicking. If viewer C intends to purchase, they can click or double-click the bullet comments for the accounts available for sale within the metaverse scene of the live stream content on their client. When the metaverse server detects a viewer C's click or double-click action on a bullet comment, it identifies that viewer C as the target viewer.

[0178] After identifying the viewers who have performed preset operations on the accounts to be sold as target viewers, the live streaming server checks whether the target viewers' live streaming platform accounts have an account binding relationship with the metaverse platform accounts. The account binding relationship is used to determine and use the metaverse platform accounts bound to the live streaming platform accounts to log in to the metaverse scene.

[0179] In some embodiments, the metaverse server can determine the first user corresponding to the target audience user of the live streaming server in the metaverse scenario based on the account binding relationship, as follows:

[0180] The Metaverse program is launched on the target audience's client, enabling the target audience of the live streaming server to log in to the Metaverse platform and enter the Metaverse scene. Based on the account binding relationship, the Metaverse server determines the first user in the Metaverse scene that corresponds to the target audience user of the live streaming server, generates a virtual image of the first user in the Metaverse scene, and receives the transaction intention request of the first user in the Metaverse scene for the account resources to be sold.

[0181] Specifically, after confirming the account binding relationship between the target audience's live streaming platform account and the target audience's client, the Metaverse server loads the Metaverse platform application on the target audience's client and automatically logs into the Metaverse scene using the bound Metaverse platform account. This automatically transfers the target audience from the live streaming platform to the Metaverse platform. After logging into the Metaverse platform, the target audience is designated as the first user as described in the aforementioned embodiment, and a corresponding virtual avatar and the first user's transaction intention request for the account resources to be sold are generated. Optionally, after the first user logs into the Metaverse platform and the Metaverse scene is generated on the client, the live streaming screen from the original live streaming platform can be embedded into the Metaverse scene screen in a small window, thus not affecting the user's continued viewing of the live stream.

[0182] In some embodiments, an optional method for the metaverse server to generate the virtual avatar of the first user is as follows: the virtual avatar of the first user is generated at a set location in the metaverse scene; the distance between the set location and the second virtual avatar does not exceed a set value, and the second virtual avatar is the virtual avatar of the broadcaster user in the metaverse scene.

[0183] The location can be determined based on the coordinates of the second virtual avatar of the broadcaster user B in the metaverse, and the location should not be far from the location of the second virtual avatar, such as the distance between the two not exceeding one or two screens, or the distance in the metaverse world not exceeding 5 to 20 meters, etc.

[0184] The above scheme allows a first user (D) with transaction intentions to quickly switch from the live stream to the virtual scene of the metaverse by clicking on the metaverse barrage of the account resources for sale displayed in the live stream currently being broadcast by streamer user B. The first virtual avatar of user D is then generated near the second virtual avatar of streamer user B, enabling user D to quickly find streamer user B for further communication regarding the account resources for sale. This avoids user D having to search for streamer user B all over the metaverse world's map. While improving the transaction efficiency and user experience of the account resources for sale, it also drives traffic to the metaverse platform through the live stream platform, promoting the metaverse platform.

[0185] In some embodiments, if the location where the first virtual avatar of the first user D is generated is far from the location of the second virtual avatar of the streamer user B, and they are in different places or regions, then in order to increase fun and interactivity, a corresponding navigation map can be automatically generated based on the coordinates of the first virtual avatar of the first user D in the metaverse, the coordinates of the third virtual avatar of the seller user A who sells the account in the metaverse, or the coordinates of the second virtual avatar of the streamer user B in the metaverse, based on the coordinate information and the terrain data in the virtual scene of the metaverse. In this way, the first user D can choose various means of transportation in the metaverse scene and reach the location of the streamer user B or the seller user A according to the guidance of the navigation map.

[0186] S303: The metaverse server receives and responds to the transaction intention request of the first user in the metaverse scenario for the account resources to be sold, generates a unique virtual transaction identifier, and sends the unique virtual transaction identifier to the client of the first user.

