Team-forming invitation method and device, server and storage medium
By selecting the target second server in the game server cluster for team creation and joining, and using its invitation code pool to achieve conflict-free invitation code allocation, the problems of team response delay and server consumption in the existing technology are solved, and the efficiency of teaming is improved.
Patent Information
- Application Number
- CN202311206338.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-09-18
- Publication Date
- 2025-03-18
AI Technical Summary
The prior art requires multiple read and write databases during game teaming, resulting in excessive response delays, and the CAS mechanism may lead to high server consumption and service process impact.
By selecting the target second server in the server cluster, the server allocates invitation codes to the team through the invitation code pool, achieving conflict-free invitation code allocation and reducing the number of database operations.
It improves the efficiency of team invitations, reduces response delays, and reduces server consumption, avoids the impact of service processes.
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Figure CN119633401A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer technology, and in particular to a team invitation method, device, server, and storage medium. Background Art
[0002] During the game, users often need to form a team and send the team's invitation code to other players. Other players enter the invitation code to join the team and play the game with the user.
[0003] In the related art, a unified database is usually used to manage the correspondence between all teams and all invitation codes. When a team is successfully created, the server requests the database to allocate the invitation code corresponding to the team; when other players enter the invitation code, the server reads the team corresponding to the invitation code from the database and adds the other players to the team. In the process of allocating invitation codes to different teams, a compare and swap (CAS) mechanism is usually used to ensure that the invitation codes allocated to different teams do not conflict.
[0004] However, using the above method to form a game team requires multiple read and write operations to the database, resulting in too high a delay in the response to the team formation request; at the same time, due to the CAS mechanism, the server may fail and retry when requesting the database to allocate the invitation code corresponding to the team, which will bring extremely high CPU consumption and affect the normal service process on the server. Summary of the invention
[0005] The embodiment of the present application provides a team invitation method, device, server and storage medium. The technical solution is as follows:
[0006] On the one hand, an embodiment of the present application provides a team invitation method, the method is used in a team system, the server cluster in the team system includes a first server and multiple second servers, the method includes:
[0007] In response to the team creation request of the first account, the first server selects a target second server from the plurality of second servers; and sends the team creation request to the target second server;
[0008] The target second server creates a target team belonging to the first account based on the team creation request; allocates a target invitation code in an idle state in an invitation code pool to the target team, wherein the invitation codes contained in the invitation code pools corresponding to different second servers are different, and the invitation codes in the invitation code pools have a character string representing the second server to which they belong;
[0009] In response to the team joining request of the second account, the first server determines the target second server based on the target invitation code included in the team joining request; and sends the team joining request to the target second server;
[0010] The target second server determines the target team based on the target invitation code; and adds the second account to the target team.
[0011] On the other hand, an embodiment of the present application provides a team invitation method, which is used for a first server and includes:
[0012] In response to the team creation request of the first account, selecting a target second server from a plurality of second servers;
[0013] Sending the team creation request to the target second server, so that the target second server creates a target team belonging to the first account based on the team creation request, and allocates a target invitation code in an idle state in an invitation code pool to the target team, wherein the invitation codes contained in the invitation code pools corresponding to different second servers are different, and the invitation codes in the invitation code pool have a character string representing the second server to which they belong;
[0014] In response to the team joining request of the second account, determining the target second server based on the target invitation code included in the team joining request;
[0015] The team joining request is sent to the target second server, so that the target second server determines the target team based on the target invitation code and adds the second account to the target team.
[0016] On the other hand, an embodiment of the present application provides a team invitation method, the method is used for a second server, and the method includes:
[0017] receiving a team creation request of a first account sent by a first server, and creating a target team belonging to the first account based on the team creation request;
[0018] Allocating a target invitation code in an idle state in an invitation code pool to the target team, wherein the invitation codes contained in the invitation code pools corresponding to different second servers are different, and the invitation codes in the invitation code pools have a character string representing the second server to which they belong;
[0019] Receive a team joining request from a second account sent by the first server, and determine the target team based on the target invitation code included in the team joining request; and add the second account to the target team.
[0020] On the other hand, an embodiment of the present application provides a team invitation method, which is used for a terminal, and the method includes:
[0021] In response to a triggering operation on a team creation control in the main interface, displaying a target team created for the first account in the team formation interface;
[0022] In response to a triggering operation on an invitation code team forming control in the team forming interface, displaying an invitation code display control;
[0023] In response to a triggering operation on the invitation code display control, a target invitation code corresponding to the target team is displayed in the team formation interface, and the target invitation code is used for a second account to join the target team.
[0024] On the other hand, an embodiment of the present application provides a team invitation device, the device comprising:
[0025] A selection module, configured to select a target second server from a plurality of second servers in response to a team creation request of a first account;
[0026] a sending module, configured to send the team creation request to the target second server, so that the target second server creates a target team belonging to the first account based on the team creation request, and allocates a target invitation code in an idle state in an invitation code pool to the target team, wherein the invitation codes contained in the invitation code pools corresponding to different second servers are different, and the invitation codes in the invitation code pool have a character string representing the second server to which they belong;
[0027] a determination module, configured to respond to a team joining request from a second account and determine the target second server based on the target invitation code included in the team joining request;
[0028] The sending module is further used to send the team joining request to the target second server, so that the target second server determines the target team based on the target invitation code and adds the second account to the target team.
[0029] On the other hand, an embodiment of the present application provides a team invitation device, the device comprising:
[0030] A receiving module, configured to receive a team creation request of a first account sent by a first server, and create a target team belonging to the first account based on the team creation request;
[0031] an allocation module, configured to allocate a target invitation code in an idle state in an invitation code pool to the target team, wherein the invitation codes contained in the invitation code pools corresponding to different second servers are different, and the invitation codes in the invitation code pools have a character string representing the second server to which they belong;
[0032] a determination module, configured to receive a team joining request from a second account sent by the first server, and determine the target team based on the target invitation code included in the team joining request;
[0033] An adding module is used to add the second account to the target team.
[0034] On the other hand, an embodiment of the present application provides a team invitation device, which is applied to a terminal, and includes:
[0035] A team display module, configured to display a target team created for the first account in the team formation interface in response to a triggering operation on a team creation control in the main interface;
[0036] A control display module, configured to display an invitation code display control in response to a triggering operation on an invitation code team forming control in the team forming interface;
[0037] The invitation code display module is used to display the target invitation code corresponding to the target team in the team formation interface in response to the triggering operation of the invitation code display control, and the target invitation code is used for the second account to join the target team.
[0038] On the other hand, an embodiment of the present application provides a server, which includes a processor and a memory, wherein at least one program code is stored in the memory, and the at least one program code is loaded and executed by the processor to implement the team invitation method described in the above-mentioned embodiment.
[0039] On the other hand, an embodiment of the present application provides a terminal, which includes a processor and a memory; the memory stores at least one instruction, and the at least one instruction is used to be executed by the processor to implement the team invitation method as described in the above method embodiment of the claim.
