Gain virtual item sending method and device, mobile terminal and storage medium
By generating and sending target frame synchronization instructions carrying creation information on the server, the cheating problem caused by the modification of local parameters on the user terminal in the prior art is solved, and the secure transmission of virtual items and game progress synchronization are realized, thereby improving the prevention effect.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2022-12-06
- Publication Date
- 2026-07-10
AI Technical Summary
Existing anti-cheating solutions for games are not effective enough in preventing cheating behavior and cannot effectively prevent cheating behavior caused by modification of local parameters on the user's terminal.
By generating and sending a target frame synchronization command carrying creation information on the server, the target game account can obtain the virtual items that provide benefits, thus avoiding the need to generate them separately on the user's local terminal and achieving synchronization between game progress and virtual items that provide benefits.
It improves the effectiveness of preventing cheating, prevents cheating caused by modification of local parameters on user terminals, and ensures the fairness and security of the game.
Smart Images

Figure CN115779441B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of video games, and more specifically to a method, apparatus, mobile terminal, and storage medium for sending virtual items with enhancements. Background Technology
[0002] In online games, anti-cheating measures are often implemented to maintain game balance.
[0003] Existing anti-cheating solutions typically include: 1. Encrypting sensitive information to prevent decryption, such as encrypting the user terminal's local memory; encrypting the communication protocol between the user terminal and the server; and hiding the interfaces of functional code. 2. Post-event checks, such as background checks for cheating software and data anomaly detection.
[0004] However, the above-mentioned anti-cheating measures are not ideal in preventing cheating. Summary of the Invention
[0005] This invention provides a method, apparatus, mobile terminal, and storage medium for sending enhanced virtual items, which can improve the effectiveness of preventing cheating.
[0006] This invention provides a method for sending augment virtual items. The method includes: receiving live stream interaction notification information, wherein the live stream interaction notification information includes live stream identifier information and interaction content identifier information; determining a target game account corresponding to the live stream identifier information based on a first mapping relationship between the live stream identifier and a game account; determining a target augment virtual item corresponding to the interaction content identifier information based on a second mapping relationship between the interaction content identifier and augment virtual items, wherein the augment virtual item is a virtual item used to generate an augment effect on a game character in the game; generating a target frame synchronization instruction, wherein the target frame synchronization instruction carries creation information of the target augment virtual item; sending the target frame synchronization instruction to a user terminal logged into the target game account, so that the target game account and other game accounts participating in the same game synchronize their game progress, and that the target game account acquires the target augment virtual item in the game.
[0007] This invention also provides a virtual item sending device, the device comprising:
[0008] An interactive notification receiving unit is used to receive interactive notification information from the live streaming room, wherein the interactive notification information from the live streaming room includes live streaming room identification information and interactive content identification information;
[0009] The first mapping unit is used to determine the target game account corresponding to the live stream identifier information based on the first mapping relationship between the live stream identifier and the game account.
[0010] The second mapping unit is used to determine the target gain virtual item corresponding to the interactive content identifier information based on the second mapping relationship between the interactive content identifier and the gain virtual item, wherein the gain virtual item is a virtual item used to generate a gain effect on the game character in the game.
[0011] A frame synchronization generation unit is used to generate a target frame synchronization instruction, wherein the target frame synchronization instruction carries the creation information of the target gain virtual item;
[0012] The frame synchronization sending unit is used to send the target frame synchronization instruction to the user terminal logged into the target game account, so as to synchronize the game progress of the target game account and other game accounts participating in the same game, and to enable the target game account to obtain the target virtual item in the game.
[0013] In some embodiments, the apparatus further includes:
[0014] The game version determination unit is used to ensure that all game accounts participating in the same game have the same game version number.
[0015] In some embodiments, the game version determination unit is configured to:
[0016] The version selection subunit is used to select the latest game version number from the game version numbers corresponding to all the game accounts.
[0017] The update data packet subunit is used to send an update data packet to the user terminal logged into the game account for a game account corresponding to a game version number other than the selected game version number, so that the game version number corresponding to the game account is updated to the selected game version number.
[0018] In some embodiments, the apparatus further includes:
[0019] The results list unit is used to obtain the list of level results sent by each game account among all game accounts that participated in the game level after any game level of the game has ended.
[0020] The result acquisition unit is used to acquire multiple level results of the questionable game account when there are questionable game accounts with inconsistent level results in multiple level result lists.
[0021] The final result unit is used to determine the final level result of the questionable game account based on the number of times each level result appears.
[0022] In some embodiments, the apparatus further includes:
[0023] A control instruction receiving unit is used to receive control instructions sent by a user terminal logged in with a first game account, wherein the first game account is any one of multiple game accounts participating in the same game.
[0024] An impact determination unit is used to determine whether the control command only affects the first game account;
[0025] The effectiveness result unit is used to determine the effectiveness result of the control instruction based on the scope of authority to which the control instruction belongs when the control instruction only affects the first game account.
[0026] The instruction invalidation unit is used to determine that the control instruction is invalid when the control instruction does not only affect the first game account.
[0027] In some embodiments, the effectiveness result unit includes:
[0028] The instruction judgment subunit is used to determine whether the control instruction is an over-authority control instruction.
[0029] The instruction invalidation subunit is used to determine that the control instruction is invalid when the control instruction is an over-authority control instruction;
[0030] The instruction validity subunit is used to determine that the control instruction is valid when the control instruction is not an over-authority control instruction.
[0031] In some embodiments, the apparatus further includes:
[0032] The live streaming room whitelist determination unit is used to determine whether the live streaming room identification information is within the preset live streaming room whitelist.
[0033] In some embodiments, the apparatus further includes:
[0034] The temporary whitelist unit is used to add all game accounts participating in the same game to a temporary whitelist at the start of the game;
[0035] The temporary whitelist determination unit is used to determine that the target game account is in a temporary whitelist.
