A Virtual Reality Game Platform Based on Large Spatial Positioning and a Unified Identity Authentication Method

By adopting a unified identity authentication method of WeChat scanning and QR code verification in the large-space positioning virtual reality game platform, the problems of player login and data loss have been solved, the unified management of player identities and secure data interoperability have been achieved, and the operational efficiency and data analysis capabilities of offline stores have been improved.

CN117160046BActive Publication Date: 2026-04-17WUHAN HIPAI TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
WUHAN HIPAI TECH CO LTD
Filing Date
2023-08-24
Publication Date
2026-04-17

AI Technical Summary

Technical Problem

Existing VR game entertainment systems have defects such as player login, identity authentication, and data loss. In particular, in large-space positioning virtual reality game platforms, player identity binding and data storage are not effectively handled.

Method used

The system employs a virtual reality gaming platform based on large spatial positioning and a unified identity authentication method. User login is achieved through WeChat scanning and binding, while member identity verification is conducted using mini-programs and QR codes. Player identity synchronization and automatic allocation of game terminals are achieved by combining Dmac and Redis tools, and data storage and analysis are performed on cloud servers.

Benefits of technology

It achieves unified management of player identities and secure data interoperability, improves the work efficiency of offline stores, ensures data security, realizes a convenient, efficient and secure store operation mechanism, and supports data aggregation and analysis.

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention relates to a virtual reality game platform based on large spatial positioning and a unified identity authentication method, including a large spatial game management backend, a user-end mini-program, a POS system, a store game ranking system, and a game operation on-demand terminal. The virtual reality game platform and unified identity authentication method provided by this invention form a closed loop in the business processes of daily operation through unified identity authentication on the platform, ensuring secure data exchange between offline stores and the virtual reality game platform, effectively improving the work efficiency of offline stores, realizing a convenient, efficient, and secure store operation mechanism, ensuring the process-oriented execution of store operations, and realizing data aggregation on the virtual reality game platform, laying a solid foundation for subsequent data analysis and utilization.
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Description

Technical Field

[0001] This invention relates to the field of identity authentication technology, specifically to a virtual reality game platform based on large spatial positioning and a unified identity authentication method. Background Technology

[0002] With the rise of large-space positioning virtual reality, most offline VR entertainment stores have not taken relevant measures such as binding players' identities, authenticating their identities, and saving game data, resulting in the loss of players' game data.

[0003] A Chinese patent with publication number CN116432155A discloses an identity verification method based on a VR device, comprising: receiving user setting data; extracting user identity authentication data from the user setting data and storing it; wherein the user setting data includes preset cursor data received by the VR device and / or preset motion data of the VR controller sensed by the VR device's sensors. By comparing the verification password with the extracted motion data features with the previously preset user identity authentication data, a highly secure and personalized identity verification method is provided, which also retains the immersive experience of the VR device, thus having higher compatibility with the VR device.

[0004] Based on the above, the inventor believes that there are defects in the multi-system identity authentication process of VR game entertainment, such as player login, identity authentication, and data loss. Therefore, the inventor proposes a virtual reality game platform and a unified identity authentication method. By scanning and binding with WeChat, users can quickly log in, bind user information to the headset, realize unified identity authentication and recognition, and automatically assign game terminals (VR avatars) according to identity identifiers, thus completing the sharing of player identity data between various subsystems of the platform. Summary of the Invention

[0005] Based on the above description, the present invention provides a virtual reality game platform based on large spatial positioning and a unified identity authentication method to solve the above-mentioned technical problems.

[0006] The technical solution of the present invention to solve the above-mentioned technical problems is as follows: a virtual reality game platform based on large spatial positioning, including a data-connected management terminal, user terminal, store terminal and cloud server data center;

[0007] The management interface includes:

[0008] The Large Space Game Management Backend is a management platform used to provide management functions for publishing and managing games, as well as managing the Large Space Positioning Virtual Reality Game Platform.

[0009] The user end includes:

[0010] User-side mini-programs, based on the WeChat platform, are used to display VR game content, gameplay, rankings, and points mall to players, and serve as a channel for players to register for game memberships.

[0011] Store-side includes:

[0012] A POS system consists of a front-end and a back-end, which integrates cashiering, membership management, promotions, and payments at the store level.