[0040] On the other hand, an embodiment of the present application provides a computer-readable storage medium, in which at least one instruction is stored, and the instruction is loaded and executed by a processor to implement the team invitation method as described in the above-mentioned embodiment.
[0041] On the other hand, an embodiment of the present application provides a computer program product, which includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. A processor of a server reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the server executes the team invitation method described in the above-mentioned embodiment.
[0042] In an embodiment of the present application, during the process of team creation, the first server selects a target second server from multiple second servers, and the target second server allocates an invitation code to the target team through an invitation code pool. On the one hand, since the invitation codes contained in the invitation code pools corresponding to different second servers are different, a conflict-free invitation code allocation scheme can be implemented; on the other hand, since the number of invitation codes contained in the invitation code pool of the target second server is only a part of the total number of invitation codes, the efficiency of invitation code allocation can be improved and the delay of team invitation can be reduced; during the process of team joining, since the target invitation code contains a character string representing the target second server to which it belongs, the first server can send a team joining request to the corresponding target second server based on the target invitation code, and the target second server determines the target team corresponding to the target invitation code through the corresponding invitation code pool, which can also reduce the delay of team invitation. BRIEF DESCRIPTION OF THE DRAWINGS
[0043] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0044] Figure 1 It is a schematic diagram of creating a team during the team invitation process in the related art;
[0045] Figure 2 It is a schematic diagram of joining a team during a team invitation process in the related art;
[0046] Figure 3 is a flow chart of a team invitation method provided by an exemplary embodiment of the present application;
[0047] Figure 4 is a schematic diagram of creating a team provided by an exemplary embodiment of the present application;
[0048] Figure 5 is a schematic diagram of joining a team provided by an exemplary embodiment of the present application;
[0049] Figure 6 It is a schematic diagram of a target second server determining a target invitation code in an idle state provided by an exemplary embodiment of the present application;
[0050] Figure 7 is a schematic diagram of team disbanding provided by an exemplary embodiment of the present application;
[0051] Figure 8 This is a schematic diagram of an interface for creating a team provided by an exemplary embodiment of the present application;
[0052] Fig. 9 is a schematic diagram of a team formation page provided by an exemplary embodiment of the present application;
[0053] Fig.10 It is a schematic diagram of an invitation code team formation interface provided by an exemplary embodiment of the present application;
[0054] Fig.11 is a schematic diagram of an invitation code activation icon provided by an exemplary embodiment of the present application;
[0055] Fig.12 is a schematic diagram of a user of a second account inputting a target invitation code provided by an exemplary embodiment of the present application;
[0056] Fig.13 is a schematic diagram of a second account successfully joining a target team provided by an exemplary embodiment of the present application;
[0057] Fig.14 is a schematic diagram of modifying team information provided by an exemplary embodiment of the present application;
[0058] Fig.15 is a flow chart of a second account joining a target team provided by an exemplary embodiment of the present application;
[0059] Fig.16 is a structural block diagram of a team invitation device provided by an exemplary embodiment of the present application;
[0060] Fig.17 is a structural block diagram of a team invitation device provided by another exemplary embodiment of the present application;
[0061] Fig.18 is a structural schematic diagram of a computer device provided by an exemplary embodiment of the present application;
[0062] Fig.19 is a structural block diagram of a team invitation device provided by another exemplary embodiment of the present application;
[0063] Fig. 20 It is a schematic diagram of the structure of a terminal provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0064] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0065] In order to realize team invitation, the related technology usually relies on a unified database to manage the correspondence between all teams and all invitation codes to realize conflict-free team invitation.
[0066] See also Figure 1, Figure 1 It is a schematic diagram of creating a team during the team invitation process in the related art.
[0067] Take the game scene as an example, Figure 1 As shown, the player account 10 sends a team creation request to the first server 11, so that the first server 11 hands the team creation request to the second server for processing. The first server 11 can be called a player server, which is used to process all player system interactions of the client; the second server can be called a team server, which is used to process all team system interactions of the client.
[0068] There are usually multiple second servers. For example, Figure 1 The system includes N second servers, namely second servers 12-1, 12-2, ..., 12-N. Different second servers can be used to process team creation requests of different player accounts at the same time, and request the database 13 to allocate invitation codes for different teams.
[0069] The database 13 is used to store the correspondence between the team IDs (Identity Document, identity identification numbers) of different teams, invitation codes and the second servers, so as to allocate different invitation codes to different teams.
[0070] However, when the PCU (Peak Concurrent Users) is high, for example, when the game scenario is a global server, multiple second servers may simultaneously request the database 13 to allocate invitation codes. In order to ensure that the invitation codes allocated to different second servers at the same time do not conflict, a CAS mechanism is usually used to coordinate unique invitation codes.
[0071] See also Figure 2 , Figure 2 It is a schematic diagram of joining a team during a team invitation process in the related art.
[0072] Figure 2 The system includes a first server 21, a plurality of second servers (such as second servers 22-1, 22-2, ..., 22-N) and a database 23. The player account 20 sends an invitation code to the first server 21, so that the first server 21 reads the team ID corresponding to the invitation code from the database 23 and determines the corresponding second server, such as the second server 22-2. The second server 22-2 adds the player account 20 to the team corresponding to the team ID based on the team ID, so as to achieve successful joining the team.
[0073] according to Figure 1 and Figure 2In the related art, multiple database read and write operations are required to form a game team. Since the database manages the correspondence between all teams and all invitation codes, multiple database read and write operations will cause a high delay in the response to the team formation request. At the same time, due to the CAS mechanism, the server may keep failing and retrying when requesting the database to allocate the invitation code corresponding to the team, which will bring extremely high CPU consumption and affect the normal service process on the server.
[0074] This application proposes a high-performance team invitation method, which can reduce the request response delay of the team and improve the efficiency of the team invitation while realizing a conflict-free team and invitation code allocation scheme.
[0075] See also Figure 3 , Figure 3 The flowchart of a team invitation method provided by an exemplary embodiment of the present application is shown in FIG. The method is used in a team system, and a server cluster in the team system includes a first server and multiple second servers.
[0076] The team system is a system used to implement team-related tasks such as team creation, team disbanding, team invitation, joining team, leaving team, and modifying team information.
[0077] In some embodiments, the team system includes one or more server clusters. In each server cluster, a first server and a plurality of second servers are included.
[0078] Taking the application of the team system in the game scenario as an example, the first server can be called the player server, which is used to handle all player system interactions of the client; the second server can be called the team server, which is used to handle all team system interactions of the client.
[0079] When the team formation system is applied to other scenarios, the first server may also be a server for implementing other functions, which is not limited in this embodiment of the present application.
[0080] Optionally, the server cluster may be a cluster based on country or region, or a cluster based on game function. Exemplarily, the server cluster includes a battle cluster of country B, a lobby cluster of country A, etc. In the case of multiple server clusters, the server clusters in the team system may also be divided based on other methods. The embodiment of the present application does not limit the number of server clusters and the division method.
[0081] In some embodiments, each server cluster may further include different partitions, each partition including a first server and multiple second servers. For example, the cluster in country A may also include an A1 partition and an A2 partition. The partitions in the server cluster may be divided based on geographic regions or other methods, which is not limited in the embodiments of the present application.