[0187] The scheme and principle of S303 are basically the same as S101~S102 in the first aspect embodiment. Taking the game account as the resource to be sold as an example, the first user D finds the streamer user B in the metaverse, negotiates the transaction, and initiates a transaction intention request through the client used. At this time, the transaction intention request can be initiated by paying a deposit or a deposit. Before payment, the first user D's asset balance can be checked. Then, the metaverse server generates a virtual transaction ID based on the first user D's metaverse account, the game account to be sold, and the timestamp of the transaction intention request, and provides it to the first user D for game verification. The first user D uses the virtual transaction ID to log in to the seller user A's virtual resource account in the metaverse virtual scene to view the game resource information in the game account to be sold for game verification. Similarly, for each virtual transaction ID generated in the metaverse, the virtual transaction ID, the game account to be sold, and the game information in the game account (such as valuable equipment, skins, props, etc.) will be used to generate a transaction record and recorded in the blockchain. Then, subsequent transactions are all based on blockchain smart contracts.

[0188] S304: Determine the virtual resource account corresponding to the account resources to be sold.

[0189] When S305 detects that the first user logs into the virtual resource account in the metaverse scenario using the virtual transaction unique identifier, it sends verification information back to the first user's client so that the first user can perform verification operations on the account resources to be sold in the metaverse scenario.

[0190] The principles of the solutions S304-S305 can be found in the relevant content of S103-S104 in the first aspect embodiment, and will not be repeated here. In some embodiments, the metaverse server receives and responds to the transaction confirmation request sent by the client of the first user, and executes the transaction of the account resources to be sold based on the preset smart contract.

[0191] Similarly, after completing verification, user D sends a request for account verification approval and transaction confirmation. The Metaverse server automatically executes the pre-set smart contract to complete the transaction, transferring assets matching the listed price of the game account to seller user A from user D's Metaverse account. Afterwards, the Metaverse server obtains the name, password, security information, and ID information of seller user A's game account, transmits the name and password of seller user A's game account to user D's client, deletes seller user A's security information, and changes the current ID information of the game account from seller user A's to user D's ID information. This forms an integrated transaction process contract that is both secure and convenient.

[0192] The method of handling account resources for sale by combining live streaming platforms and metaverse platforms has the following advantages: it enables first-time users and sellers in the metaverse world to efficiently and securely trade account resources for sale through intermediary streamers in the metaverse world, and it increases the interaction between streamers and game players, while also increasing the revenue of streamers and live streaming platforms.

[0193] In some embodiments, after a transaction is completed according to a smart contract, the Metaverse server generates second transaction information based on the unique identifier of the virtual transaction, the account resources to be sold, and the seller resource account corresponding to the account resources to be sold, and broadcasts the second transaction information to the anchor user node and the associated user node on the Metaverse blockchain.

[0194] Specifically, the transaction process in this embodiment is basically the same as that in the first aspect embodiment, both implemented on the Metaverse platform. Since the Metaverse platform is based on blockchain technology, the transaction data involved in both the first and second aspect embodiments can be stored on the blockchain. In the first aspect embodiment, the data of each transaction is recorded in all users on the blockchain. This embodiment differs in that after a transaction is completed, the Metaverse server generates a transaction and records it in the blockchain based on the account resources purchased by the first user, the streamer user, and the streamer user's associated users. Associated users include the seller user who entrusted the streamer user to consign the account resources, the first user who conducted the transaction through the streamer user, and the streamer user's fan users, etc. The Metaverse server places all users associated with the streamer user in the same data table. Each time the streamer user completes a transaction, all users associated with the streamer user in the data table will record the transaction information, thereby achieving joint accounting for each transaction and improving the reliability of account resource transactions.