[0013] The game operation on-demand client connects the game server and the game client. It is a platform used to enable VR game services, providing game content and service experience to stores and players, and assigning a unique game terminal device to each player.

[0014] The in-store game ranking system is used to display game performance and rankings to players within the store.

[0015] The Big Space Game Management Terminal includes the Big Space Game Operation Management Terminal and the Big Space Game Operation Management Mobile Terminal. It is used for data visualization and reporting for store operations, providing business reports and financial reports for store operations management, and providing data support for operational decision-making.

[0016] Based on the above technical solution, the present invention can be further improved as follows.

[0017] Furthermore, the large-space game management backend is connected to the cloud server data center, and the user-end mini-program, game operation on-demand terminal, game server, game client store game and ranking system are connected to the cloud server data center. The POS system is equipped with a QR code scanner and a receipt printer.

[0018] A unified identity authentication method, characterized by comprising the following steps:

[0019] S1. Players register for game memberships and bind their user identities in the mini-program;

[0020] S2. When a player makes a purchase at a store, they present their WeChat Mini Program membership QR code, and the store cashier processes the transaction before processing the payment.

[0021] The platform uses a barcode scanner to scan the player's member QR code, settles the order with the player, and prints an order receipt with the order QR code and provides it to the player.

[0022] S3. Players present their order receipts, and store staff use the game's on-demand client to launch the game.

[0023] The system provides services and uses a barcode scanner to scan the order receipt. The system then identifies the player and automatically assigns a unique gaming terminal to each player.

[0024] S4. When a player puts on the VR gaming device and enters the game, their identity information is automatically synchronized.

[0025] Displays players' WeChat profile pictures and nicknames;

[0026] S5. When a player's game ends, the game service automatically uploads the player's game stats for that match.

[0027] S6. Players can view their game stats and rankings using a mini-program or through the in-store game ranking system display screen.

[0028] View the rankings.

[0029] Furthermore, in step S3, when the game operation on-demand terminal identifies the identity of the player assigned to the game, for non-members or players brought by members, the game operation on-demand terminal can automatically assign player information from the random identity database stored on the cloud server. This identity information is only synchronized on the game terminal to facilitate players to distinguish characters in the game and does not record the player's game performance.

[0030] For members, after settling in the POS system, they receive an order receipt with a QR code attached. The QR code records the member's identity information. The game operation on-demand terminal scans the order receipt via a barcode scanner connected via USB. The system parses the scan result to obtain the member's identity information and randomly and automatically allocates an available game terminal.

[0031] When the game operator's on-demand terminal assigns a game, the game terminal synchronizes its status and parameters with the game operator's on-demand terminal. After identifying the player's identity, the game operator's on-demand terminal randomly assigns online and idle game terminals and uploads the assignment results to the server. The assigned results are then filtered to exclude already assigned or offline game terminals, and other game terminal devices are assigned to other players.

[0032] Furthermore, in step S4, when the player's identity is synchronized with the game terminal and the server, the Dmac tool is installed in the game terminal and kept running, and the Dmac-server and Redis tools are installed in the game operation on-demand terminal. The game terminal and the game operation on-demand host need to be connected to the same local area network. The Dmac and Dmac-server tools are used to bridge the connection between the two. Redis stores the data transmitted between the two. The game operation on-demand terminal can obtain the player's identity information by requesting the server, and then synchronize the player's identity with the game terminal through the Dmac, Dmac-server and Redis tools, thus establishing a communication bridge between the game terminal and the server.

[0033] After a game is played, the BigSpace game management backend aggregates the player's game data. By collecting the battle data from each game, the game service uploads the battle data to the cloud server data center via an API at the end of the game. The BigSpace game management backend then statistically analyzes the battle data from the cloud server data center and visualizes the data in the form of charts.

