Team invitation method, device, electronic device, and storage medium
Patent Information
- Application Number
- CN202210465107.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-04-25
- Publication Date
- 2026-10-09
- Estimated Expiration
- 2042-04-25
AI Technical Summary
但是,当前在开放式的组队房间或“拼团”队列中,由于用户可以自由进入,当被邀请的好友暂时无法加入或加入较慢的情况下,可能会造成队列已满或位于不同队列的情况,为用户带来了困扰及糟糕的用户体验
[0042] As can be seen from the above description, the team invitation method, device, electronic device, and storage medium provided in this application include: in response to a first game account joining a target team queue, providing a team interface corresponding to the target team queue on a graphical user interface, wherein the team interface displays multiple queue positions and a placeholder control; in response to a first operation on the placeholder control, determining the target queue position from the multiple queue positions on the team interface and providing an invitation list; wherein the invitation list provides an identifier corresponding to a second game account to be invited; in response to a second operation on the invitation list, determining to send team invitation information corresponding to the target queue position to the second game account, and displaying the occupancy information corresponding to the target queue position on the graphical user interface. This application allows users to select and lock other available positions in the queue when creating or joining a room or queue, and invite friends to join the queue and be placed in the selected position. This provides users with a seat-reservation invitation function, facilitating team formation between users and friends and improving the user experience when inviting others to team up.
Smart Images

Figure CN116983663B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of application interaction technology, and in particular to a team invitation method, device, electronic device, and storage medium. Background Technology
[0002] With the development and popularization of the Internet, more and more users like to team up with friends and family when playing games or shopping online. At the same time, more and more developers are encouraging this interactive method, such as playing games with friends or "group buying" with friends when shopping.
[0003] The current team-up mechanism typically involves users inviting friends to join a queue after entering the shopping or game team-up interface. However, in open team-up rooms or "group-buying" queues, since users can freely enter, if invited friends are temporarily unable to join or join slowly, the queue may be full or the friends may be in different queues, causing inconvenience and a poor user experience. Summary of the Invention
[0004] In view of this, this application proposes a team invitation method, device, electronic device and storage medium to improve the user experience when a user invites another user to a team when a friend cannot join in time.
[0005] To achieve the above objectives, this application provides a method for inviting players to join a team, which provides a graphical user interface through a first terminal device, wherein a first game account is logged in on the first terminal device, and the method further includes:
[0006] In response to the first game account joining the target team queue, a team interface corresponding to the target team queue is provided on the graphical user interface, wherein the team interface displays multiple queue positions and a placeholder control;
[0007] In response to a first operation on the placeholder control, a target queue position is determined from the plurality of queue positions on the team-up interface, and an invitation list is provided; wherein the invitation list provides an identifier corresponding to a second game account to be invited;
[0008] In response to the second operation on the invitation list, it is determined to send a team invitation message corresponding to the target queue position to the second game account, and to display the occupancy information corresponding to the target queue position on the graphical user interface.
[0009] In some implementations, the first operation includes:
[0010] Drag the placeholder control to the target queue position.
[0011] In some implementations, the second operation includes any one of the following:
[0012] Click on the icon corresponding to the second game account to be invited, long press the icon corresponding to the second game account to be invited, or drag the icon corresponding to the second game account to be invited to the target queue position.
[0013] In some implementations, the occupancy information includes: an occupancy identifier and an occupancy countdown.
[0014] In some implementations, providing an invitation list includes:
[0015] Obtain interaction level data between the first game account and the second game account, and determine the sorting order of the second game account according to the interaction level data to obtain the invitation list;
[0016] Alternatively, obtain the win rate data of the second game account, and determine the sorting order of the second game account according to the win rate data to obtain the invitation list;
[0017] Alternatively, obtain the interaction level data of the first game account and the second game account, as well as the win rate data of the second game account, obtain comprehensive invitation data based on the interaction level data and the win rate data, and determine the sorting order based on the comprehensive invitation data to obtain an invitation list.
[0018] In some embodiments, the method further includes:
[0019] In response to receiving feedback from the second game account before the countdown for occupancy ends, an "Accept Team Invitation," "Reject Team Invitation," or "Hold Invitation" indicator is displayed on the graphical user interface; wherein,
[0020] The team invitation acceptance identifier is generated based on feedback information from the second game account immediately entering the target queue position;
[0021] The team invitation rejection flag is generated based on feedback information that the second game account immediately rejects entering the target queue position;
[0022] The team-up invitation flag is generated based on feedback information that the second game account accepts the team-up invitation but does not immediately enter the target queue position.
[0023] In some embodiments, the method further includes:
[0024] If no feedback is received from the second game account when the countdown ends, a repeat invitation control is displayed on the team interface;
[0025] In response to the triggering operation of the repeated invitation control, a team invitation message corresponding to the target queue position is sent to the second game account;
[0026] In some embodiments, the method further includes:
[0027] In response to a second operation on the invitation list, or
[0028] If no feedback is received from the second game account when the countdown ends, a cancel invitation control is displayed on the team interface;
[0029] In response to the triggering operation of the cancel invitation control, the occupancy information corresponding to the target queue position is canceled on the graphical user interface to release the target queue position.