[0195] This embodiment provides an account resource trading solution combining live streaming and the metaverse. While improving the security of account resource trading, it broadcasts the metaverse within the live stream room via a live streaming server, driving traffic from the live streaming platform to the metaverse platform. This attracts a large number of game players to watch the live stream or trade game accounts, increasing revenue for both the streamer and the live streaming platform, and enhancing interaction between the streamer and game players. Simultaneously, by using the streamer as an intermediary trading node within the metaverse world to publish account resources associated with the streamer, the broadcast volume of transaction information within the metaverse can be significantly reduced. This conserves resources on the metaverse server under high-concurrency scenarios, alleviating server pressure.

[0196] Taking game resource trading as an example, through the application of the solution in this embodiment, the streamer can broadcast games in the metaverse on the live streaming platform, and a large number of game players will be attracted by the streamer's live game content. This not only increases the streamer's revenue from the platform, but also increases the interaction between the streamer and the game players.

[0197] Considering that many gamers watching live streams also have a need to trade game resources, the live streaming platform has added a function that allows game streamers to act as intermediaries for the consignment or sale of game accounts available for sale in the metaverse. Gamers can both buy and sell game accounts on the platform. Since both the seller and the buyer are gamers, the metaverse platform also provides a decentralized and trustworthy trading platform for game resources.

[0198] Thirdly, based on the same inventive concept, in an optional embodiment, such as Figure 5As shown, a metaverse-based account resource processing system 500 is provided, including a metaverse server 510, which is used for:

[0199] Receive a transaction intention request from the first user in the metaverse scenario regarding the account resources to be sold; respond to the transaction intention request, generate a unique virtual transaction identifier, and send the unique virtual transaction identifier to the first user's client; determine the virtual resource account corresponding to the account resources to be sold; when it is detected that the first user logs into the virtual resource account in the metaverse scenario using the unique virtual transaction identifier, return verification information to the first user's client so that the first user can perform verification operations on the account resources to be sold in the metaverse scenario.

[0200] Optionally, a virtual resource account is a mapping account in the metaverse scenario of the seller resource account to which the resource to be sold belongs; the attribute information of the account resources in the virtual resource account is synchronized with the attribute information of the account resources in the seller resource account.

[0201] Accordingly, the Metaverse Server 510 is used for:

[0202] In the metaverse scenario, the software development kit of the target software is loaded to obtain the verification graphical interface of the target software. The verification graphical interface is used as verification information to feed back to the client of the first user. The first user logs into the virtual resource account using the unique identifier of the virtual transaction and verifies the account resources to be sold in the verification graphical interface. The target software is the application software corresponding to the account resources to be sold, and the verification graphical interface is the same as the actual graphical interface of the target software.

[0203] Optionally, the Metaverse Server 510 is used for:

[0204] Receive resource account consignment requests initiated by seller users;

[0205] Identify the target software corresponding to the seller user's resource account;

[0206] Based on the account consignment request, the current account resource data of the seller user's resource account is retrieved from the application server corresponding to the target software, and the current account resource data is used as the account resource to be sold in the metaverse scene.

[0207] Optionally, the Metaverse Server 510 is used for:

[0208] Receive and respond to the transaction confirmation request sent by the first user's client, and execute the transaction of the account resources to be sold;

[0209] Upon detecting that a transaction has been completed, the Metaverse server sends a transaction completion message to the target software's application server, enabling the application server to lock the seller's resource account based on the transaction completion message.

[0210] Optionally, a virtual resource account is a clone of the seller's resource account in the metaverse that the resource to be sold belongs to; the account resources in the clone account are the same as those in the seller's resource account.

[0211] Correspondingly, the Metaverse Server 510 is used for:

[0212] The Metaverse server responds to the transaction intention request and obtains the timestamp of receiving the transaction intention request, the seller resource account corresponding to the account resources to be sold, and the Metaverse platform account used by the first user's client when logging into Metaverse;

[0213] The Metaverse server generates a unique identifier for virtual transactions based on the Metaverse platform account, seller resource account, and timestamp.

[0214] Optionally, the Metaverse Server 510 is used for:

[0215] The first user's first transaction information is generated based on the account resources to be sold and the corresponding seller resource accounts, and the first transaction information is broadcast to all nodes on the metaverse blockchain.