[0034] Compared with the prior art, the technical solution of this application has the following beneficial technical effects:

[0035] 1. Based on this invention, the business functions of daily operation of VR offline stores and virtual reality game platforms were completed through identity authentication-related business logic. The mini-program terminal realizes member registration, game record acquisition, and member identity verification by scanning code, realizing unified and centralized management of users;

[0036] 2. The game on-demand terminal realizes player identity synchronization, automatic allocation of a unique game terminal, uploading of game consumption information, and QR code scanning for ticket verification and cancellation; the game client realizes player identity synchronization (the WeChat name and avatar in the game are bound to the game player), uploading of game records, and the store game ranking system realizes the latest ranking updates for various leaderboards; the cashier system realizes non-members' SMS verification for ticket purchase, members' QR code scanning for ticket purchase, and printing of receipts with QR codes;

[0037] 3. The platform's unified identity authentication creates a closed loop for daily operational processes (identity verification, ticket purchase, ticket verification, uploading consumption information, game on-demand terminal allocation, identity synchronization, game stats upload, obtaining the latest game rankings, and obtaining game stats). This ensures secure data exchange between offline stores and the virtual reality game platform, effectively improving the work efficiency of offline stores. It achieves a convenient, efficient, and secure store operation mechanism, ensuring the streamlined execution of store operations and enabling data aggregation from the virtual reality game platform, laying a solid foundation for future data analysis and utilization. Attached Figure Description

[0038] Figure 1 This is a schematic diagram of the structure of a large-space positioning virtual reality game platform system provided in an embodiment of the present invention;

[0039] Figure 2 This is a business logic diagram of a unified identity authentication method based on a large spatial positioning virtual reality game platform in an embodiment of the present invention;

[0040] Figure 3 This is a schematic diagram of Dmac operation in an embodiment of the present invention;

[0041] Figure 4 This is a schematic diagram of Dmac-server operation in an embodiment of the present invention;

[0042] Figure 5 This is a schematic diagram of Redis operation in an embodiment of the present invention;

[0043] Figure 6 This is a schematic diagram of the on-demand host in an embodiment of the present invention;

[0044] Figure 7 This is a schematic diagram of the user-side mini-program in an embodiment of the present invention;

[0045] Figure 8 This is a schematic diagram of the cashier system in an embodiment of the present invention;

[0046] Figure 9 This is a schematic diagram of the store game ranking system in an embodiment of the present invention;

[0047] Figure 10 This is a schematic diagram of a large-space back-end management system in an embodiment of the present invention; Detailed Implementation

[0048] To facilitate understanding of this application, a more complete description will be provided below with reference to the accompanying drawings, which illustrate embodiments of the present application. However, the present application can be implemented in many different forms and is not limited to the embodiments described herein. Rather, these embodiments are provided so that the disclosure of this application will be thorough and complete.

[0049] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the application.

[0050] When used herein, the singular forms of “a,” “an,” and “the” may also include the plural forms unless the context clearly indicates otherwise. It should also be understood that the terms “comprising,” “including,” or “having,” etc., specify the presence of the stated feature, whole, step, operation, component, part, or combination thereof, but do not preclude the possibility of the presence or addition of one or more other features, wholes, steps, operations, components, parts, or combinations thereof.

[0051] This invention specifically provides a virtual reality game platform based on large spatial positioning. Please refer to... Figure 1-10 This includes data-connected management terminals, user terminals, store terminals, and cloud server data centers;

[0052] The management interface includes:

[0053] For the large-space game management backend, please refer to [link / reference]. Figure 10The large-space game management backend is a platform for management purposes, used to provide management functions related to publishing and managing games and managing the large-space positioning virtual reality game platform;

[0054] The user end includes:

[0055] User-side mini-programs, based on the WeChat platform, are used to display VR game content, gameplay, rankings, and points mall to players, and serve as a channel for players to register for game memberships.

[0056] By collecting user identity information, the user identity information collected from the Internet is uniformly stored in the cloud service data center, and then the data is uniformly distributed according to the user's needs, thereby achieving the purpose of transmitting user identity authentication information in multiple systems and different scenarios.

[0057] Store-side includes:

[0058] A POS system consists of a front-end and a back-end, which integrates cashiering, membership management, promotions, and payments at the store level.

[0059] Specifically, the POS system is a financial subsystem of a virtual reality game platform based on large-space positioning. Players can complete game membership authentication through WeChat mini-program authorization. For member players, the concept of POS member is introduced, and both member players and regular players can register as POS system members. For member players, the issue of identifying and binding POS system member identity with game member identity arises.