[0082] It should be noted that the embodiment of the present application is described using the application of the team system in a game scenario as an example, but it does not constitute a limitation on the usage scenarios of the team invitation method. The team system can also be applied to other scenarios (such as team word memorization, team sports check-in), etc. The embodiment of the present application does not impose any restrictions on this.
[0083] The method comprises the following steps.
[0084] Step 301: In response to a team creation request from a first account, a first server selects a target second server from a plurality of second servers; and sends a team creation request to the target second server.
[0085] The first server and the plurality of second servers belong to the same server cluster. The first server is used to process the user system interaction of the client, and the second server is used to process the team system interaction of the client. Exemplarily, the first server is the player server of country A, and the second server is the team server of country A.
[0086] The first account is the user account that creates the team.
[0087] The target second server is a second server among the multiple second servers used to process the team creation request.
[0088] The first server may select a target second server from a plurality of second servers in various ways.
[0089] In some embodiments, the first server may randomly select a second server from multiple second servers as the target second server; in other embodiments, the first server may select the second server after the second server historically selected in order as the target second server.
[0090] In some other embodiments, the first server may also select a second server with the smallest load among the multiple second servers as the target second server, wherein the load is positively correlated to the number of invitation codes in the occupied state in the second server.
[0091] For example, the invitation code pool of all second servers in the country A cluster contains a total of 50,000 invitation codes, and the number of second servers N=5, wherein the invitation code pool of each second server contains 10,000 invitation codes, wherein the number of occupied invitation codes in each second server is 6000, 5000, 5500, 6700, and 4500 respectively. The load of the last second server is the smallest, and therefore, the first server takes the last second server as the target second server.
[0092] See also Figure 4 , Figure 4It is a schematic diagram of creating a team provided by an exemplary embodiment of the present application.
[0093] like Figure 4 As shown, after the first server 410 receives the team creation request from the first account 401, the first server 410 selects a target second server (such as the second server 420-2) from multiple second servers (such as the second servers 420-1, 420-2, ..., 420-N) and sends a team creation request to the target second server.
[0094] In some embodiments, the first server and the second server may have corresponding server identifiers. In an optional manner, the server identifier is composed of a server type identifier, a cluster identifier, a partition identifier, and a sequence number identifier.
[0095] For example only, inst represents the server identifier, and the inst of the first server 410 is 8.210.0.1, where "8" represents the server type as the first server (player server), "210" is the cluster identifier corresponding to the country A cluster, "0" represents the partition identifier, and "1" represents the server serial number is 1.
[0096] For example only, the server identifier inst corresponding to the second server 420-1 is 9.210.0.1, where "9" represents that the server type is the second server (team server), "210" is the cluster identifier corresponding to the Country A cluster, "0" represents the partition identifier, and "1" represents that the server's serial number is 1. Similarly, the second servers 420-2, ..., 420-N have similar server identifiers inst according to the same rules. For example, the inst corresponding to the second server 420-2 is "9.210.0.2", which represents the second server with serial number 2 in the 0th partition of the Country A cluster; the inst corresponding to the second server 420-N is "9.210.0.N", which represents the second server with serial number N in the 0th partition of the Country A cluster.
[0097] Exemplarily, the first server 410 uses the second server 420 - 2 with the smallest load among the multiple second servers as the target second server, and sends the team creation request of the first account 401 to the second server 420 - 2.
[0098] Step 302: The target second server creates a target team belonging to the first account based on the team creation request; and allocates a target invitation code in an idle state in the invitation code pool to the target team, wherein the invitation codes contained in the invitation code pools corresponding to different second servers are different, and the invitation codes in the invitation code pool have a character string representing the second server to which they belong.
[0099] In some embodiments, the target second server can determine the target team identifier of the target team based on the team creation request to create the target team. Optionally, the target second server can also create the team name, team type, team introduction, team attributes, team leader information, etc. of the target team based on the team creation request.
[0100] Optionally, the captain of the target team is the user corresponding to the first account.
[0101] The invitation code pools corresponding to different second servers contain different invitation codes. For example, the invitation code pool 421-1 corresponding to the second server 420-1, the invitation code pool 421-2 corresponding to the second server 420-2, and the invitation code pool 421-N corresponding to the second server 420-N are all different.
[0102] Since the invitation code pools corresponding to different second servers contain different invitation codes, the team formation system can allocate invitation codes to different teams through multiple second servers, thereby avoiding invitation code conflicts.
[0103] For example only, the invitation code pool of all second servers in the country A cluster contains a total of 100,000 invitation codes, the number of second servers N=10, wherein the invitation code pool of each second server contains 10,000 invitation codes, and the invitation codes contained in the invitation code pools corresponding to different second servers are different.
[0104] The number of invitation codes included in the invitation code pools of different second servers may be the same or different, and this embodiment of the present application does not impose any limitation on this.
[0105] Since the invitation code in the invitation code pool has a character string representing the second server to which it belongs, when other accounts apply to join the target team based on the invitation code, the first server can parse the corresponding target second server based on the invitation code, and the second target server can perform the corresponding joining operation.
[0106] The invitation code pool of the second server includes multiple different invitation codes.
[0107] In some embodiments, the invitation code pool is used to specify the correspondence between invitation codes and team identifiers.
[0108] In some embodiments, when there is a binding relationship between the invitation code and the team logo, the state of the invitation code is an occupied state; when there is no binding relationship between the invitation code and the team logo, the state of the invitation code is an idle state.
[0109] The target invitation code is the invitation code corresponding to the target team, which is used to invite other user accounts to join the target team.
[0110] In some embodiments, the target second server may allocate an idle target invitation code to the target team from the invitation code pool while creating the target team.
[0111] In some other embodiments, the target second server may also allocate an idle target invitation code to the target team from the invitation code pool at a certain triggering time. For example, when the first account sends an invitation code allocation request to the first server, and the invitation code allocation request is sent by the first server to the second server, the target second server may allocate an idle target invitation code to the target team from the invitation code pool.
[0112] When the target second server 420 - 2 successfully creates the target team, the target second server 420 - 2 may directly send the target invitation code to the first account 401 , or may transfer the target invitation code to the first account 401 through the first server 410 .
[0113] Step 303, in response to the team joining request of the second account, the first server determines the target second server based on the target invitation code included in the team joining request; and sends the team joining request to the target second server.
[0114] The second account is the user account that joins the target team through the target invitation code.
[0115] The team joining request is a request including the target invitation code. Optionally, the team joining request may also include information of the second account, such as the user name and user introduction of the second account.
[0116] Since the target invitation code has a character string representing the target second server, the first server can extract the character string representing the target second server from the target invitation code, determine the target second server based on the character string representing the target second server, and send a team joining request to the target second server.
[0117] See also Figure 5 , Figure 5 It is a schematic diagram of joining a team provided by an exemplary embodiment of the present application.