[0216] Optionally, the Metaverse Server 510 is used for:

[0217] Receive and display the release information of account resources for sale in the metaverse scene;

[0218] When the preset trigger operation of the first user in the metaverse scene is received, which publishes the information of the account resources to be sold, a navigation route from the virtual image of the first user to the virtual image of the second user is generated in the metaverse scene; the second user is the seller user to which the account resources to be sold belong.

[0219] Optionally, the Metaverse Server 510 is used for:

[0220] Receive and respond to the transaction confirmation request sent by the first user's client, and execute the transaction of the account resources to be sold based on the preset smart contract.

[0221] Optionally, the Metaverse Server 510 is used for:

[0222] Respond to transaction confirmation requests sent by multiple first users' clients in the order of the transaction confirmation requests, and execute the transaction of the account resources to be sold based on the preset smart contract;

[0223] After the transaction of the account resources to be sold is completed based on the smart contract, disconnect all virtual resource accounts.

[0224] In some embodiments, the account resource processing system 500 further includes:

[0225] Live streaming server 520 and viewer client 530, wherein the live streaming server 520 is used for:

[0226] The system receives metaverse live stream data sent by the live streaming client and pushes the metaverse live stream data to the viewer clients in the live streaming room; the metaverse live stream data includes the metaverse scene screen where the streamer is located and the release information of the account resources for sale in the metaverse scene; the streamer is located in the live streaming client.

[0227] When it is detected that the audience user in the live broadcast room has a preset operation on the information of the sale of account resources in the metaverse scene, the audience user is taken as the target audience user, the live broadcast platform account of the target audience user logged into the live broadcast server is obtained, and it is determined whether the live broadcast platform account of the target audience user has an account binding relationship. The account binding relationship is the binding relationship between the live broadcast platform account and the metaverse platform account.

[0228] If the account binding relationship exists, the account binding relationship will be sent to the metaverse server.

[0229] The metaverse server 510 is used for:

[0230] Based on the account binding relationship, determine the first user in the metaverse scene that corresponds to the target audience user of the live broadcast server, generate a virtual image of the first user in the metaverse scene, and execute the first user's transaction intention request for the account resources to be sold.

[0231] The audience client 530 is used for:

[0232] The transaction intention request is generated based on the preset operation and then sent to the metaverse server.

[0233] Optionally, the Metaverse Server 510 is used for:

[0234] The Metaverse program is launched on the target audience's client, causing the target audience on the live streaming server to log in to the Metaverse platform and enter the Metaverse scene;

[0235] The metaverse server determines the first user in the metaverse scene corresponding to the target audience user of the live broadcast server based on the account binding relationship, generates a virtual image of the first user in the metaverse scene, and receives the transaction intention request of the first user in the metaverse scene for the account resources to be sold.

[0236] Optionally, the audience client 530 is used for:

[0237] The system receives and plays the Metaverse scene from the Metaverse live stream data, and determines whether the viewer on the viewer's client is in the streamer's fan group: if the viewer is in the streamer's fan group, the release information of the account resources for sale is displayed in the Metaverse scene played in the live stream; if the viewer is not in the streamer's fan group, the release information of the account resources for sale is hidden in the Metaverse scene played in the live stream. The streamer on the live stream platform has an account binding relationship with the Metaverse platform, and the release information of the account resources for sale includes broadcast information released by the streamer's corresponding Metaverse platform account in the Metaverse scene; the seller of the account resources for sale in the Metaverse scene has a consignment relationship with the streamer's corresponding Metaverse platform account.

[0238] or

[0239] The information released about the accounts for sale also includes broadcast information released by third-party users in the metaverse scenario. The third-party users are account users of the metaverse platform, and there is a consignment relationship between the third-party users and the metaverse platform accounts corresponding to the broadcasters.