[0030] In some implementations, the invitation information includes: an identifier corresponding to the first game account, an invitation countdown corresponding to the occupation countdown, and invitation position information corresponding to the target queue position, so as to prompt the second game account to be invited to perform a feedback operation before the invitation countdown ends when it receives the invitation information, and generate the feedback information.
[0031] In some implementations, after determining to send the team invitation information corresponding to the target queue position to the second game account, the method further includes:
[0032] Determine if the second game account is active;
[0033] In response to the second game account being inactive, the third-party contact information of the second game account is determined, and the team invitation information is sent to the second game account according to the third-party contact information.
[0034] In some implementations, the response after the first game account joins the target team queue further includes:
[0035] In response to the fact that all queue positions in the target team queue are occupied, the placeholder control is hidden in the team interface.
[0036] Based on the same concept, this application also provides a team invitation device, including:
[0037] The team-up module is configured to provide a team-up interface corresponding to the target team-up queue on the graphical user interface in response to the first game account joining the target team-up queue. The team-up interface displays multiple queue positions and a placeholder control.
[0038] The pre-invitation module is configured to, in response to a first operation on the placeholder control, determine a target queue position among the plurality of queue positions on the team-up interface and provide an invitation list; wherein the invitation list provides an identifier corresponding to a second game account to be invited;
[0039] The invitation module is configured to respond to a second operation on the invitation list by determining to send a team invitation message corresponding to the target queue position to the second game account, and display the occupancy information corresponding to the target queue position on the graphical user interface.
[0040] Based on the same concept, this application also provides an 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 program to implement the method as described in any of the preceding claims.
[0041] Based on the same concept, this application also provides a non-transitory computer-readable storage medium that stores computer instructions for causing the computer to perform the method described in any of the preceding claims.
[0042] As can be seen from the above description, the team invitation method, device, electronic device, and storage medium provided in this application include: in response to a first game account joining a target team queue, providing a team interface corresponding to the target team queue on a graphical user interface, wherein the team interface displays multiple queue positions and a placeholder control; in response to a first operation on the placeholder control, determining the target queue position from the multiple queue positions on the team interface and providing an invitation list; wherein the invitation list provides an identifier corresponding to a second game account to be invited; in response to a second operation on the invitation list, determining to send team invitation information corresponding to the target queue position to the second game account, and displaying the occupancy information corresponding to the target queue position on the graphical user interface. This application allows users to select and lock other available positions in the queue when creating or joining a room or queue, and invite friends to join the queue and be placed in the selected position. This provides users with a seat-reservation invitation function, facilitating team formation between users and friends and improving the user experience when inviting others to team up. Attached Figure Description
[0043] To more clearly illustrate the technical solutions in the embodiments of this application or related technologies, the drawings used in the description of the embodiments or related technologies will be briefly introduced below. Obviously, the drawings described below are only embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0044] Figure 1 This is a schematic diagram illustrating an application scenario of the team invitation method proposed in this application;
[0045] Figure 2 A schematic diagram illustrating the interaction between a first terminal device and a second terminal device for a team invitation method proposed in this application;
[0046] Figure 3 This is a flowchart illustrating a team invitation method proposed in this application;
[0047] Figure 4 This is a diagram of a game's team-up interface.
[0048] Figure 5 This is an illustration showing the corresponding icon for the invitation information displayed on the terminal page of the invited recipient;
[0049] Figures 6(a)-(c) are schematic diagrams of the identifiers generated by the team interface of the first terminal device based on the feedback information;
[0050] Figures 7(a)-(b) are schematic diagrams of the placeholder control proposed in the embodiments of this application;
[0051] Figure 8 This is a schematic diagram of a team invitation device proposed in this application;
[0052] Figure 9 This is a schematic diagram of the hardware structure of the electronic device proposed in this application. Detailed Implementation
[0053] To make the objectives, technical solutions, and advantages of this specification clearer, the following detailed description is provided in conjunction with specific embodiments and the accompanying drawings.
[0054] It should be noted that, unless otherwise defined, the technical or scientific terms used in the embodiments of this application should have the ordinary meaning understood by one of ordinary skill in the art to which this application pertains. The terms "first," "second," and similar terms used in the embodiments of this application do not indicate any order, quantity, or importance, but are merely used to distinguish different components. Terms such as "comprising" or "including" mean that the element, object, or method step preceding the term covers the element, object, or method step listed after the term and its equivalents, without excluding other elements, objects, or method steps. Terms such as "connected" or "linked" are not limited to physical or mechanical connections, but can include electrical connections, whether direct or indirect. Terms such as "upper," "lower," "left," and "right" are only used to indicate relative positional relationships; when the absolute position of the described object changes, the relative positional relationship may also change accordingly.
[0055] As described in the background section, in today's increasingly developed network environment, users are becoming more accustomed to engaging in online interactive activities with friends, and online interactive platforms are also happy to promote team-based interactive modes. For example, when shopping online, many platforms have launched group buying options, allowing users to "group purchase" and buy together at a more favorable price. Users can also invite friends to join the group purchase queue. This scenario is even more common on online gaming platforms. For instance, in Multiplayer Online Battle Arena (MOBA) games, different virtual teams belonging to at least two opposing factions occupy their respective map areas and compete against each other with a specific victory condition as the objective. This victory condition includes, but is not limited to, capturing or destroying enemy faction strongholds, eliminating enemy faction virtual characters, surviving within a specified timeframe, seizing certain resources, or exceeding the opponent's score within a specified timeframe. MOBA games can be played in rounds, and each round can use the same or different maps. Each virtual team consists of one or more virtual characters, such as 1, 2, 3, or 5. When playing these types of games, users often like to play with friends, thus inviting friends to join the team via team invites.