[0118] like Figure 5 As shown, the cluster where the second account 501 is located is the Country A cluster, and the partition number is 0. Therefore, the second account 501 sends a team joining request containing the target invitation code to the corresponding first server 410. Among them, the server identifier inst of the first server 410 is 8.210.0.1. "8" represents that the server type is the first server (player server), "210" is the cluster identifier corresponding to the Country A cluster, "0" represents the partition identifier, and "1" represents that the server serial number is 1.
[0119] In some implementations, the first server 410 determines that the target second server is the second server 420 - 2 based on the target invitation code included in the team joining request.
[0120] For example only, the target invitation code can be 0002 987654, where 0002 is a character string representing the target second server. Therefore, the first server 410 can determine that the target second server is the second server 420-2 based on the character string, and its corresponding inst is 9.210.0.2, representing the second server with serial number 2 in the 0th partition of the country A cluster.
[0121] After determining that the target second server is the second server 420 - 2 , the first server 410 sends the team joining request of the second account 501 to the target second server 420 - 2 .
[0122] Step 304: The target second server determines a target team based on the target invitation code; and adds the second account to the target team.
[0123] In some embodiments, the target second server determines a target team identifier having a binding relationship with the target invitation code through the invitation code pool, and determines the target team based on the target team identifier.
[0124] Optionally, the user corresponding to the second account is a member of the target team.
[0125] Exemplarily, the target second server 420-2 determines the target team identifier 0002'0210'82552'1689666060030 having a binding relationship with the serial number "987654" from the invitation code pool 421-2 based on the target invitation code 0002 987654. Therefore, the target second server 420-2 adds the second account 501 to the target team with the target team identifier 0002'0210'82552'1689666060030.
[0126] In some embodiments, the target second server 420-2 can directly add the second account 501 to the target team; in other embodiments, the first server 410 can also send a team joining request to the first account 401. When the first account 401 accepts the team joining request of the second account 501, the first server 410 will send the information of agreeing to the joining request to the target second server 420-2, and the target second server 420-2 will then add the second account 501 to the target team.
[0127] The following table is a comparison table of the delays in the process of creating a team and joining a team using an invitation code using the method of an embodiment of the present application and the method of a related technology.
[0128] The method of the embodiment of the present application Related technology methods Create a team Within 40ms 70-160ms Use invitation code to join the team Within 40ms 60-90ms
[0129] In summary, during the process of team creation, the first server selects a target second server from multiple second servers, and the target second server allocates an invitation code to the target team through an invitation code pool. On the one hand, since the invitation codes contained in the invitation code pools corresponding to different second servers are different, a conflict-free invitation code allocation scheme can be implemented; on the other hand, since the number of invitation codes contained in the invitation code pool of the target second server is only a part of the total number of invitation codes, the efficiency of invitation code allocation can be improved and the delay of team invitations can be reduced. During the process of team joining, since the target invitation code contains a character string representing the target second server to which it belongs, the first server can send a team joining request to the corresponding target second server based on the target invitation code. The target second server determines the target team corresponding to the target invitation code through the corresponding invitation code pool, which can also reduce the delay of team invitations.
[0130] In order to allocate a target invitation code in an idle state in the invitation code pool to the target team, in some embodiments, the target second server generates a target team identifier of the target team, determines the target invitation code in an idle state from the corresponding invitation code pool, and establishes a binding relationship between the target team identifier and the target invitation code.
[0131] Among them, different teams have different team logos.
[0132] In a possible implementation, the target second server may generate a target team identifier based on a cluster identifier, a server identifier, a timestamp identifier, and an extended identifier of the server cluster to which it belongs.
[0133] The server identifier is a character string representing the target second server in the server cluster, the timestamp identifier is a character string representing the creation time of the target team, and the extended identifier is used to distinguish different teams created at the same time in the same timestamp.
[0134] Exemplarily, the target team identifier is 0002'0210'82552'1689666060030, where "0002" is a character string representing the corresponding target second server, that is, the serial number of the target second server 420-2 is 2, "0210" represents that the team belongs to the A country cluster, "1689666060030" is the timestamp corresponding to the creation time of the target team, and "82552" is an extended identifier used to distinguish different teams created at the same time in the same timestamp. For example, the team identifier of another team is 0002'0210'82553'1689666060030, which represents that this team, compared with the target team, also belongs to the A country cluster, is also created by the target second server 420-2, and is created at the same timestamp. In a global game scenario with the same server, since a large number of teams may be created at the same time, different teams created at the same timestamp can be distinguished by an extended identifier.
[0135] The target second server may also generate the target team identifier based on other methods. For example, the target second server may also generate the target team identifier based on the partition identifier. The specific form of the target team identifier is not limited in the embodiment of the present application.
[0136] In some embodiments, the invitation codes in the invitation code pool corresponding to the target second server are composed of a character string representing the target second server and an arrangement sequence number, and the invitation codes in the invitation code pool are arranged in sequence based on the arrangement sequence number.
[0137] Exemplarily, the invitation code pool 421-2 of the target second server 420-2 includes invitation codes 0002'000001, 0002'000002, ..., 0002'987654, wherein 0002 is a character string representing the target second server 420-2, i.e., the serial number representing the target second server is 2, and the remaining character strings are arrangement serial numbers, and the invitation codes in the invitation code pool 421-2 are arranged in ascending order based on the arrangement serial numbers.
[0138] In order to determine the target invitation code in the idle state, the target second server, in a possible implementation, takes the invitation code whose status is most recently updated to the occupied state as the starting point, traverses the invitation codes in the invitation code pool in order, and determines the first traversed invitation code in the idle state as the target invitation code.
[0139] See also Figure 6 , Figure 6 It is a schematic diagram of a target second server determining a target invitation code in an idle state provided by an exemplary embodiment of the present application.
[0140] like Figure 6As shown, in the invitation code pool, invitation codes 0002'000001, 0002'000002, ... and other multiple invitation codes are arranged in ascending order based on the arrangement sequence number. Among them, the invitation codes in the occupied state have a binding relationship with the team identification, for example, the invitation code 0002'000001 in the occupied state has a binding relationship with the team identification T12, the invitation code 0002'000002 in the occupied state has a binding relationship with the team identification T53, the invitation code 0002'000004 in the occupied state has a binding relationship with the team identification T131, the invitation code 0002'000140 in the occupied state has a binding relationship with the team identification T65, etc. The invitation codes in the idle state do not have a binding relationship with the team identification, such as invitation codes 0002'000003 and 0002'000141.
[0141] If the target second server establishes a binding relationship between the invitation code 0002'000003 and the team ID T188, the invitation code that has been most recently updated to the occupied state is 0002'000003. Therefore, when assigning an invitation code to the team ID T189, the invitation codes in the invitation code pool are sequentially traversed in the traversal direction starting from 0002'000003, and the first traversed invitation code in the idle state (such as 0002'000141) is determined as the target invitation code.
[0142] After determining the target invitation code, the target second server establishes a binding relationship between the target team identifier and the target invitation code, and updates the target invitation code to an occupied state.
[0143] When receiving the team joining request of the second account sent by the first server, the target second server can determine the target team based on the target invitation code and the binding relationship between the target team identifier and the target invitation code.