[0036] This invention also provides a mobile terminal, including a memory storing multiple instructions; the processor loads instructions from the memory to execute steps in any of the augmented virtual item sending methods provided in this invention.
[0037] This invention also provides a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute steps in any of the augmented virtual item sending methods provided in this invention.
[0038] This invention can receive live stream interaction notification information and, based on a first mapping relationship, determine the target game account corresponding to the live stream identifier information in the live stream interaction notification information; and, based on a second mapping relationship, determine the target bonus virtual item corresponding to the interaction content identifier information in the live stream interaction notification information. Then, a target frame synchronization instruction carrying the creation information of the target bonus virtual item is generated. The target frame synchronization instruction is sent to the user terminal logged into with the target game account. The target game account can synchronize its game progress with other game accounts participating in the same game, and the target game account can acquire the target bonus virtual item in the game.
[0039] As can be seen from the above, this application embodiment enables the target game account to obtain target beneficial virtual items in the game by carrying creation information in the target frame synchronization instruction sent by the server to the user terminal. Since the creation information is sent by the server and cannot be generated locally on the user terminal, it avoids cheating behavior caused by modifying local parameters on the user terminal, as is present in existing solutions. This application embodiment can improve the effectiveness of preventing cheating. Attached Figure Description
[0040] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0041] Figure 1a This is a flowchart illustrating the augmented virtual item sending method provided in an embodiment of this application;
[0042] Figure 1b A specific exemplary structural block diagram is shown, illustrating how a server generates and sends a target frame synchronization command.
[0043] Figure 1c A specific exemplary structural block diagram of a server performing a pre-check of control commands is shown;
[0044] Figure 1d An exemplary structural block diagram of a specific implementation of a server generating a target frame synchronization instruction is shown;
[0045] Figure 1e A schematic diagram illustrating one specific implementation of the game's interface is shown;
[0046] Figure 2 This is a schematic diagram of a specific implementation of the augmented virtual item sending method provided in this application embodiment;
[0047] Figure 3 This is a schematic diagram of the structure of the augmented virtual item sending device provided in the embodiments of this application;
[0048] Figure 4 This is a schematic diagram of the structure of the computer device provided in the embodiments of this application. Detailed Implementation
[0049] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0050] This application provides a method, apparatus, mobile terminal, and storage medium for sending augmented virtual items.
[0051] Specifically, this method for sending enhanced virtual items can be integrated into an electronic device, such as a terminal or server. The terminal can be a mobile phone, tablet, smart Bluetooth device, laptop, or personal computer (PC); the server can be a single server or a server cluster consisting of multiple servers.
[0052] In some embodiments, the augmented virtual item sending method can also be integrated into multiple electronic devices. For example, the augmented virtual item sending method can be integrated into multiple servers, and multiple servers can implement the augmented virtual item sending method of this application.
[0053] In some embodiments, the server may also be implemented as a terminal.
[0054] For example, in some embodiments, the electronic device can be a server, which can receive live stream interaction notification information, wherein the live stream interaction notification information includes live stream identification information and interaction content identification information; determine the target game account corresponding to the live stream identification information based on a first mapping relationship between the live stream identification and the game account; determine the target gain virtual item corresponding to the interaction content identification information based on a second mapping relationship between the interaction content identification and the gain virtual item, wherein the gain virtual item is a virtual item used to generate a gain effect on the game character in the game; generate a target frame synchronization instruction, wherein the target frame synchronization instruction carries the creation information of the target gain virtual item; send the target frame synchronization instruction to the user terminal logged in with the target game account, so that the target game account and other game accounts participating in the same game synchronize the game progress, and enable the target game account to obtain the target gain virtual item in the game.
[0055] In one embodiment of this disclosure, a method for sending augmented virtual items can run on a terminal device or a server. The terminal device can be a local terminal device. When the method for sending augmented virtual items runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0056] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and execution of the virtual item sending method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a terminal, television, computer, or PDA; however, the terminal device for sending virtual items is the cloud gaming server in the cloud. When playing the game, the user operates the client device to send operation commands to the cloud gaming server, such as touch operation commands. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0057] In an optional implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the user through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the user in various ways, such as rendering it on the terminal's display screen, or providing it to the user through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0058] A game scene (or virtual scene) is a virtual environment displayed (or provided) by an application while it is running on a terminal or server. Optionally, this virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be either a two-dimensional or three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. The virtual scene is the scene where the user controls virtual objects to form the complete game logic. For example, in a sandbox-style 3D shooting game, the virtual scene is a 3D game world used for users to control virtual objects in combat. Instances of virtual scenes can include at least one element from: mountains, plains, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.
[0059] A game interface refers to the interface of an application provided or displayed through a graphical user interface. This interface includes a graphical user interface for user interaction and game screens, which are the scenes in the game.
[0060] In an optional implementation, the UI may include game controls (e.g., skill controls, behavior controls, function controls, etc.), indicator icons (e.g., direction indicator icons, character indicator icons, etc.), information display area (e.g., number of kills, match time, etc.), or game settings controls (e.g., system settings, shop, gold coins, etc.).
[0061] In an optional implementation, the game screen is the display screen corresponding to the virtual scene displayed on the terminal device. The game screen may include virtual objects such as game objects that execute game logic in the virtual scene, non-virtual characters (NPCs), and artificial intelligence (AI) characters.
[0062] For example, in some embodiments, the content displayed in the graphical user interface at least partially includes a game scene, wherein the game scene contains at least one game object.
[0063] In some embodiments, game objects in a game scene include virtual objects controlled by the player, i.e., user objects.
[0064] Game objects refer to virtual objects within a virtual scene, including game characters. Game characters are controllable, dynamic objects, i.e., dynamic virtual objects. Optionally, these dynamic objects can be virtual characters, virtual animals, anime characters, etc. These virtual objects are characters controlled by the user through input devices, or AI trained and set up for battles in a virtual environment, or NPCs set up for battles in a virtual scene.
[0065] Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle; this embodiment of the application does not limit this.