[0060] As players of a large-space positioning virtual reality game platform, they hope to use WeChat-linked membership numbers for member identification and binding in the POS system, achieving unified identity authentication across multiple systems and interactive environments, and enabling interoperability at the business logic level. By using the identity QR code automatically generated during member registration as the member's unique credential, the cloud server uniformly stores and retrieves member identity information, and the POS system uses a barcode scanner to parse the member's QR code, read and identify the member's identity information, thus solving the member identification problem in the POS system.

[0061] The game operation on-demand client connects the game server and the game client. It is a platform used to enable VR game services, providing game content and service experience to stores and players, and assigning a unique game terminal device to each player.

[0062] The in-store game ranking system is used to display game performance and rankings to players within the store.

[0063] The Big Space Game Management Terminal includes the Big Space Game Operation Management Terminal and the Big Space Game Operation Management Mobile Terminal. It is used for data visualization and reporting for store operations, providing business reports and financial reports for store operations management, and providing data support for operational decision-making.

[0064] The large-space game management backend is connected to the cloud server data center, while the user-end mini-program, game operation on-demand terminal, game server terminal, game client store game and ranking system are connected to the cloud server data center. The POS system is equipped with a QR code scanner and a receipt printer.

[0065] All subsystems under the platform share a unified cloud service data center, and each subsystem adopts a unified identity recognition mechanism. Based on the data requirements of each subsystem, the cloud service data center provides data to complete the corresponding business functions.

[0066] Taking mini-programs as an example, mini-programs are both a unified entry point for collecting player user identities and a service terminal that players directly contact. They need to provide players with game performance data. When a user accesses the mini-program, the user-side mini-program sends a request for the user's performance data. After sorting and summarizing the data, it is fed back to the user-side mini-program in the form of an interface. The user-side mini-program then displays the data to the player in the form of data visualization.

[0067] In practice, game platform players can be divided into members and non-members based on whether they have registered. The user-side mini-program serves as the entry point for member registration and authentication through WeChat mini-programs. By authorizing the user's WeChat, the platform obtains the user's WeChat profile picture, name, and mobile phone number to establish a basic user information profile, which is then uploaded to the cloud service data center to quickly confirm and bind the player's identity.

[0068] Preferably, the game terminal includes the Dmac tool, and the game operation on-demand terminal includes the Dmac-server and Redis tools to facilitate the synchronization of player identities between the game terminal and the server.

[0069] This technical solution also includes a unified identity authentication method, applied to the aforementioned virtual reality game platform. Please refer to [link / reference]. Figure 2 This includes the following steps:

[0070] S1. Players register for game memberships and bind their user identities in the mini-program;

[0071] S2. When a player makes a purchase at a store, they present their WeChat Mini Program membership QR code. The store cashier scans the player's membership QR code at the checkout counter, settles the order, and prints an order receipt with the order QR code attached, which is then provided to the player.

[0072] S3. Players present their order receipts, store staff use the game operation on-demand client to activate the game service, and scan the order receipt with a barcode scanner. The system then obtains the player's identity and automatically assigns a unique game terminal to the player.

[0073] S4. When a player wears a VR gaming device and enters the game, the player's identity information is automatically synchronized, displaying the player's WeChat avatar and nickname.

[0074] S5. When a player's game ends, the game service automatically uploads the player's game stats for that match.

[0075] S6. Players can use the mini-program to view their game stats and rankings, or view their rankings through the in-store game ranking system display screen.

[0076] In step S1, WeChat Mini Programs are applications that can be used on mobile devices without downloading or installing them. When users register for membership, they encounter the problem of needing to bind and authenticate their WeChat identity.

[0077] After registering, members bind their identity and use their WeChat account as the unique identity credential through the WeChat platform. Users use this identity credential to achieve multi-system user identification on the large-space positioning virtual reality game platform, so as to experience various services of the large-space positioning virtual reality game platform. Through interaction with the WeChat Mini Program development platform, an identity binding channel can be provided through the interface to solve the problem of WeChat identity binding during member registration.

[0078] The following is an example of the code related to obtaining user membership information during implementation:

[0079] async onGetPhoneNumber(e) {

[0080] console.log('uuu', e);

[0081] this.getCode()

[0082] edata =e

[0083] Let that = this;

[0084] if (e.detail.errMsg == 'getPhoneNumber:fail user deny') {

[0085] / / User denied authorization

[0086] / / Some prompts will pop up after authorization is denied.