[0144] The invitation codes are traversed in the traversal direction, and the first idle invitation code is determined as the target invitation code. This can increase the time interval between reuse of the same invitation code to a certain extent, and avoid the situation where the second account uses the reused invitation code to join other teams when the target team has been disbanded.
[0145] In one possible scenario, the user of the first account needs to disband the target team.
[0146] In some embodiments, in response to the team disbanding request of the first account, the first server determines the target second server based on the target team identifier included in the team disbanding request; and sends the team disbanding request to the target second server.
[0147] The team disbanding request includes the target team identifier of the target team to be disbanded.
[0148] In some embodiments, the target team identifier includes a serial number of the target second server, and therefore, the first server can determine the target second server based on the serial number. The first server can also determine the target second server based on the target team identifier based on other methods. For example, the first server can establish a corresponding relationship between the target team identifier and the target second server when the team is created. The embodiment of the present application does not limit the specific method in which the first server determines the target second server based on the target team identifier included in the team disband request.
[0149] The target second server disbands the target team based on the target team identifier, and releases the binding relationship between the target team identifier and the target invitation code; and updates the target invitation code to an idle state.
[0150] See also Figure 7 , Figure 7 It is a schematic diagram of team disbanding provided by an exemplary embodiment of the present application.
[0151] like Figure 7 As shown, the first account 401 sends a team disbanding request including a target team identifier to the first server 410, wherein the target team identifier is 0002'0210'82552'1689666060030. The first server 410 extracts the server serial number 0002 from the target team identifier, and determines that the corresponding target second server is the second server 420-2, and therefore sends the team disbanding request to the target second server 420-2.
[0152] The target second server 420-2 determines the corresponding target team based on the target team identifier and disbands the target team. At the same time, the target second server 420-2 also releases the target invitation code that is bound to the target team identifier in the invitation code pool 421-2, so that the target invitation code can be reused by other teams later, thereby reducing the number of digits of the invitation code to a certain extent, so as to improve the efficiency of team invitation and facilitate user operation.
[0153] Exemplarily, in the invitation code pool 421-2, there is a binding relationship between the target invitation code (0002'987654) with the arrangement number 987654 and the target team identifier 0002'0210'82552'1689666060030. Therefore, when receiving a team disbanding request containing the target team identifier, the target second server 420-2 releases the binding relationship between the target invitation code and the target team identifier, and updates the status of the invitation code with the arrangement number 987654 to an idle state.
[0154] In some embodiments, the target invitation code can be reused by other teams immediately after the target team is disbanded. In other embodiments, the target invitation code cannot be reused by other teams for a period of time after the target team is disbanded. When the target team has been disbanded for a certain period of time, the target invitation code can be reused by other teams again to avoid the situation where the second account uses the reused invitation code to join other teams when the target team has been disbanded.
[0155] In some embodiments, when the disbanding duration of the target team reaches a duration threshold, the target invitation code is updated to an idle state, wherein the target invitation code remains in an occupied state when the disbanding duration does not reach the duration threshold.
[0156] In a possible implementation, when the disbanding time of the target team does not reach the time threshold, the target invitation code remains occupied, and a binding release flag can be added to the target invitation code to indicate that the binding relationship between the target invitation code and the target team has been released.
[0157] In this embodiment, when the disbanding time of the target team reaches the time threshold, the target invitation code is updated to an idle state, wherein the target invitation code remains occupied when the disbanding time does not reach the time threshold. This can further ensure that after the target team is disbanded, the target invitation code will not be immediately assigned to other teams, thereby further avoiding the situation where the second account uses the reused invitation code to join other teams when the target team has been disbanded, thereby reducing the number of invitation code digits and improving the accuracy of team invitations.
[0158] After the target team of the first account is successfully created, the user of the first account can freeze the target invitation code so that users of other accounts cannot join the target team through the target invitation code; thereafter, the user of the first account can also activate the target invitation code so that users of other accounts can re-join the target team through the target invitation code.
[0159] See also Figure 8 , Figure 8 It is a schematic diagram of an interface for creating a team provided by an exemplary embodiment of the present application.
[0160] like Figure 8 As shown, a team creation control 801 and a team panel control 802 are displayed in the user interface. When the user of the first account triggers the team creation control 801, the first account sends a team creation request to the first server to create a target team of the first account.
[0161] When the target team is created, the first virtual character 810 corresponding to the first account is displayed in the user interface, and the first identification information 811 of the first account is displayed around the first virtual character 810 to indicate that the target team currently only has the character corresponding to the first account.
[0162] The first account is the captain of the target team, and the user corresponding to the first account can trigger the team panel control 802 to implement functions such as team invitation. Optionally, the user corresponding to the first account can also have other permissions to manage the target team, such as team information modification, team entry approval, team disbanding, etc.
[0163] See also Fig. 9 , Fig. 9 It is a schematic diagram of a team formation page provided by an exemplary embodiment of the present application.
[0164] like Fig. 9 As shown, after the user of the first account triggers the team panel control 802, the team page 901 is displayed in the user interface. The first account can form a team in a variety of ways through the controls in the team page 901. For example, the team can be formed through quick teaming, team lobby or invitation teaming.
[0165] The first account can invite different types of users to form a team. For example, you can invite friends to form a team, you can invite players in the same team to form a team, you can also invite players who have played games together recently to form a team, etc.
[0166] In one possible manner, the user of the first account may select a user (eg, user A) to be invited to form a team, and trigger the invite to form a team control 912 to invite user A to join the target team through the game application.
[0167] In another possible embodiment, the user of the first account can also trigger the invitation code team control 911, and send the target invitation code of the target team to other users through a third-party channel (such as a chat application) so that other users can enter the target invitation code in the game application to join the target team.
[0168] See also Fig.10 , Fig.10 It is a schematic diagram of an invitation code team formation interface provided by an exemplary embodiment of the present application.
[0169] like Fig.10 As shown, after the user of the first account triggers the invitation code teaming control 911, the user interface displays an invitation code teaming interface 1001. The invitation code teaming interface 1001 includes an invitation code display control 1011 and an invitation code teaming control 1012.
[0170] In some embodiments, when the user of the first account triggers the invitation code display control 1011, the first account sends an invitation code activation request including the target team identifier to the first server.
[0171] In some embodiments, in response to an invitation code activation request from a first account, the first server determines a target second server based on a target team identifier included in the invitation code activation request; the first server sends an invitation code activation request to the target second server; and the target second server updates the target invitation code corresponding to the target team identifier to an occupied state based on the invitation code activation request.
[0172] Regarding the manner in which the first server determines the target second server based on the target team identifier, in some embodiments, the target team identifier includes the serial number of the target second server, and thus the first server can determine the target second server based on the serial number. The first server can also determine the target second server based on the target team identifier based on other means, for example, the first server can establish a corresponding relationship between the target team identifier and the target second server when the team is created.
[0173] In some embodiments, when the invitation code activation request is the first request and the target second server has not yet assigned the target invitation code to the target team, in response to receiving the invitation code activation request sent by the first server, the target second server determines an invitation code in an idle state, assigns the invitation code as the target invitation code to the target team, and updates the target invitation code to an occupied state.