[0066] In one possible implementation, the user can control virtual objects to perform game behaviors in the virtual scene. Game behaviors can include moving, casting skills, using items, and talking. For example, the user can control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills and virtual items provided by the application to fight against other virtual objects.
[0067] Virtual cameras are an essential component of game scene visuals, used to present game scene visuals. Each game scene corresponds to at least one virtual camera, and depending on actual needs, there can be two or more. As a game rendering window, they capture and present the game world visuals to the user. By setting the parameters of the virtual camera, the user's viewing angle of the game world can be adjusted, such as first-person view or third-person view.
[0068] The following sections provide detailed descriptions of each example. It should be noted that the sequence numbers of the following embodiments are not intended to limit the preferred order of the embodiments.
[0069] This disclosure primarily aims to provide a method for sending enhanced virtual items. By carrying creation information in the target frame synchronization command sent by the server to the user terminal, the target game account can acquire the target enhanced virtual item in the game. Since the creation information is sent by the server and cannot be generated locally on the user terminal, this disclosure avoids cheating behavior caused by modifying local parameters on the user terminal in traditional solutions, thus improving the effectiveness of preventing cheating.
[0070] like Figure 1aAs shown, this method for sending enhanced virtual items can be executed by the server running the game, and the specific process may include the following steps 110 to 150:
[0071] 110. Receive live room interaction notification information, wherein the live room interaction notification information includes live room identification information and interaction content identification information.
[0072] Live stream interaction notifications are notifications triggered by interactions between viewers and the streamer in a live stream. These notifications can be generated by the live stream server and then sent to the server running the game.
[0073] The live stream identification information is a unique identifier for the live stream. For example, the live stream identification information can be the live stream's Identity Document ID, or the streamer's live stream account ID on the live streaming platform. The specific form of the live stream identification information should not be construed as a limitation of this application.
[0074] Interactive content refers to the specific actions and behaviors between viewers and the streamer. This content can include comments sent by viewers in the live stream and gifts sent to the streamer. Interactive content identifiers are used to distinguish different types of interactive content. Comments sent by viewers in the live stream and different gifts sent to the streamer can be distinguished by different interactive content identifiers. For example, a comment sent by a viewer can be recorded as "interactive content identifier 'a'"; a gift sent by a viewer can be recorded as "interactive content identifier b1"; a gift sent by a viewer can be recorded as "interactive content identifier b2"... and so on.
[0075] 120. Based on the first mapping relationship between the live stream identifier and the game account, determine the target game account corresponding to the live stream identifier information.
[0076] The first mapping relationship reflects the mapping between a live stream room identifier and a game account. This first mapping relationship can be pre-stored on the server running the game. In this embodiment, the first mapping relationship can be used to establish an association between a live stream room on a live streaming platform and a game character corresponding to a specific game account in the game. Based on the first mapping relationship, the game account corresponding to the live stream room identifier information can be found, and this game account can be recorded as the target game account.
[0077] 130. Based on the second mapping relationship between interactive content identifiers and gain virtual items, determine the target gain virtual item corresponding to the interactive content identifier information.
[0078] The aforementioned "benefit virtual items" are virtual items used to provide beneficial effects to game characters. For example, benefit virtual items can be in-game props used by game characters; these props can be offensive items, such as virtual weapons, or healing items, such as virtual herbs. Benefit virtual items can also be in-game skills used by game characters; these skills can be offensive skills, such as releasing light waves or sword energy, or healing skills, such as creating a circular area in the game scene that restores health to friendly game characters who enter that area.
[0079] The second mapping relationship reflects the mapping between interactive content identifiers and augment virtual items. This second mapping relationship can also be pre-stored on the server running the game. Embodiments of this application can establish an association between interactive content identifiers and augment virtual items through the second mapping relationship. Based on the second mapping relationship, the augment virtual item corresponding to the interactive content identifier information can be found, and this augment virtual item can be recorded as the target augment virtual item.
[0080] 140. Generate target frame synchronization instructions.
[0081] The target frame synchronization command carries the creation information of the target gain virtual item. This creation information may include: live stream identifier information, interactive content identifier information, the quantity of each type of interactive content identifier information, the viewer information of the user initiating the interactive content, and the target game account, etc.
[0082] Frame synchronization commands are issued by the server running the game and are used to synchronize data between multiple game clients.
[0083] 150. Send the target frame synchronization instruction to the user terminal logged in with the target game account, so that the target game account and other game accounts participating in the same game can synchronize their game progress, and enable the target game account to obtain the target bonus virtual item in the game.
[0084] Upon receiving the target frame synchronization command, the client on the user's terminal logged into the target game account will perform the following two actions: synchronize the game progress of the game character corresponding to the target game account and the game characters corresponding to other game accounts participating in the same game; and enable the game character corresponding to the target game account to acquire the target virtual item in the game. This target virtual item is generated by interactive content initiated by viewers in the live stream, where the live stream is the one indicated by the live stream identification information, which corresponds to the target game account.
[0085] In the above implementation, a live streaming room on a live streaming platform can be associated with a game account in a game. When viewers interact in the live streaming room by sending comments or gifts, the live streaming platform can send a live streaming interaction notification to the game server. This notification includes the corresponding game account and the creation information of the target bonus virtual item. Based on this information, the server can create a corresponding target frame synchronization command. The game progress information used to synchronize game progress in the target frame synchronization command is the same, while the creation information of the target bonus virtual item is unique to each game account and usually differs from one another. See details... Figure 1b The target frame synchronization command 1 sent to user terminal 1 carries creation information related to target gain virtual item 1; the target frame synchronization command 2 sent to user terminal 2 carries creation information related to target gain virtual item 2; and so on, the target frame synchronization command n sent to user terminal n carries creation information related to target gain virtual item n. The game characters of the game accounts logged into on the aforementioned user terminals can then obtain the corresponding target gain virtual items. For details, please refer to [link to relevant documentation]. Figure 1e User B on live streaming platform A sent a "friendly greeting" in the live stream, which was converted into item 2 for the game character. Therefore, the streamer can increase viewer engagement and achieve more diverse interactions between the streamer and the viewer by streaming the aforementioned game.