[0240] Optionally, the Metaverse Server 510 is used for:

[0241] A virtual avatar of the first user is generated at a set location in the metaverse scene; the distance between the set location and the second virtual avatar does not exceed a set value, and the second virtual avatar is the virtual avatar of the broadcaster user in the metaverse scene.

[0242] Optionally, the Metaverse Server 510 is used for:

[0243] Receive and respond to the transaction confirmation request sent by the first user's client, and execute the transaction of the account resources to be sold based on the preset smart contract;

[0244] The second transaction information is generated based on the unique identifier of the virtual transaction, the account resources to be sold, and the seller resource account corresponding to the account resources to be sold. The second transaction information is then broadcast to the anchor user node and the associated user node on the metaverse blockchain.

[0245] It should be noted that the account resource processing system provided in this embodiment is implemented in the same way as the method embodiment in the first aspect. For the sake of brevity, any parts not mentioned in this embodiment can be referred to the corresponding content in the foregoing method embodiment.

[0246] Thirdly, based on the same inventive concept, in yet another alternative embodiment, such as Figure 6As shown, an electronic device 600 is provided, including a processor 620 and a memory 610. The memory 610 is coupled to the processor 620 and stores a computer program 611. When the computer program 611 is executed by the processor 620, it causes a programmable logic controller to perform the steps of the control method described in the foregoing embodiments.

[0247] Fourthly, based on the same inventive concept, in yet another alternative embodiment, such as Figure 7 As shown, a computer-readable storage medium 700 is provided, on which a computer program 711 is stored, which, when executed by a processor, performs the steps of the control method described in the foregoing embodiments.

[0248] The term "and / or" as used herein is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. Additionally, the character " / " in this document generally indicates that the preceding and following related objects are in an "or" relationship; the word "comprising" does not exclude the presence of elements or steps not listed in the claims. The word "a" or "an" preceding an element does not exclude the presence of multiple such elements. This invention can be implemented by means of hardware comprising several different elements and by means of a suitably programmed computer. In the unit claims listing several means, several of these means can be embodied by the same item of hardware. The use of the words first, second, and third, etc., does not indicate any order. These words can be interpreted as names.

[0249] Those skilled in the art will understand that embodiments of the present invention can be provided as methods, systems, and computer program products. Therefore, the present invention can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, the present invention can take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0250] This invention is described with reference to flowchart illustrations and / or block diagrams of methods, apparatus (systems), and computer program products according to embodiments of the invention. It will be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, generate instructions for implementing the flowchart illustrations and / or block diagrams. Figure 1 One or more processes and / or boxes Figure 1 A device that provides the functions specified in one or more boxes.

[0251] These computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing device to function in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means, which are implemented in a process Figure 1 One or more processes and / or boxes Figure 1 The function specified in one or more boxes.

[0252] These computer program instructions may also be loaded onto a computer or other programmable data processing equipment to cause a series of operational steps to be performed on the computer or other programmable equipment to produce a computer-implemented process, thereby providing instructions that execute on the computer or other programmable equipment for implementing the process. Figure 1 One or more processes and / or boxes Figure 1 The steps of the function specified in one or more boxes.

[0253] Although preferred embodiments of this application have been described, those skilled in the art, upon learning the basic inventive concept, can make other changes and modifications to these embodiments. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments as well as all changes and modifications falling within the scope of this application.

[0254] Obviously, those skilled in the art can make various modifications and variations to this application without departing from the spirit and scope of this application. Therefore, if such modifications and variations fall within the scope of the claims of this application and their equivalents, this application also intends to include such modifications and variations.