[0056] However, in the current team-up method, since the queue itself is generally open and all users can choose, when the invited friends cannot respond to the invitation in time, it may result in the queue being full or in different queues, which brings trouble and a bad user experience to users.
[0057] In light of the above-mentioned practical situation, this application proposes a team invitation scheme. When a user creates or joins a room or queue, this application can select other available positions in the queue, lock them, and invite friends to join the queue and set them in the selected positions. This provides users with a seat reservation invitation function, making it convenient for users and their friends to team up together and improving the user experience when inviting others to team up.
[0058] like Figure 1 The above is a schematic diagram illustrating an application scenario of the team invitation method proposed in this application.
[0059] As an optional embodiment, the application scenario of the team invitation method proposed in this application includes: a first terminal device, a second terminal device, and a server, wherein a first game account is logged in on the first terminal device, a second game account is logged in on the second terminal device, and the server acts as a data exchange center, mainly used to receive invitation information or feedback information sent by the first terminal device and the second terminal device, and to send the invitation information or feedback information to the first terminal device and the second terminal device.
[0060] like Figure 2 The above is a schematic diagram of the interaction between the first terminal device and the second terminal device in a team invitation method proposed in this application.
[0061] Taking the first terminal device as the inviting party and the second terminal device as the inviting party as an example, specifically, the server provides a target team queue for the first terminal device, the server responds by adding the first game account logged in on the first terminal device to the target team queue, and the server provides a team interface corresponding to the target team queue on the graphical user interface of the first terminal device, wherein the team interface displays multiple queue positions and a placeholder control.
[0062] Furthermore, in response to the first terminal device's first operation on the placeholder control, the server determines the target queue position for the first terminal device from multiple queue positions on the team-up interface and provides an invitation list to the first terminal device. The invitation list is obtained by the server based on data retrieved from the second terminal device of the party to be invited, and the invitation list provides an identifier corresponding to the second game account to be invited.
[0063] Furthermore, in response to the second operation of the first terminal device on the invitation list, the server determines to send team invitation information corresponding to the target queue position to the second game account logged in on the second terminal device, and provides the first terminal device with the occupancy information corresponding to the target queue position, so that the occupancy information corresponding to the target queue position is displayed on the graphical user interface of the first terminal device.
[0064] Furthermore, while determining to send the team invitation information corresponding to the target queue position to the second game account logged in on the second terminal device, the server also provides the second game terminal with the corresponding identifier of the invitation information.
[0065] like Figure 3 The diagram shown is a flowchart of a team invitation method proposed in this application. The method specifically includes providing a graphical user interface through a first terminal device, on which a first game account is logged in. The method further includes:
[0066] Step S301: In response to the first game account joining the target team queue, a team interface corresponding to the target team queue is provided on the graphical user interface, wherein the team interface displays multiple queue positions and a placeholder control.
[0067] In this step, the target team queue is a group of queues provided by applications such as games or shopping apps to identify users who want to play or shop together. When a user from the first game account joins the target team queue, a team-up interface corresponding to the target team queue, along with a placeholder control, will be provided on the graphical user interface.
[0068] like Figure 4 The image shown is a schematic diagram of a game's team-up interface.
[0069] When a user joins the team, they will be randomly or sequentially placed in a position in the team queue. The team queue can include multiple queue positions. Each user will be placed in a queue position after joining the team. When all queue positions are filled, the team queue is full, and subsequent operations such as playing games or shopping can proceed.
[0070] Furthermore, the user of the first game account can select a queue position as the target queue position in the team queue according to actual needs. The placeholder control can enable the user of the first game account to reserve the target queue position for the friend of the second game account.
[0071] Step S302: In response to the first operation on the placeholder control, determine the target queue position among the plurality of queue positions on the team interface, and provide an invitation list; wherein the invitation list provides an identifier corresponding to the second game account to be invited.
[0072] In some embodiments, on the team-up interface, a user of the first game account can drag, but is not limited to, a placeholder control to the target queue position to determine the target queue position selected by the user of the first game account. An occupancy marker can be added to this target queue position. The occupancy marker is an icon or image indicating that the queue position is occupied, such as a clock-shaped, funnel-shaped occupancy marker, or simply the text "occupy". Once a queue position is marked with a special marker, other users cannot select this queue position with the occupancy marker when joining a queue or selecting a position within the queue. This facilitates subsequent team-up invitations.
[0073] In some embodiments, to distinguish it from ordinary team invitations, a specific marker can be set separately on the team interface. When a user activates this specific marker, the selected queue position can perform the corresponding first operation to occupy the target queue position. Alternatively, after a user selects a target queue position, a pop-up dialog box can be used to allow the user to choose the invitation method, thereby determining whether to add an occupation marker according to the first operation.