[0086] Optionally, in one implementation, the target boost virtual item can be set to be obtainable only by the game character associated with the linked game account, thereby enhancing the viewer's sense of participation in providing game assistance to their favorite streamer. It should be understood that the target boost virtual item can also be set to be obtainable by all game characters participating in the game, thereby increasing the game's fun factor.
[0087] Furthermore, since the creation information of the target gain virtual item is carried in the target frame synchronization command, which is sent from the server to the client, the above implementation method can also avoid cheating behavior caused by modifying the local parameters of the user terminal in the traditional solution (such as illegally obtaining gain virtual items by cracking the interface), thereby improving the prevention effect against cheating behavior.
[0088] Optionally, please see details. Figure 1d In one specific implementation, between step 110 and step 120, the present application embodiment may further include the following step: determining that the live room identification information is located in a preset live room whitelist.
[0089] The preset live stream whitelist is a pre-set list used to record genuine and trustworthy live streams. Specifically, after step 110, a judgment step can be performed first: whether the live stream identifier information is within the preset live stream whitelist. If it is determined that the live stream identifier information is within the preset live stream whitelist, step 120 can then be executed.
[0090] In the above implementation, the step of "determining that the live room identification information is within the preset live room whitelist" is added between step 110 and step 120. This can prevent some users from creating virtual live rooms through improper means and engaging in virtual interactive behavior in the virtual live rooms, thereby obtaining a large number of virtual items that enhance the game character corresponding to the target game account, and further improve the fairness of the game.
[0091] Optionally, please see details. Figure 1d In one specific implementation, the present application embodiment may further include the following steps: at the start of the game, all game accounts participating in the same game are added to a temporary whitelist.
[0092] Accordingly, between step 120 and step 150, this embodiment of the application may further include: determining that the target game account is in a temporary whitelist.
[0093] A temporary whitelist is used to record the game accounts of all players participating in the same game. For example, let's assume the game is a 5v5 multiplayer online battle arena (MOBA). Then, there could be ten players participating in the same game (five friendly players and five enemy players); the temporary whitelist would record the game accounts of these ten players. It should be understood that the total number of players participating in the same game could also be less than ten; the game characters for the fewer than ten players would be controlled by AI. Optionally, the game could also be a battle royale game with dozens of players participating; the temporary whitelist would then record the game accounts of these dozens of players.
[0094] In the above implementation, after "determining the target game account corresponding to the live broadcast room identification information" and before "sending the target frame synchronization instruction to the user terminal logged in with the target game account", determining that the target game account is in the temporary whitelist can confirm that the target game account is in the game. This can avoid the waste of computing resources caused by issuing target benefit virtual items to game accounts that are not in the game.
[0095] Optionally, in one specific embodiment, before step 150, the present application embodiment may further include the following step: determining that all game accounts participating in the same game have the same game version number.
[0096] In the above implementation, by determining that all game accounts participating in the same game have the same game version number, it can be determined that the code files of all game accounts participating in the same game are consistent in their local locations; thus, the instructions sent by the same server to create items and skills can achieve the same performance effect on the clients corresponding to all game accounts participating in the same game, thereby enabling players to compete fairly.
[0097] Optionally, in one specific implementation, the above step "determining that all game accounts participating in the same game have the same game version number" includes the following steps S1 to S2:
[0098] S1. Select the game version number with the latest data from all the game version numbers corresponding to all the game accounts.
[0099] The selected game version number can be the latest game version number among all game accounts participating in the same game. For example, suppose there are 32 game accounts participating in the same game, of which 20 game accounts correspond to game version 1.0; 10 game accounts correspond to game version 1.2; 2 game accounts correspond to game version 1.6; and the latest game version released by the developer is version 2.0; then the selected game version number can be version 1.6 (i.e., the latest game version number among all game accounts participating in the same game).
[0100] S2. For game accounts corresponding to game version numbers other than the selected game version number, send an update data packet to the user terminal logged into the game account so that the game version number corresponding to the game account is updated to the selected game version number.
[0101] After determining the selected game version number, the server can send an update data packet to the user terminal of the game account that is participating in the same game and whose game version number is not the selected game version number. This will update the game version number of the aforementioned game account to the selected game version number, thereby making the game version number of all players participating in the same game consistent.
[0102] Continuing with the example above, after selecting game version 1.6, the server can send the update data packet required to upgrade from version 1.0 to version 1.6 to the user terminal with game version 1.0; the server can also send the update data packet required to upgrade from version 1.2 to version 1.6 to the user terminal with game version 1.2. Through these operations, all 32 game accounts participating in the same game can be running game version 1.6, achieving version number consistency.
[0103] In the above implementation, selecting the latest game version number from the game account data as the game version number to be unified can exempt some players from game updates. Other players in the same game can update to match the selected game version number to play the game. Since the selected game version number may not be the latest game version released by the game developer, the number of versions that other players have to cross can be reduced, thereby reducing the waiting time for all players to update the game and saving players' time.
[0104] Optionally, in one implementation, the step of "determining that all game accounts participating in the same game have the same game version number" may specifically include: updating the game version number of all game accounts participating in the same game to the latest game version released by the game developer. It should be understood that the specific method of "determining that all game accounts participating in the same game have the same game version number" should not be construed as a limitation of this application.
[0105] Optionally, in one specific embodiment, the present application may further include the following steps A1 to A3:
[0106] A1. After any game level in the game is completed, obtain the list of level results sent by each game account among all game accounts that participated in the game level.
[0107] The level results list can include whether or not all game accounts that participated in the level passed. Optionally, in addition to the above results, the level results list may also include information such as the scores of all game accounts that participated in the level, the status of items or skills used, and the completion time of successful players.