[0087] uni.showModal({

[0088] title: 'Hint',

[0089] Content: 'Revoking authorization will disable some features'

[0090] showCancel: false

[0091] Preferably, please refer to Figure 8 In step S2, the QR code serves as the unique credential for membership. Membership information is uniformly stored and accessed via a cloud server. When unifying user identities, a clear user permission mechanism is established to segment user groups. User identity information is collected from different systems (management, stores, and users) through different channels and uniformly stored in the cloud server data center. User identity data is distributed to different systems when needed, thus solving the problem of unified user identity across multiple systems.

[0092] When members purchase game tickets, they can directly settle the payment using their member balance by presenting their member QR code at checkout. The member's identity is then linked to the ticket. During settlement, the checkout system uses a barcode scanner to scan the member's presented mini-program QR code. The QR code contains the member's identity information. The system parses the QR code content, records the member's mobile phone number and order information, and generates a settlement order. The system processes the order information to generate an order QR code, which is then printed as an order receipt. Members can scan the QR code on the order receipt to access game terminals at the game operator's on-demand terminal.

[0093] The following is a sample code for a member user scanning a QR code to obtain their membership status when purchasing tickets:

[0094] },

[0095] disableVer: false,

[0096] rules: {

[0097] code: [{ required: true, message: 'Please enter the verification code', trigger: 'blur'}],

[0098] },

[0099] rulespwa: {

[0100] memberid: [

[0101] { required: true, message: 'Please enter your payment password'},

[0102] {

[0103] pattern,

[0104] Message: 'Please enter a 6-digit password'

[0105] trigger: 'blur',

[0106] },

[0107] ],

[0108] },

[0109] datatype: [

[0110] {

[0111] name: 'Accounts Receivable',

[0112] money: '0',

[0113] Preferably, in step S3, the game operation and on-demand terminal is mainly used by stores for game management, operation, and on-demand game playback. During the on-demand game playback process, the game operation and on-demand terminal needs to assign a unique game terminal based on the player's identity, which raises the issue of player user identification.

[0114] Therefore, when the game operation on-demand terminal identifies the player's identity when assigning a game, for non-members or players brought by members, the game operation on-demand terminal can automatically assign player information from the random identity database stored on the cloud server. This identity information is only synchronized on the game terminal to make it easier for players to distinguish characters in the game, and does not record the player's game performance.

[0115] For members, after settling in the POS system, they receive an order receipt with a QR code attached. The QR code records the member's identity information. The game operation on-demand terminal scans the order receipt using a barcode scanner connected via USB. The system parses the scan result to obtain the member's identity information and randomly and automatically allocates an available game terminal, thus solving the problem of player identification on the game operation on-demand terminal.

[0116] When the game operator's on-demand terminal assigns a game, after identifying the player's identity and assigning the game terminal, there is a problem that a unique game terminal is assigned based on the player's identity identifier.

[0117] To address this, the game terminal synchronizes its status (online, idle, etc.) and parameters with the game operation on-demand terminal. After identifying the player's identity, the game operation on-demand terminal randomly assigns online and idle game terminals and uploads the assignment results to the server. The assigned results are then filtered to exclude already assigned or offline game terminals, and other game terminal devices are assigned to other players, thus solving the problem of assigning a unique game terminal based on the player's identity.

[0118] During implementation, after purchasing tickets in the POS subsystem, members obtain an order receipt via printer. The order receipt includes a QR code containing order and member information. When allocating terminal avatar devices, the game operation on-demand terminal scans the QR code on the order receipt using a barcode scanner, automatically assigning an idle terminal avatar device. By parsing and recognizing the member information (member's mobile phone number) in the QR code, matching it with member information in the cloud service data center, the member's WeChat avatar and nickname are obtained, and the member's identity is bound to the ticket. The game operation on-demand terminal then verifies the member's relevant order and simultaneously synchronizes the order verification status to the POS system.