[0174] In other embodiments, when the invitation code activation request is not the first request, the target second server has already assigned a target invitation code to the target team, and the target invitation code is in a frozen state, in response to receiving the invitation code activation request sent by the first server, the target second server updates the target invitation code corresponding to the target team identifier to be in an occupied state.
[0175] After the target invitation code corresponding to the target team identifier is updated to an occupied state, an invitation code activation icon may be displayed in the user interface to indicate that the target invitation code of the target team is in an occupied state. When the invitation code activation icon is displayed, other users may join the target team by entering the target invitation code.
[0176] See also Fig.11 , Fig.11 It is a schematic diagram of an invitation code activation icon provided by an exemplary embodiment of the present application.
[0177] like Fig.11As shown, after the user of the first account triggers the invitation code display control 1011, and the target second server updates the target invitation code corresponding to the target team identifier to be in an occupied state, the invitation code activation icon 1101 is displayed in the user interface to indicate that other users can join the target team by entering the target invitation code.
[0178] When the invitation code activation icon 1101 is displayed in the user interface, the user of the second account can trigger the invitation code joining control 1012 in the corresponding game application interface and enter the target invitation code to join the target team.
[0179] See also Fig.12 , Fig.12 This is a schematic diagram of a user of a second account inputting a target invitation code provided by an exemplary embodiment of the present application.
[0180] like Fig.12 As shown, after the user of the second account triggers the invitation code joining control 1012, an invitation code input panel 1201 is displayed in the user interface corresponding to the second account. The user of the second account can enter the target invitation code 100020 through the invitation code input panel 1201 to join the target team of the first account.
[0181] When the user of the second account completes input of the target invitation code, the second account sends a team joining request including the target invitation code to the first server. The first server determines the corresponding target second server based on the target invitation code and sends the team joining request to the target second server. The target second server determines the status of the target invitation code from the invitation code pool, and adds the second account to the target team if the status of the target invitation code is occupied.
[0182] After the second account is successfully added to the target team, the first account and the second account update the user interface to indicate that the second account has successfully joined the target team.
[0183] See also Fig.13 , Fig.13 It is a schematic diagram of a second account successfully joining a target team provided by an exemplary embodiment of the present application.
[0184] like Fig.13 As shown, after the second account successfully joins the target team, the first virtual object 810 corresponding to the first account and the second virtual object 1310 corresponding to the second account are simultaneously displayed in the user interfaces of the first account and the second account, and the first account logo 811 is displayed around the first virtual object 810, and the second account logo 1311 is displayed around the second virtual object 1310, so as to represent the player in the target team who currently has two accounts.
[0185] Similarly, when users from more accounts join the target team, virtual objects and account identifiers corresponding to more accounts may be displayed in the user interface to represent more players joining the target team.
[0186] In some embodiments, an invitation code freeze control 1102 is also displayed around the invitation code activation icon 1101. The user of the first account can trigger the invitation code freeze control 1102 to prevent other users from joining the target team through the target invitation code.
[0187] In some embodiments, when the user of the first account triggers the invitation code freezing control 1102, the first account sends an invitation code freezing request including the target team identifier to the first server.
[0188] In some embodiments, in response to the invitation code freezing request of the first account, the first server determines the target second server based on the target team identifier included in the invitation code freezing request; and sends the invitation code freezing request to the target second server.
[0189] After receiving the invitation code freezing request sent by the first server, the target second server updates the target invitation code corresponding to the target team identifier to a frozen state.
[0190] When the target invitation code is frozen, other users cannot join the target team using the target invitation code.
[0191] In some embodiments, in response to the team joining request of the second account, the first server determines the target second server based on the target invitation code included in the team joining request, and sends the target invitation code to the target second server. When the state of the target invitation code is frozen, the target second server sends a joining failure message to the first server; the first server sends the joining failure message to the second account to indicate that the second account has failed to join the target team.
[0192] In some embodiments, in response to the triggering operation of the invitation code freeze control 1102, the terminal switches the invitation code freeze control 1102 to the invitation code thaw control 1103. The invitation code freeze control 1102 is used to trigger setting the target invitation code to a frozen state. In the frozen state, other accounts cannot join the target team through the target invitation code.
[0193] In some embodiments, in response to a triggering operation on the invitation code unfreeze control 1103, the terminal redisplays the invitation code freeze control 1102, and the invitation code unfreeze control 1103 is used to trigger the unfreeze state of the target invitation code.
[0194] In this embodiment, the first account sends an invitation code activation request to the first server so that the target second server updates the target invitation code to an occupied state, thereby enabling other accounts to join the target team through the target invitation code; the first account sends an invitation code freezing request to the first server so that the target second server updates the target invitation code to a frozen state, thereby preventing other accounts from joining the target team through the target invitation code, thereby enabling the first account to selectively use the target invitation code.
[0195] In some embodiments, the target second server may allocate an idle target invitation code to the target team from the invitation code pool at a certain triggering time. In some embodiments, the first account may send an invitation code allocation request to the first server, wherein the invitation code allocation request includes the target team identifier.
[0196] In response to the invitation code allocation request of the first account, the first server determines the target second server based on the target team identifier included in the invitation code allocation request; and sends the invitation code allocation request to the target second server.
[0197] Optionally, the invitation code allocation request can be triggered based on the user of the first account, for example, when the user of the first account triggers the invitation code allocation control (not shown) in the team formation page, or is triggered by a shortcut key, special gesture or other method, which is not limited to this embodiment of the present application.
[0198] In some embodiments, the target team identifier includes the serial number of the target second server, so the first server can determine the target second server based on the serial number. The first server can also determine the target second server based on the target team identifier based on other methods. For example, the first server can establish a corresponding relationship between the target team identifier and the target second server when the team is created. The embodiment of the present application does not limit the specific method in which the first server determines the target second server based on the target team identifier included in the invitation code allocation request.
[0199] In response to receiving the invitation code allocation request sent by the first server, the target second server determines the target team based on the target team identifier, and allocates a target invitation code in an idle state in the invitation code pool to the target team.
[0200] For more information about the target invitation code that is idle in the target second server target team allocation invitation code pool, see Figure 6 And the related description will not be repeated here.
[0201] In this embodiment, the first account sends an invitation code allocation request to the first server, and the target second server allocates a target invitation code to the target team only when the first account needs to use the invitation code to invite a team. That is, some of the teams may not need an invitation code, so the number of digits of the invitation code can be reduced to a certain extent, thereby further improving the efficiency of team invitations.
[0202] In one possible scenario, the user of the first account or the second account can modify the relevant information of the target team; in one possible scenario, the user of the second account can choose to withdraw from the target team.
[0203] See also Fig.14 , Fig.14 It is a schematic diagram of modifying team information provided by an exemplary embodiment of the present application.
[0204] like Fig.14 As shown, the first account or the second account sends a team information modification request including a target team identifier to the first server (inst: 8.210.0.1).