[0108] Continuing with the example above, let's assume there are 32 game accounts participating in the game level. Each of these 32 accounts will send a list of level results, resulting in 32 lists. Each list includes information such as whether the corresponding game account passed or failed the level, the scores of the 32 accounts, the status of items or skills used, and the completion time for successful players.
[0109] A2. If there are questionable game accounts with inconsistent level results in multiple lists of level results, then obtain multiple level results for the questionable game account.
[0110] A questionable game account is one that shows different results for different levels in the results list. For example, suppose game account xxx_17 is one of 32 game accounts. If game account xxx_17's own record shows a level completed, but other game accounts among the 32 game accounts show a level not completed, then game account xxx_17 can be considered a questionable game account.
[0111] By sequentially evaluating the 32 game accounts using the above method, the questionable game accounts can be identified. For each questionable game account, multiple level results corresponding to that account can be obtained.
[0112] A3. Based on the number of times each level result appears, determine the final level result of the questionable game account.
[0113] Optionally, for each questionable game account, if the number of occurrences of the first level result is higher than the number of occurrences of the second level result, then the first level result will be used as the final level result. Multiple level results include: the first level result and the second level result.
[0114] In the above implementation, if a cheater's game account alters its own level results through cheating, the cheater's game account's level results can still be corrected by comparing the level results of all game accounts that participated in the game level with those of the cheater's game account, thereby further ensuring the fairness of the game.
[0115] Optionally, in one specific embodiment, the present application may further include the following steps B1 to B4:
[0116] B1. Receive control commands sent by user terminals logged in with the first game account.
[0117] The first game account can be any one of multiple game accounts participating in the same game. In addition to receiving control commands from the server, the user terminal also sends user-triggered control commands to the server targeting the game character.
[0118] B2. Determine whether the control command only affects the first game account. If yes, proceed to step B3; otherwise, proceed to step B4.
[0119] The server determines whether the control command only affects the first game account. Control commands that only affect the first game account include commands related to controlling the movement of the game character, such as commands related to jumping, dashing, and rolling. If the control command does not only affect the first game account, for example, if the control command is a command to control the movement of other game characters, then step B4 is executed.
[0120] B3. Determine the validity of the control instruction based on the scope of authority to which the control instruction belongs.
[0121] After determining that the control command only affects the first game account, the effectiveness of the control command can be determined based on the scope of authority to which the control command belongs. Optionally, in one specific implementation, step B3 may specifically include the following steps B31 to B32:
[0122] B31. Determine whether the control command is an over-authority control command. If yes, proceed to step B4; otherwise, proceed to step B32.
[0123] Over-privilege control commands are control commands that exceed the user terminal's sending permissions. For example, a target frame synchronization command carrying creation information for a target gain virtual item. Optionally, a pre-set list of terminal control commands that allows user terminals to send control commands can be considered over-privilege control commands.
[0124] If the user terminal issues an over-authority control command, it can be determined that the game account logged in by the user terminal may be cheating, and the process proceeds to step B4. If the control command is not an over-authority control command, it is more likely that the control command is a normal control command for the user to control the movement of the game character, and the process proceeds to step B32.
[0125] B32. Determine that the control command is valid.
[0126] Steps B31 to B32 described above illustrate one specific implementation of step B3. Step B3 can also be implemented through other steps. The specific way of implementing step B3 should not be construed as a limitation of this application.
[0127] B4. The control command is deemed invalid.
[0128] Please see details Figure 1c In the above implementation, the control commands sent by the user terminal can be determined in a two-step manner (i.e., Figure 1cThe control command pre-check (shown) is used to determine whether the control command is invalid: first, it is determined whether the control command only affects the first game account; if so, it is further determined whether the control command is an over-authority control command; if it is not an over-authority control command, the control command is determined to be valid; otherwise, if the control command does not only affect the first game account, or if the control command is an over-authority control command, the control command is determined to be invalid. The above implementation can better manage the control commands issued by the user terminal and further prevent cheating.
[0129] Specifically, steps B1 to B4 above can circumvent the following two cheating behaviors: simulating the acquisition of gain virtual items by modifying the local memory data of the user terminal; and simulating the acquisition of the target gain virtual item by simulating the user terminal receiving a target frame synchronization instruction sent by the server carrying the creation information of the target gain virtual item.
[0130] This invention can receive live stream interaction notification information and, based on a first mapping relationship, determine the target game account corresponding to the live stream identifier information in the live stream interaction notification information; and, based on a second mapping relationship, determine the target bonus virtual item corresponding to the interaction content identifier information in the live stream interaction notification information. Then, a target frame synchronization instruction carrying the creation information of the target bonus virtual item is generated. The target frame synchronization instruction is sent to the user terminal logged into with the target game account. The target game account can synchronize its game progress with other game accounts participating in the same game, and the target game account can acquire the target bonus virtual item in the game.
[0131] This application embodiment enables the target game account to acquire target beneficial virtual items in the game by carrying creation information in the target frame synchronization command sent by the server to the user terminal. Since the creation information is sent by the server and cannot be generated locally on the user terminal, it avoids cheating behaviors caused by modifying local parameters on the user terminal, as is present in existing solutions. Therefore, this application embodiment can improve the effectiveness of preventing cheating.
[0132] The method described in the above embodiments will be further described in detail below.
[0133] In this embodiment, the method of this application embodiment will be described in detail, taking the enhancement virtual item as a game prop or skill as an example.
[0134] like Figure 2 As shown, the specific process of a method for sending game items or skills is as follows:
[0135] 201. Receive live room interaction notification information, which includes live room identification information and interaction content identification information.
[0136] 202. Determine that the live room identification information is within the preset live room whitelist.
[0137] 203. Based on the first mapping relationship between the live stream identifier and the game account, determine the target game account corresponding to the live stream identifier information.
[0138] 204. Based on the second mapping relationship between interactive content identifiers and game props or skills, determine the target game prop or target game skill corresponding to the interactive content identifier information, wherein the game prop or skill is used to generate a buff effect on the game character in the game.