[0074] In this step, the invitation list refers to the user's friend list. When users use applications such as games and shopping apps, they are usually provided with functions such as adding friends and friend lists to facilitate communication with friends within the application. The friend list records the user's friend information. The invitation list here is either the user's friend list or other types of lists used for team formation.
[0075] Wait, retrieve the corresponding invitation list using the user's identity ID and other identification information, and then...
[0076] The list contains identification information (such as name, ID, etc.) of other users who can be invited by this user. This invitation list can then be displayed to the user via a pop-up window or selection box on their device, allowing the user to make a selection.
[0077] It should be noted that there are several ways to arrange the other users in the invitation list. For example, one could obtain the interaction level data of the first and second game accounts, and determine the order of the second game account based on the interaction level data to obtain the invitation list; or, one could obtain the win rate data of the second game account, and determine the order of the second game account based on the win rate data to obtain the invitation list; or, one could obtain the interaction level data of the first and second game accounts as well as the win rate data of the second game account, obtain comprehensive invitation data based on the interaction level data and the win rate data, and determine the order of the invitation list based on the comprehensive invitation data.
[0078] As an optional embodiment, the interaction level data, win rate data, or comprehensive invitation data described above can be sorted from high to low according to actual needs to obtain an invitation list.
[0079] As an optional embodiment, the interaction level data, win rate data, or comprehensive invitation data described above can also be sorted from low to high according to actual needs to obtain an invitation list.
[0080] Step S303: In response to the second operation on the invitation list, determine to send team invitation information corresponding to the target queue position to the second game account, and display the occupancy information corresponding to the target queue position on the graphical user interface.
[0081] Once the invitation list is provided to the user of the first game account, the user of the first game account can invite friends from the invitation list according to their actual needs.
[0082] Specifically, the second action on the invitation list may include, but is not limited to, clicking the icon corresponding to the friend to be invited, long-pressing the icon corresponding to the friend to be invited, or dragging the icon corresponding to the friend to be invited to the target queue position.
[0083] In some embodiments, the invited party can generally be categorized into three states: online and idle, online and busy, and offline. When the invited party is online and idle or online and busy, a corresponding identifier for the invitation information can be displayed on the invited party's terminal page, allowing the invited party to make a selection. When offline, a reminder can be sent via SMS or email through the contact information filled in or bound by the invited party: telephone or email, etc. Further, when the invited party responds to the invitation information and triggers the corresponding identifier of the invitation information, they are added to the team queue and placed in the target queue position selected by the user. The triggering operation is the positive response operation of the invited party to the invitation information, such as after the invited party's terminal generates an inquiry based on the invitation information, the invited party gives a positive answer to the inquiry (e.g., clicks the confirmation button), etc.
[0084] like Figure 5 The image shown is a schematic diagram illustrating the display of the corresponding identifier for the invitation information on the terminal page of the invited recipient.
[0085] For example, if the invitee is online and idle, and can immediately enter the target queue position after receiving the invitation, then the invitation is accepted; if the invitee is online and busy, and cannot immediately enter the target queue position after receiving the invitation, then the invitation can be rejected directly or the team can be suspended.
[0086] In practice, once the invitation information is displayed on the second terminal device page of the invited party, they can perform corresponding operations based on their own status.
[0087] At this time, the second terminal device of the invited party can generate feedback information based on the invited party's trigger operation on the above-mentioned identifier, and send the feedback information to the first terminal device through the server. The identifier generated by the first terminal device based on the feedback information is displayed on the team interface.
[0088] Figures 6(a)-(c) show schematic diagrams of the identifiers generated by the team interface of the first terminal device based on the feedback information.
[0089] The corresponding identifiers for the invitation information include, but are not limited to, an accepted team invitation identifier, a rejected team invitation identifier, or a suspended team invitation identifier. Specifically, referring to Figure 6(a), the accepted team invitation identifier is generated based on the feedback information that the invited party immediately enters the target queue position; referring to Figure 6(b), the rejected team invitation identifier is generated based on the feedback information that the second game account immediately rejects entering the target queue position; referring to Figure 6(c), the suspended team invitation identifier is generated based on the feedback information that the second game account accepts the team invitation but does not immediately enter the target queue position.
[0090] Next, the invited person is added to the room or queue and placed in the target queue position specified by the user. This completes the function of the user "reserving a seat" for their friend. Simultaneously, once the invited person is added to the queue position, the occupied status of that queue position is removed accordingly.
[0091] As can be seen from the above, a team invitation method according to an embodiment of this application includes: providing a graphical user interface through a first terminal device, wherein a first game account is logged in on the first terminal device; the method further includes: in response to the first game account joining a target team queue, providing a team interface corresponding to the target team queue on the graphical user interface, wherein the team interface displays multiple queue positions and a placeholder control; in response to a first operation on the placeholder control, determining a target queue position from the multiple queue positions on the team interface and providing an invitation list; wherein the invitation list provides an identifier corresponding to a second game account to be invited; in response to a second operation on the invitation list, determining to send team invitation information corresponding to the target queue position to the second game account, and displaying occupancy information corresponding to the target queue position on the graphical user interface. This application, when a user creates or joins a room or queue, can select and lock other available positions in the queue, and invite friends to join the queue and be placed in the selected position, thereby providing a seat-reservation invitation function for users, facilitating team formation between users and friends, and improving the user experience when inviting others to team up.