[0119] The following is an example of the code for automatically assigning game terminals and assigning identity identifiers upon ticket verification:

[0120] member = JsonConvert.DeserializeObject <membermodel>(str);

[0121] / / Check if the game has started

[0122] List <grames>glist = Game_Service.GetAllGame(""); / / Get all games

[0123] Grames grams = Common.ExistGame(glist);

[0124] if (grames != null)

[0125] {

[0126] / / Get the unlocked helmets from the list

[0127] List <picodevices>picoDevices = new List <picodevices>();

[0128] for (int i = 0; i < this.InserviceList.Items.Count; i++)

[0129] {

[0130] Meanwhile, when the game operation on-demand terminal starts the game service, it needs to obtain the player's identity in order to record the player's battle data. There are two ways to obtain the player's identity identifier.

[0131] One method involves the game operation on-demand client acquiring the game terminal's avatar and device information, processing it to generate a QR code, recording it, and displaying it on the game operation on-demand client. Players open the mini-program client, scan the game terminal's QR code using the scanning function or by directly using WeChat's scan function, and bind their WeChat account. The user's identity and game terminal device binding relationship data are then uploaded to the cloud service data center. The game operation on-demand client then matches the binding relationship data in the cloud service data center with the added devices, thereby enabling the game operation on-demand client to obtain the player's identity identifier.

[0132] Another method is to automatically allocate game terminals by scanning order receipts as described above. By matching member information stored in the cloud service data center with the member's mobile phone number, the member's WeChat avatar and nickname can be obtained, thereby enabling the game operation on-demand terminal to obtain player identity identifiers.

[0133] The following is a code example from the game operation on-demand client for obtaining player's WeChat mini-program QR code binding device:

[0134] / / / Get WeChat user information

[0135] / / /

[0136] / / / <param name="mobile">

[0137] / / / <returns>< / returns>

[0138] public string getUsers(string mobile)

[0139] {

[0140] try

[0141] {

[0142] HttpHelper https = new HttpHelper();

[0143] string url = BaseUri + " / user / service / getRandomUser";

[0144] string paramt = "";

[0145] Further, please refer to Figure 3-5 In step S4, during the game, players face the problem of synchronizing their player identity between the game terminal and the server.

[0146] Therefore, when synchronizing player identities with the game client and server, the Dmac tool is installed and kept running on the game terminal, while the Dmac-server and Redis tools are installed on the game operation and on-demand server. The game terminal and the game operation and on-demand server need to be connected to the same local area network. The Dmac and Dmac-server tools are used to bridge the connection between the two, and Redis stores the data transmitted between the two. The game operation and on-demand server can obtain player identity information by requesting from the server, and then synchronize the player identity with the game terminal through the Dmac, Dmac-server, and Redis tools. This establishes a communication bridge between the game terminal and the server, solving the problem of synchronizing player identities between the game terminal and the server.

[0147] After a game is played, the BigSpace game management backend aggregates the player's game data. By collecting the battle data from each game, the game service uploads the battle data to the cloud server data center via an API at the end of the game. The BigSpace game management backend then statistically analyzes the battle data from the cloud server data center and visualizes the data in the form of charts.

[0148] After obtaining the player's identity identifier, the game operation on-demand client synchronizes the player's identity and the game terminal matching result to the cloud service data center. Once the game service is activated, it sends a data request to obtain the player's WeChat avatar, nickname, and other identity information, enabling the loading of player information on the game server. To maintain synchronization of player identity information between the game terminal and the server, this solution utilizes Dmac, Dmac-server, and Redis tools. After obtaining the player's identity information, the game operation on-demand client uses Dmac, Dmac-server, and Redis to synchronize the player's identity with the game terminal, thus establishing a communication bridge between the game terminal and the server, ensuring the synchronization of player identity information between them.

[0149] The principle of Dmac: The game terminal has the Dmac tool installed and kept running. The game operation and on-demand client has Dmac-server and Redis tools installed. The game terminal and the server host need to be connected to the same local area network. The Dmac in the avatar and the Dmac-server on the server are associated communication segments. Data transmission between the two can be achieved through the Dmac and Dmac-server tools. Redis is a data storage device that stores the data transmitted by the avatar. After the on-demand client starts the game service, it will automatically start Dmac-server and Redis to achieve data synchronization between the game terminal and the server.

[0150] Please refer to Figure 6 In step 5, the mini-program, as the service terminal directly contacted by players, needs to provide players with game performance data, and the problem of obtaining player performance data on the user's mini-program needs to be solved.