[0139] 205. Generate a target frame synchronization command, which carries the creation information of the target game item or target game skill.
[0140] 206. Ensure that all game accounts participating in the same game have the same game version number.
[0141] Optionally, in one specific implementation, step 206 may specifically include the following steps: selecting the latest game version number from the game version numbers corresponding to all game accounts; for game accounts corresponding to game version numbers other than the selected game version number, sending an update data packet to the user terminal logged into the game account, so that the game version number corresponding to the game account is updated to the selected game version number.
[0142] 207. Send the target frame synchronization instruction to the user terminal logged in with the target game account, so as to synchronize the game progress of the target game account and other game accounts participating in the same game, and to enable the target game account to obtain the target game items or target game skills in the game.
[0143] 208. After any game level in the game is completed, obtain the list of level results sent by each game account among all game accounts that participated in the game level.
[0144] 209. If there are questionable game accounts with inconsistent level results in multiple lists of level results, then obtain multiple level results of the questionable game account.
[0145] 210. Determine the final level result of the questionable game account based on the number of times each level result appears.
[0146] 211. Receive control commands sent by a user terminal logged in with a first game account, wherein the first game account is any one of multiple game accounts participating in the same game.
[0147] 212. Determine whether the control command only affects the first game account. If yes, proceed to step 213; if no, proceed to step 214.
[0148] 213. Determine the validity of the control instruction based on the scope of authority to which the control instruction belongs.
[0149] Optionally, in one specific embodiment, step 213 may specifically include the following steps: determining whether the control command is an over-authority control command; if yes, then determining that the control command is invalid; if no, then determining that the control command is valid.
[0150] 214. The control command is deemed invalid.
[0151] This invention can receive live stream interaction notification information and, based on a first mapping relationship, determine the target game account corresponding to the live stream identifier information in the live stream interaction notification information; based on a second mapping relationship, determine the target game item or target game skill corresponding to the interaction content identifier information in the live stream interaction notification information. Then, a target frame synchronization instruction carrying creation information of the target game item or target game skill is generated. The target frame synchronization instruction is sent to the user terminal logged into the target game account. The target game account can synchronize its game progress with other game accounts participating in the same game, and the target game account can acquire the target game item or target game skill in the game. This application embodiment enables the target game account to acquire the target game item or target game skill in the game by carrying creation information in the target frame synchronization instruction sent by the server to the user terminal. Since the creation information is sent by the server and cannot be generated locally on the user terminal, it avoids cheating behavior caused by modifying local parameters of the user terminal as in existing solutions.
[0152] As can be seen from the above, the embodiments of this application can improve the prevention effect against cheating.
[0153] To better implement the above methods, this application also provides a gain-enhancing virtual item sending device, which can be integrated into an electronic device, such as a terminal or server. The terminal can be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, or personal computer; the server can be a single server or a server cluster composed of multiple servers.
[0154] For example, in this embodiment, the method of this application embodiment will be described in detail by taking the integration of the virtual item sending device into the server as an example.
[0155] This invention also provides a device for sending enhanced virtual items, such as... Figure 3As shown, the augmented virtual item sending device may include:
[0156] Interactive notification receiving unit 301 is used to receive live room interactive notification information, wherein the live room interactive notification information includes live room identification information and interactive content identification information;
[0157] The first mapping unit 302 is used to determine the target game account corresponding to the live room identifier information based on the first mapping relationship between the live room identifier and the game account.
[0158] The second mapping unit 303 is used to determine the target gain virtual item corresponding to the interactive content identifier information based on the second mapping relationship between the interactive content identifier and the gain virtual item, wherein the gain virtual item is a virtual item used to generate a gain effect on the game character in the game.
[0159] The frame synchronization generation unit 304 is used to generate a target frame synchronization instruction, wherein the target frame synchronization instruction carries the creation information of the target gain virtual item;
[0160] The frame synchronization sending unit 305 is used to send the target frame synchronization instruction to a user terminal logged into the target game account, so as to synchronize the game progress of the target game account and other game accounts participating in the same game, and to enable the target game account to obtain the target virtual item in the game.
[0161] In some embodiments, the apparatus further includes:
[0162] The game version determination unit is used to ensure that all game accounts participating in the same game have the same game version number.
[0163] In some embodiments, the game version determination unit is configured to:
[0164] The version selection subunit is used to select the latest game version number from the game version numbers corresponding to all the game accounts.
[0165] The update data packet subunit is used to send an update data packet to the user terminal logged into the game account for a game account corresponding to a game version number other than the selected game version number, so that the game version number corresponding to the game account is updated to the selected game version number.
[0166] In some embodiments, the apparatus further includes:
[0167] The results list unit is used to obtain the list of level results sent by each game account among all game accounts that participated in the game level after any game level of the game has ended.
[0168] The result acquisition unit is used to acquire multiple level results of the questionable game account when there are questionable game accounts with inconsistent level results in multiple level result lists.
[0169] The final result unit is used to determine the final level result of the questionable game account based on the number of times each level result appears.
[0170] In some embodiments, the apparatus further includes:
[0171] A control instruction receiving unit is used to receive control instructions sent by a user terminal logged in with a first game account, wherein the first game account is any one of multiple game accounts participating in the same game.
[0172] An impact determination unit is used to determine whether the control command only affects the first game account;
[0173] The effectiveness result unit is used to determine the effectiveness result of the control instruction based on the scope of authority to which the control instruction belongs when the control instruction only affects the first game account.
[0174] The instruction invalidation unit is used to determine that the control instruction is invalid when the control instruction does not only affect the first game account.
[0175] In some embodiments, the effectiveness result unit includes:
[0176] The instruction judgment subunit is used to determine whether the control instruction is an over-authority control instruction.
[0177] The instruction invalidation subunit is used to determine that the control instruction is invalid when the control instruction is an over-authority control instruction;
[0178] The instruction validity subunit is used to determine that the control instruction is valid when the control instruction is not an over-authority control instruction.