[0205] Optionally, the user of the first account or the second account can trigger an information modification control (not shown in the figure) in the team formation page to send a team information modification request to the first server, or send a team information modification request to the first server through shortcut keys, special gestures, etc. The embodiment of the present application is not limited to this.
[0206] In response to the team information modification request of the first account or the second account, the first server determines the target second server (inst: 9.210.0.2) based on the target team identifier included in the team information modification request, and sends the team information modification request to the target second server.
[0207] The team information modification request includes the target team identifier and the modification content. Optionally, the modification content includes the team name, team attributes, team type, team introduction, etc.
[0208] In some embodiments, the target team identifier includes the serial number of the target second server, so the first server can determine the target second server based on the serial number. The first server can also determine the target second server based on the target team identifier based on other methods. For example, the first server can establish a corresponding relationship between the target team identifier and the target second server when the team is created. The embodiment of the present application does not limit the specific method in which the first server determines the target second server based on the target team identifier included in the team information modification request.
[0209] The target second server determines the target team based on the target team identifier, and modifies the team information of the target team based on the team information modification request.
[0210] In some embodiments, the target second server directly sends a message of successful team information modification to the first account or the second account; in some embodiments, the target second server can transfer the message of successful team information modification to the first account or the second account through the first server.
[0211] When the user of the second account wants to withdraw from the target team, the second account can send a team withdrawal request including the target team identifier to the first server.
[0212] Optionally, the user of the second account can send a team exit request to the first server through the team exit control in the team formation page (not shown in the figure), or send a team exit request to the first server through shortcut keys, special gestures, etc. The embodiment of the present application does not limit this.
[0213] In response to the team exit request of the second account, the first server determines the target second server based on the target team identifier included in the team exit request; and sends the team exit request to the target second server.
[0214] In some embodiments, the target team identifier includes the serial number of the target second server, so the first server can determine the target second server based on the serial number. The first server can also determine the target second server based on the target team identifier based on other methods. For example, the first server can establish a corresponding relationship between the target team identifier and the target second server when the team is created. The embodiment of the present application does not limit the specific method by which the first server determines the target second server based on the target team identifier included in the team exit request.
[0215] The target second server determines the target team based on the target team identifier, and removes the second account from the target team, thereby enabling the user of the second account to exit the target team.
[0216] In this embodiment, the first account or the second account sends a team information modification request to the first server, so that the first account or the second account can modify the relevant information of the target team; the second account sends a team withdrawal request to the first server, so that the second account can withdraw from the target team.
[0217] In one possible scenario, the team system contains only one server cluster, that is, when the game scenario is global, all accounts correspond to the same server cluster. In another possible scenario, the team system includes multiple server clusters, and different accounts may correspond to different clusters. For example, the first account corresponds to the server cluster of country A, and the second account corresponds to the server cluster of country B.
[0218] In some embodiments, a server cluster includes a first server and multiple second servers. Each of the first server and the multiple second servers has a cluster identifier, and the cluster identifier is used to identify the server cluster to which the server belongs, and the team system includes multiple server clusters. Multiple refers to two or more.
[0219] Exemplarily, the team system includes a server cluster of country A and a server cluster of country B, where the cluster identifier of server cluster A is 210 and the cluster identifier of server cluster of country B is 220. The cluster identifier inst of the first server is 8.210.1, indicating that it is the first server with serial number 1 in the server cluster of country A; the cluster identifier inst of the second server is 9.220.5, indicating that it is the second server with serial number 5 in the server cluster of country B.
[0220] Optionally, the cluster identifier may also include a partition identifier. For example, the cluster identifier inst of the second server is 9.210.1.1, indicating that it is the second server with serial number 1 in the A1 partition of the server cluster of country A; the cluster identifier inst of the second server is 9.210.2.1, indicating that it is the second server with serial number 1 in the A2 partition of the server cluster of country A.
[0221] Optionally, the server cluster may be a cluster based on country or region, or a cluster based on game function. Exemplarily, the server cluster includes a battle cluster of country B, a lobby cluster of country A, etc. In the case of multiple server clusters, the server clusters in the team system may also be divided based on other methods. The embodiment of the present application does not limit the number of server clusters and the division method.
[0222] In some embodiments, each server cluster may further include different partitions, each partition including a first server and multiple second servers. For example, the cluster in country A may also include an A1 partition and an A2 partition. The partitions in the server cluster may be divided based on geographic regions or other methods, which is not limited in the embodiments of the present application.
[0223] Optionally, when the first account and the second account are created, the users of the first account and the second account may select the server cluster to which the account belongs. For example, the users of the first account and the second account may both select the server cluster of country A; or the user of the first account may select the server cluster of country A, and the user of the second account may select the server cluster of country B.
[0224] See also Fig.15 , Fig.15 This is a flowchart of a second account joining a target team provided by an exemplary embodiment of the present application. The flowchart includes the following steps.
[0225] Step 1510: The second account sends a team joining request including a target invitation code to the first server.
[0226] In order to join the target team, the second account can send a team joining request including the target invitation code to the first server.
[0227] In some embodiments, the team joining request may further include a target cluster identifier, wherein the target cluster identifier is the cluster identifier of the server cluster to which the first account belongs, for example, if the server cluster to which the first account belongs is a server cluster of country A, the target cluster identifier is 210; if the server cluster to which the first account belongs is a server cluster of country B, the target cluster identifier is 220.
[0228] In some embodiments, the target cluster identifier may be notified by the user of the first account to the user of the second account through a third party channel (eg, a chat application).
[0229] Step 1520: When the team joining request includes a target cluster identifier, the first server determines whether the target cluster identifier is consistent with the cluster identifier of the first server.
[0230] For example, the server cluster to which the first account belongs is the server cluster of country A, and the target cluster identifier is 210. If the cluster identifier of the first server is also 210, that is, the server cluster to which the first server belongs is the server cluster of country A, the target cluster identifier is consistent with the cluster identifier of the first server.
[0231] For another example, the server cluster to which the first account belongs is a server cluster of country A, and the target cluster identifier is 210. If the cluster identifier of the first server is 220, that is, the server cluster to which the first server belongs is a server cluster of country B, the target cluster identifier is inconsistent with the cluster identifier of the first server.
[0232] Step 1531, in response to the team joining request of the second account, when the team joining request includes a target cluster identifier and the target cluster identifier is consistent with the cluster identifier of the first server, the first server determines the target second server based on the target invitation code included in the team joining request.
[0233] For example, the server cluster to which the first account belongs is the server cluster of country A, and the target cluster identifier is 210. If the cluster identifier of the first server is also 210, that is, the server cluster to which the first server belongs is the server cluster of country A, the first server directly determines the target second server based on the target invitation code contained in the team joining request, wherein the cluster identifier of the target second server is also 210, that is, the server cluster to which the target second server belongs is also the server cluster of country A.
[0234] Step 1532, in response to the team joining request of the second account, in which the team joining request includes a target cluster identifier, and if the target cluster identifier is inconsistent with the cluster identifier of the first server, the first server forwards the team joining request to other first servers corresponding to the target cluster identifier.