[0151] To address this, when a player ends the game, the game server calls an interface to upload the battle data to the cloud server data center. When a user accesses the service, the user-side mini-program sends a request for the user's battle data. After organizing and summarizing the data, it is fed back to the user-side mini-program via an interface. The user-side mini-program then displays the data to the player in a data visualization format, thus solving the problem of obtaining player battle data for the user-side mini-program.

[0152] When a game session is completed, the game's battle data is uploaded to the cloud server data center via a game service API for data aggregation. The BigSpace game management backend then statistically analyzes the battle data from the cloud server data center and visualizes the data in the form of charts.

[0153] Please refer to Figure 9 In step 6, the store game ranking system serves as a platform for stores to display player rankings. The rankings need to be updated in real time to show the latest player rankings, which requires solving the problem of refreshing the store game ranking system.

[0154] To address this, the store's game ranking system is set up with a scheduled task. Every so often, the system will automatically send a ranking data request to the cloud data center to obtain the latest ranking data.

[0155] When this technical solution is implemented, players can directly scan the QR code on the on-demand terminal via the mini-program to pay and verify their identity to start the game. Binding players' WeChat names and avatars to each other facilitates mutual identification during gameplay. It enables automatic allocation of game terminals, ensuring that each player can be assigned a unique and valid VR avatar. At the same time, the platform's unified identity authentication facilitates the collection and distribution of player game data, realizing a convenient, efficient, and secure store operation mechanism and ensuring the streamlined execution of store operations.

[0156] The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present invention should be included within the protection scope of the present invention.< / picodevices> < / picodevices> < / grames> < / membermodel>

Claims

1. A virtual reality gaming platform based on large space positioning, characterized in that This includes interconnected management, user, store, and cloud server data centers. The management interface includes a large-space game management backend, which is a platform for the management interface and is used to provide management functions related to publishing and managing games and managing the large-space positioning virtual reality game platform. The user end includes a user end mini-program, which is based on the WeChat platform and is used to display VR game content, gameplay, rankings, and points mall content to players, and also serves as a channel for players to register for game memberships. Store-side includes: The POS system includes a front-end and a back-end, which integrates POS, membership, promotion and payment functions at the store operation end. The game operation on-demand terminal is connected to the game server and the game client. The game operation on-demand terminal is a platform used to enable VR game services, provide game content and service experience for stores and players, and automatically identify the player's membership information by scanning the QR code on the order receipt, and randomly and automatically assign a unique game terminal device to the player from multiple online and idle game terminals. The store game ranking system is used to display game performance and rankings to players within the store. The large-space game management terminal includes a large-space game operation management terminal and a large-space game operation management mobile terminal, which are used for data visualization report display for store operation terminal, providing business reports and financial reports for store operation management, and providing operational decision-making data support for store operation; The game operation on-demand terminal is equipped with Dmac-server and Redis tools, while the game client is equipped with Dmac tools. The Dmac, Dmac-server, and Redis tools enable the synchronous transmission of player identity information between the game client and the game operation on-demand terminal, allowing players' WeChat avatars and nicknames to be displayed in real time in the VR game.

2. The virtual reality game platform based on large space positioning according to claim 1, characterized in that The large-space game management backend is connected to the cloud server data center. The user-end mini-program, game operation on-demand terminal, game server, game client store game and ranking system are also connected to the cloud server data center. The POS system is equipped with a QR code scanner and a receipt printer. The receipt printer is used to print order receipts with attached order QR codes. The order QR codes record member identity information and order information.

3. A virtual reality game platform based on large spatial positioning according to claim 2, characterized in that... The user-end mini-program uses WeChat mini-program as the entry point for member registration and authentication. Through the user's WeChat authorization, it obtains the user's WeChat profile picture, name, and mobile phone number to establish a basic user information profile, uploads it to the cloud service data center, and generates a QR code containing member identity information as the member's unique identity credential.

4. A virtual reality game platform based on large spatial positioning according to claim 1, characterized in that... The game terminal includes the Dmac tool, and the game operation on-demand terminal includes the Dmac-server and Redis tools. The game terminal and the game operation on-demand host are connected to the same local area network. The Dmac tool and the Dmac-server tool serve as a data transmission bridge between the two. The Redis tool is used to store the transmitted player identity data.