[0092] It should be noted that the method in this application embodiment can be executed by a single device, such as a computer or server. The method in this application embodiment can also be applied in a distributed scenario, where multiple devices cooperate to complete the process. In such a distributed scenario, one of these devices may execute only one or more steps of the method in this application embodiment, and the multiple devices will interact with each other to complete the method described.
[0093] It should be noted that the above description describes specific embodiments of this application. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps described in the claims can be performed in a different order than that shown in the above embodiments and still achieve the desired results. Furthermore, the processes depicted in the drawings do not necessarily require the specific or sequential order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.
[0094] In an optional exemplary embodiment, after determining the corresponding invitation target, the method further includes: generating occupancy time information, adding the occupancy time information to the occupancy identifier, and canceling the occupancy identifier after the timer has been completed based on the occupancy time information. This prevents prolonged occupancy of queue positions from degrading the experience of other users.
[0095] In this embodiment, the occupancy time information is a countdown timer. When an occupancy flag is generated, an occupancy time information is also generated. The countdown duration can be set in advance. If the occupancy flag still exists when the countdown ends, the occupancy flag is canceled directly, thereby freeing up the corresponding queue position for other users to choose from. This prevents the experience of other users from being affected by the fact that the invited person cannot join the queue for a long time.
[0096] In an optional exemplary embodiment, sending the invitation information to the inviting object includes: the invitation information including the time-limited information, so that the inviting object can determine the validity period of the invitation information when it receives it. This allows the inviting object to intuitively determine the preparation time for responding to the invitation, thereby providing the inviting object with a time reference so that it can reasonably arrange its subsequent operations.
[0097] In this embodiment, after the invitation information is sent to the invitee, an attachment such as a countdown clock corresponding to the time limit information can generally be set next to the corresponding identifier of the invitation information to remind the invitee.
[0098] In an optional exemplary embodiment, the first operation includes: a placeholder control is provided on the team queue; and a first terminal device, in response to receiving a drag operation on the placeholder control, determines the target queue position corresponding to the end position of the drag operation. This facilitates intuitive placeholder operations for the user and distinguishes between placeholder invitations and regular invitations.
[0099] In this embodiment, as shown in Figures 7(a)-(b), a placeholder control can be set at a specific position on the team queue, such as the clock icon in the upper right corner of the team queue in Figure 7(a). When the user clicks on the icon and drags it, the user moves it along the direction of the arrow in Figure 7(a) to the second queue position on the team queue. This confirms that the user needs to invite the user to occupy the queue position, thereby generating an occupation mark on it. At the same time, occupation duration information can be generated, as shown in Figure 7(b), to remind the user of the occupation duration of the position. This ensures that the occupation invitation takes effect in this way, distinguishing it from other invitation methods (such as directly clicking on the queue position and then inviting from the friend list). This allows for a simple and intuitive distinction between the two invitation methods, facilitating user operation and improving the user experience.
[0100] In an optional exemplary embodiment, before adding the occupancy marker to the queue position, the method further includes: generating an invitation method determination window, and determining whether to add the occupancy marker to the queue position based on the user's selection in the invitation method determination window. This facilitates intuitive occupancy operations for the user and distinguishes occupancy invitations from regular invitations.
[0101] Unlike the previous embodiment, in this embodiment, after the user selects a queue position, a selection box or window pops up, offering options such as "occupy invitation" and "normal invitation." The corresponding operation is executed based on the user's selection. If the user selects "occupy invitation," an occupancy marker is added to the queue position, and the subsequent invitation steps are executed; if the user selects "normal invitation," the normal invitation steps are executed. This allows for a simple and intuitive distinction between the two invitation methods, facilitating user operation and improving the user experience.
[0102] In an optional exemplary embodiment, after sending the invitation information to the invitee, the method further includes: determining whether the invitee is active; in response to the invitee being inactive, determining the invitee's third-party contact information, and sending the invitation information to the invitee based on the third-party contact information. This ensures that the invitee is still notified even when offline, improving communication efficiency and user experience.
[0103] In this embodiment, since the invited recipient may not necessarily be using the application, the invitation information within the application will not be visible to them when they are offline, thus failing to serve as a reminder. Therefore, the invitation information can be sent to them through other third-party contact methods. These third-party contact methods can be the user's linked or reserved mobile phone number, linked or reserved email address, etc. The invitation information can be sent to the corresponding device or terminal via SMS or email, thus reminding the invited recipient.
[0104] In an optional exemplary embodiment, it is also necessary to determine the configuration status of other queue positions in the team queue; in response to all other queue positions in the team queue being configured, a cancellation option is generated for the occupancy indicator, allowing the user to cancel the occupancy indicator through the cancellation option. This prevents problems such as a degraded user experience for other users caused by a queue position being occupied for a long time. Alternatively, in response to all queue positions in the target team queue being occupied, the placeholder control is hidden in the team interface.
[0105] In an optional exemplary embodiment, in response to the fact that all queue positions in the target team queue are occupied, the placeholder control can also be set to an untouchable state to prevent bugs caused by accidental touch by the user.