[0179] In some embodiments, the apparatus further includes:
[0180] The live streaming room whitelist determination unit is used to determine whether the live streaming room identification information is within the preset live streaming room whitelist.
[0181] In some embodiments, the apparatus further includes:
[0182] The temporary whitelist unit is used to add all game accounts participating in the same game to a temporary whitelist at the start of the game;
[0183] The temporary whitelist determination unit is used to determine that the target game account is in a temporary whitelist.
[0184] In practice, each of the above units can be implemented as an independent entity or can be arbitrarily combined to be implemented as the same or several entities. For the specific implementation of each of the above units, please refer to the previous method embodiments, which will not be repeated here.
[0185] This invention can receive live stream interaction notification information and, based on a first mapping relationship, determine the target game account corresponding to the live stream identifier information in the live stream interaction notification information; and, based on a second mapping relationship, determine the target bonus virtual item corresponding to the interaction content identifier information in the live stream interaction notification information. Then, a target frame synchronization instruction carrying creation information of the target bonus virtual item is generated. The target frame synchronization instruction is sent to the user terminal logged into the target game account. The target game account can synchronize its game progress with other game accounts participating in the same game, and the target game account can acquire the target bonus virtual item in the game. This embodiment of the application enables the target game account to acquire the target bonus virtual item in the game by carrying creation information in the target frame synchronization instruction sent by the server to the user terminal. Since the creation information is sent by the server and cannot be generated locally on the user terminal, it avoids cheating behavior caused by modifying local parameters of the user terminal in existing solutions.
[0186] As can be seen from the above, the embodiments of this application can improve the prevention effect against cheating.
[0187] Accordingly, this application also provides a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer, personal digital assistant (PDA) and other terminal devices.
[0188] like Figure 4 As shown, Figure 4 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device 400 includes a processor 401 with one or more processing cores, a memory 402 with one or more computer-readable storage media, and a computer program stored in the memory 402 and executable on the processor. The processor 401 and the memory 402 are electrically connected. Those skilled in the art will understand that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0189] The processor 401 is the control center of the computer device 400. It connects various parts of the computer device 400 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 402, and calling data stored in the memory 402, it performs various functions of the computer device 400 and processes data, thereby monitoring the computer device 400 as a whole.
[0190] In this embodiment, the processor 401 in the computer device 400 loads the instructions corresponding to the processes of one or more applications into the memory 402 according to the following steps, and the processor 401 runs the applications stored in the memory 402 to achieve various functions:
[0191] The system receives live stream interaction notification information, which includes live stream identifier information and interaction content identifier information; determines the target game account corresponding to the live stream identifier information based on a first mapping relationship between the live stream identifier and the game account; determines the target virtual item corresponding to the interaction content identifier information based on a second mapping relationship between the interaction content identifier and the virtual item for boosting game characters; generates a target frame synchronization instruction, which carries the creation information of the target virtual item for boosting game characters; and sends the target frame synchronization instruction to a user terminal logged into the target game account to synchronize the game progress of the target game account and other game accounts participating in the same game, and to enable the target game account to acquire the target virtual item for boosting game characters.
[0192] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0193] Optional, such as Figure 4 As shown, the computer device 400 also includes: a touch screen display 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. The processor 401 is electrically connected to the touch screen display 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407. Those skilled in the art will understand that... Figure 4 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0194] The touch display screen 403 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 403 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 401. It can also receive and execute commands from the processor 401. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 401 to determine the type of touch event. Subsequently, the processor 401 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 403 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 403 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 403 can also be used as part of the input unit 406 to achieve input functions.
[0195] In this embodiment, a game application is executed by processor 401 to generate a graphical user interface (GUI) on touch display screen 403. The virtual scene on the GUI includes at least one skill control area, and the skill control area includes at least one skill control. The touch display screen 403 is used to present the GUI and receive operation commands generated by the user interacting with the GUI.
[0196] The radio frequency circuit 404 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.
[0197] Audio circuitry 405 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 405 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 405, converted back into audio data, and then processed by processor 401 before being transmitted via radio frequency circuitry 404 to, for example, another computer device, or output to memory 402 for further processing. Audio circuitry 405 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.
[0198] The input unit 406 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0199] Power supply 407 is used to supply power to various components of computer device 400. Optionally, power supply 407 can be logically connected to processor 401 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 407 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0200] although Figure 4 As not shown in the diagram, computer equipment 400 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0201] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0202] As can be seen from the above, the computer device provided in this embodiment can improve the efficiency of the virtual item sending method.
[0203] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0204] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute steps in any of the augmented virtual item delivery methods provided in embodiments of this application. For example, the computer program can execute the following steps:
[0205] The system receives live stream interaction notification information, which includes live stream identifier information and interaction content identifier information; determines the target game account corresponding to the live stream identifier information based on a first mapping relationship between the live stream identifier and the game account; determines the target virtual item corresponding to the interaction content identifier information based on a second mapping relationship between the interaction content identifier and the virtual item for boosting game characters; generates a target frame synchronization instruction, which carries the creation information of the target virtual item for boosting game characters; and sends the target frame synchronization instruction to a user terminal logged into the target game account to synchronize the game progress of the target game account and other game accounts participating in the same game, and to enable the target game account to acquire the target virtual item for boosting game characters.
[0206] Optionally, before sending the target frame synchronization instruction to the user terminal logged into the target game account, the method further includes: determining that all game accounts participating in the same game have the same game version number.
[0207] Optionally, determining that all game accounts participating in the same game have the same game version number includes: selecting the latest game version number from the game version numbers corresponding to all game accounts; for game accounts corresponding to game version numbers other than the selected game version number, sending an update data packet to the user terminal logged into the game account, so that the game version number corresponding to the game account is updated to the selected game version number.