Claims

1. A method for processing account resources based on the metaverse, characterized in that, The method includes: The metaverse server receives the transaction intention request for the account resources to be sold from the first user in the metaverse scenario; In response to the transaction intention request, a unique virtual transaction identifier is generated and sent to the first user's client. Identify the virtual resource account corresponding to the account resources to be sold; When the system detects that the first user has logged into the virtual resource account in the metaverse scenario using the unique identifier of the virtual transaction, the system sends verification information back to the first user's client so that the first user can perform verification operations on the account resources to be sold in the metaverse scenario. The virtual resource account is the mapping account of the seller resource account to which the account resource to be sold belongs in the metaverse scenario; the attribute information of the account resource in the virtual resource account is synchronized with the attribute information of the account resource in the seller resource account; The step of sending verification information back to the first user's client when the first user is detected logging into the virtual resource account in the metaverse scenario using the unique virtual transaction identifier, so that the first user can perform verification operations on the account resources to be sold in the metaverse scenario, specifically includes: The metaverse server loads the software development kit of the target software in the metaverse scene, obtains the verification graphical interface of the target software, and feeds back the verification graphical interface as the verification information to the client of the first user. The first user logs in to the virtual resource account using the unique identifier of the virtual transaction and verifies the account resource to be sold in the verification graphical interface. The target software is the application software corresponding to the account resource to be sold, and the verification graphical interface is the same as the actual graphical interface of the target software. Before the step of the metaverse server receiving the transaction intention request for the unsold account resources from the first user in the metaverse scenario, the method further includes: The metaverse server receives resource account consignment requests initiated by seller users; Identify the target software corresponding to the seller user's resource account; Based on the account consignment request, the current account resource data of the seller user's resource account is retrieved from the application server corresponding to the target software, and the current account resource data is used as the account resource to be sold in the metaverse scene; After the first user logs into the virtual resource account using the unique virtual transaction identifier and verifies the account resources to be sold on the verification graphical interface, the method further includes: The metaverse server receives and responds to the transaction confirmation request sent by the first user's client, and executes the transaction of the account resources to be sold; Upon detecting that a transaction has been completed, the metaverse server sends a transaction completion message to the application server of the target software, so that the application server locks the seller's resource account based on the transaction completion message. The virtual resource account is a clone of the seller's resource account to which the resource to be sold belongs in the metaverse; the account resources in the clone account are the same as those in the seller's resource account. The step of generating a unique virtual transaction identifier in response to the transaction intention request specifically includes: The Metaverse server responds to the transaction intention request by obtaining the timestamp of receiving the transaction intention request, the seller resource account corresponding to the account resource to be sold, and the Metaverse platform account used by the first user's client when logging into the Metaverse. The metaverse server generates the unique identifier for the virtual transaction based on the metaverse platform account, the seller resource account, and the timestamp. After the metaverse server receives and responds to the transaction confirmation request sent by the first user's client and executes the transaction of the account resources to be sold, the method further includes: The metaverse server generates the first transaction information of the first user based on the account resources to be sold and the seller resource accounts corresponding to the account resources to be sold, and broadcasts the first transaction information to all nodes on the metaverse blockchain. Before the metaverse server receives the transaction intention request for the unsold account resources from the first user in the metaverse scenario, the method further includes: The metaverse server receives and displays the release information of the account resources for sale in the metaverse scene; When the metaverse server receives a preset trigger operation from the first user in the metaverse scene to publish information about the account resources to be sold, it generates a navigation route from the virtual avatar of the first user to the virtual avatar of the second user in the metaverse scene; the second user is the seller user to which the account resources to be sold belong. Before the metaverse server receives the transaction intention request for the unsold account resources from the first user in the metaverse scenario, the method further includes: The live streaming server receives the metaverse live stream data sent by the live streaming client and pushes the metaverse live stream data to the viewer clients in the live streaming room; the metaverse live stream data includes the metaverse scene screen where the broadcaster user is located and the release information of the account resources for sale in the metaverse scene; the broadcaster user is located in the live streaming client. When the live streaming server detects that a viewer in the live streaming room has performed a preset operation on the information about the sale of account resources in the metaverse scene, the viewer is identified as the target viewer. The live streaming platform account of the target viewer logged into the live streaming server is obtained, and it is determined whether the target viewer's live streaming platform account has an account binding relationship. The account binding relationship is the binding relationship between the live streaming platform account and the metaverse platform account. If the account binding relationship exists, the live streaming server sends the account binding relationship to the metaverse server, so that the metaverse server can determine the first user in the metaverse scene corresponding to the target viewer of the live streaming server based on the account binding relationship, and execute the step of the first user's transaction intention request for the sale of account resources. The transaction intention request is generated by the target viewer's viewer client based on the preset operation.