[0106] In this embodiment, since the invited party may not necessarily respond to the invitation, when other positions in the team queue are full, the queue position is essentially unoccupied, making subsequent application operations impossible and potentially impacting the experience of other users. Therefore, by setting a cancellation option, users or other users can unoccupy a position when all other positions are full, facilitating new user joining and speeding up the execution of subsequent application steps, thus improving the overall user experience. Of course, this cancellation option can also be made available to specific users, such as the host or group leader of a queue or room, allowing them to unoccupy a queue position.
[0107] In an optional exemplary embodiment, after the invited object joins the corresponding queue position according to the invitation information, the process further includes: sending confirmation information to the server so that the server removes the occupancy flag of the queue position based on the confirmation information. This is to prevent data errors and other problems caused by delays due to network or other factors.
[0108] In this embodiment, since each client connects to the server via the network, the connection quality depends on the client's network environment. When the client's network environment is poor, the efficiency of data transmission will be very low, which may result in a long time before the invited party can join after confirmation. However, on the server side, since the trigger operation is sent first, if the occupancy flag is removed directly, the delay may cause the invited party's client to occupy the position before it is finally occupied by another user. Therefore, to prevent this from happening, a confirmation message can be set up. After the invited party joins the corresponding queue position, the occupancy flag is removed through this confirmation message.
[0109] Based on the same concept, corresponding to the team invitation method applied to the server side described above, this application also provides a team invitation device.
[0110] refer to Figure 8 The team invitation device includes:
[0111] The team module 801 is configured to provide a team interface corresponding to the target team queue on the graphical user interface in response to the first game account joining the target team queue. The team interface displays multiple queue positions and a placeholder control.
[0112] The pre-invitation module 802 is configured to, in response to a first operation on the placeholder control, determine a target queue position among the plurality of queue positions on the team-up interface and provide an invitation list; wherein the invitation list provides an identifier corresponding to a second game account to be invited;
[0113] The invitation module 803 is configured to respond to a second operation on the invitation list by determining to send a team invitation message corresponding to the target queue position to the second game account, and display the occupancy information corresponding to the target queue position on the graphical user interface.
[0114] For ease of description, the above devices are described in terms of function, divided into various modules. Of course, in implementing the embodiments of this application, the functions of each module can be implemented in one or more software and / or hardware.
[0115] The device described in the above embodiments is used to implement the corresponding team invitation method applied to the server side in the foregoing embodiments, and has the beneficial effects of the corresponding method embodiments, which will not be repeated here.
[0116] In an optional exemplary embodiment, the team-up module 801 is further configured to:
[0117] Occupancy duration information is generated and added to the occupancy identifier. After the timer is completed based on the occupancy duration information, the occupancy identifier is canceled.
[0118] In an optional exemplary embodiment, the team-up module 801 is further configured to:
[0119] The first operation includes: dragging the placeholder control to the target queue position.
[0120] In an optional exemplary embodiment, the pre-invitation module 802 is further configured to:
[0121] The second operation includes any one of the following:
[0122] Click on the icon corresponding to the second game account to be invited, long press the icon corresponding to the second game account to be invited, or drag the icon corresponding to the second game account to be invited to the target queue position.
[0123] In an optional exemplary embodiment, the team-up module 801 is further configured to:
[0124] The occupancy information includes: occupancy identifier and occupancy countdown.
[0125] In an optional exemplary embodiment, the invitation module 803 is further configured to:
[0126] Obtain the interaction level data between the first game account and the second game account, and arrange the second game account in descending order of the interaction level data to obtain the invitation list;
[0127] Alternatively, obtain the win rate data of the second game account, arrange the second game accounts in descending order of the win rate data, and obtain the invitation list;
[0128] Alternatively, obtain the interaction level data of the first game account and the second game account, as well as the win rate data of the second game account, and obtain comprehensive invitation data based on the interaction level data and the win rate data. Arrange the comprehensive invitation data in descending order to obtain an invitation list.
[0129] In an optional exemplary embodiment, the invitation module 703 is further configured to:
[0130] In response to receiving feedback from the second game account before the countdown for occupancy ends, an "Accept Team Invitation" indicator, a "Reject Team Invitation" indicator, or a "Team Hangup" indicator is displayed on the graphical user interface; wherein,
[0131] The team invitation acceptance identifier is generated based on feedback information from the second game account immediately entering the target queue position;
[0132] The team invitation rejection flag is generated based on feedback information that the second game account immediately rejects entering the target queue position;
[0133] The team-up suspension flag is generated based on feedback information that the second game account accepts the team-up invitation but does not immediately enter the target queue position.
[0134] In an optional exemplary embodiment, the invitation module 803 is further configured to:
[0135] If no feedback is received from the second game account when the countdown ends, a repeat invitation control is displayed on the team interface;
[0136] In response to the triggering of the repeat invitation control
[0137] The operation involves sending a team invitation message corresponding to the target queue position to the second game account. The invitation message includes: an identifier corresponding to the first game account, an invitation countdown corresponding to the occupancy countdown, and invitation position information corresponding to the target queue position. This is to prompt the second game account to be invited to perform a feedback operation before the invitation countdown ends upon receiving the invitation message, thereby generating the feedback message.