[0208] Optionally, the method further includes: after any game level in the game is completed, obtaining a list of level results sent by each game account among all game accounts that participated in the game level; if there are questionable game accounts with inconsistent level results in multiple lists of level results, then obtaining multiple level results of the questionable game accounts; and determining the final level result of the questionable game account based on the number of times each level result appears.
[0209] Optionally, the method further includes: receiving a control command sent by a user terminal logged into a first game account, wherein the first game account is any one of multiple game accounts participating in the same game; determining whether the control command only affects the first game account; if so, determining the validity of the control command based on the scope of authority to which the control command belongs; if not, determining that the control command is invalid.
[0210] Optionally, determining the validity of the control instruction based on the permission scope to which the control instruction belongs includes: determining whether the control instruction is an over-authority control instruction; if so, determining that the control instruction is invalid; if not, determining that the control instruction is valid.
[0211] Optionally, after receiving the live stream interaction notification information and before determining the target game account corresponding to the live stream identifier information based on the first mapping relationship between the live stream identifier and the game account, the method further includes: determining that the live stream identifier information is within a preset live stream whitelist.
[0212] Optionally, the method further includes: adding all game accounts participating in the same game to a temporary whitelist at the start of the game. Correspondingly, after determining the target game account corresponding to the live stream identifier based on the first mapping relationship between the live stream identifier and the game account, and before sending the target frame synchronization command to the user terminal logged into the target game account, the method further includes: determining that the target game account is within a temporary whitelist.
[0213] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0214] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0215] Since the computer program stored in the storage medium can execute the steps in any of the augmented virtual item sending methods provided in the embodiments of this application, the beneficial effects that any of the augmented virtual item sending methods provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.
[0216] The above provides a detailed description of a method, apparatus, storage medium, and computer device for sending enhanced virtual items according to the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.
Claims
1. A method for sending enhanced virtual items, characterized in that, The method includes: Receive live stream interaction notification information, wherein the live stream interaction notification information includes live stream identification information and interaction content identification information; Based on the first mapping relationship between the live stream identifier and the game account, the target game account corresponding to the live stream identifier information is determined; Based on the second mapping relationship between interactive content identifiers and augment virtual items, the target augment virtual item corresponding to the interactive content identifier information is determined, wherein the augment virtual item is a virtual item used to generate augment effects on game characters in the game; Generate a target frame synchronization instruction, wherein the target frame synchronization instruction carries the creation information of the target gain virtual item; Ensure that all game accounts participating in the same game have the same game version number; The target frame synchronization command is sent to the user terminal logged into the target game account to synchronize the game progress of the target game account and other game accounts participating in the same game, and to enable the target game account to obtain the target virtual item in the game.
2. The method for sending enhanced virtual items as described in claim 1, characterized in that, The determination that all game accounts participating in the same game have the same game version number includes: Select the game version number with the latest data from all the game account versions; For game accounts corresponding to game version numbers other than the selected game version number, an update data packet is sent to the user terminal logged into the game account so that the game version number corresponding to the game account is updated to the selected game version number.
3. The method for sending enhanced virtual items as described in claim 1, characterized in that, The method further includes: After any game level in the game is completed, obtain a list of level results sent by each game account from all game accounts that participated in the game level; If there are questionable game accounts with inconsistent level results among multiple lists of level results, then obtain multiple level results for the questionable game account. The final level result of the questioned game account is determined based on the number of times each level result appears.
4. The method for sending enhanced virtual items as described in claim 1, characterized in that, The method further includes: Receive control commands sent by a user terminal logged in with a first game account, wherein the first game account is any one of multiple game accounts participating in the same game; Determine whether the control command only affects the first game account; If so, the effectiveness of the control instruction is determined based on the scope of authority to which the control instruction belongs; If not, the control command is deemed invalid.
5. The method for sending enhanced virtual items as described in claim 4, characterized in that, The determination of the effectiveness of the control instruction based on the scope of authority to which the control instruction belongs includes: Determine whether the control command is an over-authority control command; If so, the control command is deemed invalid; If not, the control command is deemed valid.
6. The method for sending enhanced virtual items as described in claim 1, characterized in that, After receiving the live stream interaction notification information and before determining the target game account corresponding to the live stream identifier information based on the first mapping relationship between the live stream identifier and the game account, the method further includes: It is determined that the live room identification information is within the preset live room whitelist.
7. The method for sending enhanced virtual items as described in claim 1, characterized in that, The method further includes: At the start of the game, all game accounts participating in the same game will be added to a temporary whitelist; After determining the target game account corresponding to the live stream identifier information based on the first mapping relationship between the live stream identifier and the game account, and before sending the target frame synchronization instruction to the user terminal logged into the target game account, the method further includes: The target game account was determined to be on a temporary whitelist.
8. A device for sending virtual items with enhanced performance, characterized in that, The device includes: An interactive notification receiving unit is used to receive interactive notification information from the live streaming room, wherein the interactive notification information from the live streaming room includes live streaming room identification information and interactive content identification information; The first mapping unit is used to determine the target game account corresponding to the live stream identifier information based on the first mapping relationship between the live stream identifier and the game account. The second mapping unit is used to determine the target gain virtual item corresponding to the interactive content identifier information based on the second mapping relationship between the interactive content identifier and the gain virtual item, wherein the gain virtual item is a virtual item used to generate a gain effect on the game character in the game. A frame synchronization generation unit is used to generate a target frame synchronization instruction, wherein the target frame synchronization instruction carries the creation information of the target gain virtual item; The game version determination unit is used to ensure that all game accounts participating in the same game have the same game version number; The frame synchronization sending unit is used to send the target frame synchronization instruction to the user terminal logged into the target game account, so as to synchronize the game progress of the target game account and other game accounts participating in the same game, and to enable the target game account to obtain the target virtual item in the game.
9. A mobile terminal, characterized in that, The device includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps in the augmented virtual item delivery method as described in any one of claims 1 to 7.
10. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the augmented virtual item sending method according to any one of claims 1 to 7.