2. The method as described in claim 1, characterized in that, After the first user performs a verification operation on the account resources to be sold in the metaverse scenario, the method further includes: The metaverse server receives and responds to the transaction confirmation request sent by the first user's client, and executes the transaction of the account resources to be sold based on a preset smart contract.

3. The method as described in claim 2, characterized in that, The metaverse server receives and responds to the transaction confirmation request sent by the first user's client, and executes the transaction of the account resources to be sold based on a preset smart contract, specifically including: The metaverse server responds to the transaction confirmation requests sent by multiple first user clients in the order of the transaction confirmation requests, and executes the transaction of the account resources to be sold based on the preset smart contract; After completing the transaction of the account resources to be sold based on the smart contract, the metaverse server disconnects all virtual resource accounts.

4. The method as described in claim 1, characterized in that, The step of the metaverse server determining the first user corresponding to the target audience user of the live broadcast server in the metaverse scene based on the account binding relationship, and executing the first user's transaction intention request for the account resources to be sold, further includes: The Metaverse program is launched on the viewer's client of the target audience, enabling the target audience of the live broadcast server to log in to the Metaverse platform and enter the Metaverse scene; The metaverse server determines the first user in the metaverse scene corresponding to the target audience user of the live broadcast server based on the account binding relationship, generates a virtual image of the first user in the metaverse scene, and receives the transaction intention request of the first user in the metaverse scene for the account resources to be sold.

5. The method as described in claim 4, characterized in that, After the step of the live streaming server receiving the metaverse live stream data sent by the live streaming client and pushing the metaverse live stream data to the viewer clients located in the live streaming room, the following further includes: The viewer client receives and plays the metaverse scene from the metaverse live stream data, and determines whether the viewer on the viewer client is in the streamer's fan group: If the viewer is in the streamer's fan group, the release information of the account resources for sale will be displayed in the metaverse scene of the live broadcast room; If the viewer is not a member of the streamer's fan group, the release information of the account resources for sale will be hidden in the metaverse scene played in the live broadcast room. The live streaming platform's anchor users have an account binding relationship with the metaverse platform, and the release information of the account resources for sale includes broadcast information released by the metaverse platform account corresponding to the anchor user in the metaverse scenario; the seller users of the account resources for sale in the metaverse scenario have a consignment relationship with the metaverse platform account corresponding to the anchor user. or The information on the release of the account resources for sale also includes broadcast information released by a third user in the metaverse scenario. The third user is an account user of the metaverse platform, and there is a consignment relationship between the third user and the metaverse platform account corresponding to the broadcaster user.

6. The method as described in claim 5, characterized in that, The method further includes: The metaverse server generates the virtual image of the first user at a set location in the metaverse scene; the distance between the set location and the second virtual image does not exceed a set value, and the second virtual image is the virtual image of the broadcaster user in the metaverse scene.

7. The method as described in claim 6, characterized in that, After the first user performs a verification operation on the account resources to be sold in the metaverse scenario, the method further includes: The metaverse server receives and responds to the transaction confirmation request sent by the client of the first user, and executes the transaction of the account resources to be sold based on the preset smart contract; The metaverse server generates second transaction information based on the unique identifier of the virtual transaction, the account resources to be sold, and the seller resource account corresponding to the account resources to be sold, and broadcasts the second transaction information to the anchor user node and the associated user node on the metaverse blockchain.

8. An electronic device, the electronic device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the computer program, it implements the steps of the method as described in any one of claims 1 to 7.

9. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the steps of the method according to any one of claims 1 to 7.

Citation Information

Patent Citations

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