[0138] In an optional exemplary embodiment, the invitation module 803 is further configured to:
[0139] In response to a second operation on the invitation list, or
[0140] In response to the fact that no feedback information was received from the second game account when the countdown for the game account was over;
[0141] A cancel invitation control is displayed on the team-up interface;
[0142] In response to the triggering operation of the cancel invitation control, the occupancy information corresponding to the target queue position is canceled on the graphical user interface to release the target queue position.
[0143] In an optional exemplary embodiment, the invitation module 803 is further configured to:
[0144] After determining that a team invitation message corresponding to the target queue position will be sent to the second game account, the process further includes:
[0145] Determine if the second game account is active;
[0146] In response to the second game account being inactive, the third-party contact information of the second game account is determined, and the team invitation information is sent to the second game account according to the third-party contact information.
[0147] In an optional exemplary embodiment, the invitation module 703 is further configured to:
[0148] In response to the first game account being added to the target team queue, the following is also included:
[0149] In response to the fact that all queue positions in the target team queue are occupied, the placeholder control is hidden in the team interface.
[0150] Based on the same concept, corresponding to the methods of any of the above embodiments, this application also provides an 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 program to implement the team invitation method described in any of the above embodiments.
[0151] Figure 9 This embodiment illustrates a more specific hardware structure of an electronic device, which may include a processor 910, a memory 920, an input / output interface 930, a communication interface 940, and a bus 950. The processor 910, memory 920, input / output interface 930, and communication interface 940 are interconnected internally via the bus 950.
[0152] The processor 910 can be implemented using a general-purpose CPU (Central Processing Unit), microprocessor, application-specific integrated circuit (ASIC), or one or more integrated circuits, and is used to execute relevant programs to implement the technical solutions provided in the embodiments of this specification.
[0153] The memory 920 can be implemented in the form of ROM (Read Only Memory), RAM (Random Access Memory), static storage device, dynamic storage device, etc. The memory 920 can store the operating system and other application programs. When the technical solutions provided in the embodiments of this specification are implemented by software or firmware, the relevant program code is stored in the memory 920 and is called and executed by the processor 910.
[0154] The input / output interface 930 is used to connect input / output modules to enable information input and output. Input / output modules can be configured as components within the device (not shown in the figure) or externally connected to the device to provide corresponding functions. Input devices may include keyboards, mice, touchscreens, microphones, various sensors, etc., while output devices may include displays, speakers, vibrators, indicator lights, etc.
[0155] The communication interface 940 is used to connect the communication module (not shown in the figure) to enable communication between this device and other devices. The communication module can communicate via wired means (such as USB, Ethernet cable, etc.) or wireless means (such as mobile network, WIFI, Bluetooth, etc.).
[0156] Bus 950 includes a pathway for transmitting information between various components of the device, such as processor 910, memory 920, input / output interface 930, and communication interface 940.
[0157] It should be noted that although the above-described device only shows the processor 910, memory 920, input / output interface 930, communication interface 940, and bus 950, in specific implementations, the device may also include other components necessary for normal operation. Furthermore, those skilled in the art will understand that the above-described device may only include the components necessary for implementing the embodiments of this specification, and not necessarily all the components shown in the figures.
[0158] The electronic devices described above are used to implement the corresponding team invitation methods in any of the foregoing embodiments, and have the beneficial effects of the corresponding method embodiments, which will not be repeated here.
[0159] Based on the same concept, corresponding to the methods of any of the above embodiments, this application also provides a non-transitory computer-readable storage medium storing computer instructions for causing the computer to execute the team invitation method as described in any of the above embodiments.
[0160] The computer-readable medium of this embodiment includes permanent and non-permanent, removable and non-removable media, and information storage can be implemented by any method or technology. Information can be computer-readable instructions, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage devices, or any other non-transfer medium that can be used to store information accessible by a computing device.
[0161] The computer instructions stored in the storage medium of the above embodiments are used to cause the computer to execute the team invitation method as described in any of the above embodiments, and have the beneficial effects of the corresponding method embodiments, which will not be repeated here.
[0162] Those skilled in the art should understand that the discussion of any of the above embodiments is merely exemplary and is not intended to imply that the scope of this application (including the claims) is limited to these examples; within the framework of this application, the technical features of the above embodiments or different embodiments can also be combined, the steps can be implemented in any order, and there are many other variations of different aspects of the embodiments of this application as described above, which are not provided in the details for the sake of brevity.
[0163] Additionally, to simplify the description and discussion, and to avoid obscuring the embodiments of this application, the well-known power / ground connections to integrated circuit (IC) chips and other components may or may not be shown in the provided drawings. Furthermore, the apparatus may be shown in block diagram form to avoid obscuring the embodiments of this application, and this also takes into account the fact that the details of the implementation of these block diagram apparatuses are highly dependent on the platform on which the embodiments of this application will be implemented (i.e., these details should be fully understood by those skilled in the art). While specific details (e.g., circuits) have been set forth to describe exemplary embodiments of this application, it will be apparent to those skilled in the art that the embodiments of this application can be implemented without these specific details or with variations thereof. Therefore, these descriptions should be considered illustrative rather than restrictive.