5. A unified identity authentication method, characterized in that... The virtual reality game platform applied to any one of claims 1-4 includes the following steps: S1. Players register for game memberships and bind their user identities in the mini-program; S2. When a player makes a purchase at a store, they present their WeChat Mini Program membership QR code. The store cashier scans the player's membership QR code at the checkout counter, settles the order, and prints an order receipt with the order QR code attached, which is then provided to the player. S3. Players present their order receipts, store staff use the game operation on-demand client to start the game service, and use a barcode scanner to scan the order receipt. The system parses the QR code to obtain the player's membership information, matches the player's WeChat avatar and nickname through the cloud server, and then randomly and automatically assigns a unique game terminal to the player from online and idle game terminals, and uploads the assignment result to the cloud server. S4. When a player wears a VR gaming device and enters the game, the player's identity information is automatically synchronized, displaying the player's WeChat avatar and nickname. S5. When a player's game ends, the game service automatically uploads the player's game stats for that round. S6. Players can use the mini-program to view their game stats and rankings, or view their rankings through the in-store game ranking system display screen.

6. The unified identity authentication method according to claim 5, characterized in that... In step S1, after registering, a member binds their identity and uses their WeChat account as the unique identity credential through the WeChat platform. The user uses this identity credential to achieve multi-system user identification on the virtual reality game platform with large spatial positioning, so as to experience various services of the virtual reality game platform with large spatial positioning. In step S2, the QR code is the unique credential of the member's identity. The member's identity information is uniformly stored and retrieved through the cloud server. When unifying user identities, a clear user permission mechanism is established to divide user groups. Users from different systems such as the management end, store end and user end are collected through different channels, and their user identity information is uniformly stored in the cloud server data center. User identity data is distributed when different systems need to use it.

7. A unified identity authentication method according to claim 5, characterized in that... In step S3, when the game operation on-demand terminal identifies the player's identity for the assigned game, for non-members or players brought by members, the game operation on-demand terminal can automatically assign player information from the random identity database stored on the cloud server. This identity information is only synchronized on the game terminal to facilitate players to distinguish characters in the game and does not record the player's game performance. For member users, after the member settles in the cashier system, the member obtains an order receipt with a QR code attached. The QR code records the member's identity information. The game operation on-demand terminal scans the order receipt through a barcode scanner connected via USB. The system parses the scanning result to obtain the member's identity information and randomly and automatically assigns an available game terminal. When the game operation on-demand terminal assigns a game, the game terminal synchronizes its status and parameters with the game operation on-demand terminal. After identifying the player's identity, the game operation on-demand terminal randomly assigns online and idle game terminals and uploads the assignment results to the server. The assigned results are then filtered to exclude already assigned and offline game terminals, and other game terminal devices are assigned to other players.

8. The unified identity authentication method according to claim 5, characterized in that... In step S4, when the player's identity is synchronized with the game terminal and the server, the Dmac tool is installed in the game terminal and kept running, and the Dmac-server and Redis tools are installed in the game operation on-demand terminal. The game terminal and the game operation on-demand host need to be connected to the same local area network. The Dmac and Dmac-server tools are used to bridge the connection between the two. Redis stores the data transmitted between the two. The game operation on-demand terminal can obtain the player's identity information by requesting the server, and then synchronize the player's identity with the game terminal through the Dmac, Dmac-server and Redis tools, thus establishing a communication bridge between the game terminal and the server. After the game is played, the BigSpace game management backend summarizes the player's game data. By collecting the battle data of each game, the game service calls the interface to upload the game battle data to the cloud server data center at the end of the game. The BigSpace game management backend statistically analyzes the battle data in the cloud server data center and visualizes the data in the form of charts.

9. A unified identity authentication method according to claim 5, characterized in that... In step S5, when a player ends the game service, the game server calls the interface to upload the battle data to the cloud server data center. When the user accesses the service, the user's mini-program sends a request for the user's battle data. After sorting and summarizing the data, the mini-program feeds it back to the user's mini-program in the form of an interface. The user's mini-program then displays the data to the player in the form of data visualization.

10. A unified identity authentication method according to claim 5, characterized in that... In step S6, the system sets up a timed task within the store game ranking system. Every certain period of time, the system will automatically send a ranking data request to the cloud data center to obtain the latest ranking data.

Citation Information

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