[0164] Although this application has been described in conjunction with specific embodiments thereof, many substitutions, modifications, and variations of these embodiments will be apparent to those skilled in the art from the foregoing description. For example, other memory architectures (e.g., dynamic RAM (DRAM)) may be used with the embodiments discussed.
[0165] The embodiments of this application are intended to cover all such substitutions, modifications, and variations that fall within the broad scope of the appended claims. Therefore, any omissions, modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the embodiments of this application should be included within the protection scope of this application.
Claims
1. A method for inviting others to form a team, characterized in that, The method further includes providing a graphical user interface through a first terminal device, wherein a first game account is logged in on the first terminal device: In response to the first game account joining the target team queue, a team interface corresponding to the target team queue is provided on the graphical user interface, wherein the team interface displays multiple queue positions and a placeholder control; In response to a first operation on the placeholder control, a target queue position is determined from the plurality of queue positions on the team-up interface, and an invitation list is provided; wherein, the invitation list provides an identifier corresponding to a second game account to be invited; the target queue position is used to implement the function of placing a placeholder for the second game account; In response to the second operation on the invitation list, it is determined to send a team invitation message corresponding to the target queue position to the second game account, and to display the occupancy information corresponding to the target queue position on the graphical user interface.
2. The method according to claim 1, characterized in that, The first operation includes: Drag the placeholder control to the target queue position.
3. The method according to claim 1, characterized in that, The second operation includes any one of the following: Click on the icon corresponding to the second game account to be invited, long press the icon corresponding to the second game account to be invited, or drag the icon corresponding to the second game account to be invited to the target queue position.
4. The method according to claim 1, characterized in that, The occupancy information includes: occupancy identifier and occupancy countdown.
5. The method according to claim 1, characterized in that, The provided invitation list includes: Obtain interaction level data between the first game account and the second game account, and determine the sorting order of the second game account according to the interaction level data to obtain the invitation list; Alternatively, obtain the win rate data of the second game account, and determine the sorting order of the second game account according to the win rate data to obtain the invitation list; Alternatively, obtain the interaction level data of the first game account and the second game account, as well as the win rate data of the second game account, obtain comprehensive invitation data based on the interaction level data and the win rate data, and determine the sorting order based on the comprehensive invitation data to obtain an invitation list.
6. The method according to claim 4, characterized in that, The method further includes: In response to receiving feedback from the second game account before the countdown for occupancy ends, an "Accept Team Invitation" indicator, a "Reject Team Invitation" indicator, or a "Team Hangup" indicator is displayed on the graphical user interface; wherein, The team invitation acceptance identifier is generated based on feedback information from the second game account immediately entering the target queue position; The team invitation rejection flag is generated based on feedback information that the second game account immediately rejects entering the target queue position; The team-up suspension flag is generated based on feedback information that the second game account accepts the team-up invitation but does not immediately enter the target queue position.
7. The method according to claim 6, characterized in that... It lies in, The method further includes: If no feedback is received from the second game account when the countdown ends, a repeat invitation control is displayed on the team interface; In response to the triggering operation of the repeated invitation control, a team invitation message corresponding to the target queue position is sent to the second game account.
8. The method according to claim 6, characterized in that, The method further includes: In response to a second operation on the invitation list, or In response to the fact that no feedback information was received from the second game account when the countdown for the game account was over; A cancel invitation control is displayed on the team-up interface; In response to the triggering operation of the cancel invitation control, the occupancy information corresponding to the target queue position is canceled on the graphical user interface to release the target queue position.
9. The method according to claim 4, characterized in that, The invitation information includes: an identifier corresponding to the first game account, an invitation countdown corresponding to the occupation countdown, and invitation position information corresponding to the target queue position, so as to prompt the second game account to be invited to perform a feedback operation before the invitation countdown ends when it receives the invitation information, and generate the feedback information.
10. The method according to claim 1, characterized in that, After determining that a team invitation message corresponding to the target queue position will be sent to the second game account, the process further includes: Determine if the second game account is active; In response to the second game account being inactive, the third-party contact information of the second game account is determined, and the team invitation information is sent to the second game account according to the third-party contact information.
11. The method according to claim 1, characterized in that, In response to the first game account being added to the target team queue, the following is also included: In response to the fact that all queue positions in the target team queue are occupied, the placeholder control is hidden in the team interface or the placeholder control is adjusted to an untouchable state.
12. A team invitation device, characterized in that, include: The team-up module is configured to provide a team-up interface corresponding to the target team-up queue on a graphical user interface in response to the first game account joining the target team-up queue. The team-up interface displays multiple queue positions and a placeholder control. The pre-invitation module is configured to, in response to a first operation on the placeholder control, determine a target queue position from the plurality of queue positions on the team-up interface and provide an invitation list; wherein, the invitation list provides an identifier corresponding to the second game account to be invited; the target queue position is used to implement the function of placing a placeholder for the second game account; The invitation module is configured to respond to a second operation on the invitation list by determining to send a team invitation message corresponding to the target queue position to the second game account, and display the occupancy information corresponding to the target queue position on the graphical user interface.
13. An 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 program, it implements the method as described in any one of claims 1 to 11.
14. A non-transitory computer-readable storage medium, characterized in that, The non-transitory computer-readable storage medium stores computer instructions for causing the computer to perform the method according to any one of claims 1 to 11.
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