[0235] For example, the server cluster to which the first account belongs is the server cluster of country A, and the target cluster identifier is 210. If the cluster identifier of the first server is 220, that is, the server cluster to which the first server belongs is the server cluster of country B, the first server forwards the team joining request to other first servers corresponding to the target cluster identifier 210, that is, forwards it to the first server in the server cluster of country A, so that the first server in the server cluster of country A sends the team joining request to the target second server in the server cluster of country A, thereby realizing the addition of the second account to the target team of the first account.
[0236] The following uses the application of the team invitation method to the terminal corresponding to the first account as an example to illustrate the interface display of the terminal.
[0237] In some embodiments, the terminal displays the target team created for the first account in the team formation interface in response to a triggering operation on a team creation control in the main interface.
[0238] like Figure 8 As shown, when the user of the first account triggers the team creation control 801 in the main interface, the terminal displays the target team created for the first account in the team formation interface, including the first virtual object 810 corresponding to the first account and the first account identifier 811.
[0239] In some embodiments, the terminal displays an invitation code display control in response to a triggering operation on an invitation code team forming control in a team forming interface.
[0240] For example, when the user of the first account triggers the invitation code team forming control 911 in the team forming interface, the terminal displays the invitation code display control 1011.
[0241] In some embodiments, in response to a triggering operation on an invitation code display control, a target invitation code corresponding to the target team is displayed in the team formation interface, and the target invitation code is used for the second account to join the target team.
[0242] For example, when the user of the first account triggers the invitation code display control 1011, the terminal displays the invitation code activation icon 1101 in the team formation interface, and displays the target invitation code corresponding to the target team in the invitation code activation icon 1101.
[0243] In some embodiments, the terminal displays a team joining review control in response to a team joining request from the second account. The team joining request is sent by the terminal corresponding to the second account after receiving a trigger operation on the invitation code team joining control in the team formation interface and obtaining the input target invitation code.
[0244] In some embodiments, in response to a confirmation operation on the team entry review control, the terminal displays a target team including the first account and the second account in the team formation interface.
[0245] For example, when the user of the first account performs a confirmation operation on the team entry review control (not shown in the figure), the terminal displays the first virtual object 810 and the first account identifier 811 corresponding to the first account, and the second virtual object 1310 and the second account identifier 1311 corresponding to the second account in the team formation interface.
[0246] In some embodiments, the team formation interface also includes an invitation code freezing control.
[0247] In some embodiments, in response to a triggering operation on an invitation code freeze control, the invitation code freeze control is switched to an invitation code thaw control, and the invitation code freeze control is used to trigger setting the target invitation code to a frozen state. In the frozen state, other accounts cannot join the target team through the target invitation code.
[0248] like Fig.11 In the example, when the user of the first account triggers the invitation code freeze control 1102, the terminal switches the invitation code freeze control 1102 to the invitation code thawing control 1103. At this time, other accounts cannot join the target team through the target invitation code.
[0249] In some embodiments, in response to a triggering operation on the invitation code unfreeze control, the invitation code freeze control is redisplayed, and the invitation code unfreeze control is used to trigger unfreezing of the target invitation code.
[0250] For example, when the user of the first account triggers the invitation code unfreeze control 1103, the terminal redisplays the invitation code freeze control 1102. At this time, other accounts can join the target team through the target invitation code.
[0251] See also Fig.16 , Fig.16 This is a structural block diagram of a team invitation device provided by an exemplary embodiment of the present application. The device includes:
[0252] A selection module 1601 is used to select a target second server from multiple second servers in response to a team creation request of a first account;
[0253] The sending module 1602 is used to send the team creation request to the target second server, so that the target second server creates a target team belonging to the first account based on the team creation request, and allocates a target invitation code in an idle state in the invitation code pool to the target team, wherein the invitation codes contained in the invitation code pools corresponding to different second servers are different, and the invitation codes in the invitation code pool have a character string representing the second server to which they belong;
[0254] A determination module 1603 is used to respond to the team joining request of the second account and determine the target second server based on the target invitation code included in the team joining request;
[0255] The sending module 1602 is further configured to send the team joining request to the target second server, so that the target second server determines the target team based on the target invitation code and adds the second account to the target team.
[0256] Optionally, the determination module 1603 is used to:
[0257] In response to the team disbanding request of the first account, determining the target second server based on the target team identifier included in the team disbanding request;
[0258] Optionally, the sending module 1602 is further used to:
[0259] Sending the team disbanding request to the target second server so that the target second server disbands the target team based on the target team identifier and releases the binding relationship between the target team identifier and the target invitation code; updating the target invitation code to an idle state.
[0260] Optionally, the determination module 1603 is used to:
[0261] In response to the invitation code freezing request of the first account, determining the target second server based on the target team identifier included in the invitation code freezing request;
[0262] Optionally, the sending module 1602 is further used to:
[0263] The invitation code freezing request is sent to the target second server, so that the target second server updates the target invitation code corresponding to the target team identifier to a frozen state.
[0264] Optionally, the determination module 1603 is used to:
[0265] In response to the invitation code activation request of the first account, determining the target second server based on the target team identifier included in the invitation code activation request;
[0266] Optionally, the sending module 1602 is further used to:
[0267] The invitation code activation request is sent to the target second server, so that the target second server updates the target invitation code corresponding to the target team identifier to an occupied state based on the invitation code activation request.
[0268] Optionally, the determination module 1603 is used to:
[0269] In response to the invitation code allocation request of the first account, determining the target second server based on the target team identifier included in the invitation code allocation request;
[0270] Optionally, the sending module 1602 is further used to:
[0271] The invitation code allocation request is sent to the target second server, so that the target second server determines the target team based on the target team identifier; and an idle target invitation code in the invitation code pool is allocated to the target team.
[0272] Optionally, the determination module 1603 is used to:
[0273] In response to a team information modification request from the first account or the second account, determining the target second server based on the target team identifier included in the team information modification request;
[0274] Optionally, the sending module 1602 is further used to:
[0275] The team information modification request is sent to the target second server, so that the target second server determines the target team based on the target team identifier; and the team information of the target team is modified based on the team information modification request.
[0276] Optionally, the determination module 1603 is used to:
[0277] In response to the team exit request of the second account, determining the target second server based on the target team identifier included in the team exit request;
[0278] Optionally, the sending module 1602 is further used to:
[0279] The team exit request is sent to the target second server, so that the target second server determines the target team based on the target team identifier and removes the second account from the target team.
[0280] Optionally, the selection module 1601 is used to:
[0281] The second server with the smallest load among the multiple second servers is selected as the target second server, wherein the load is positively correlated with the number of invitation codes in an occupied state in the second server.
[0282] Optionally, the determination module 1603 is used to:
[0283] Extracting a character string representing the target second server from the target invitation code;
[0284] The target second server is determined based on the character string.
[0285] Optionally, each of the first server and the plurality of second servers has a cluster identifier, where the cluster identifier is used to represent a server cluster to which the server belongs, and the team system includes a plurality of server clusters, and the determination module 1603 is used to:
[0286] When the team joining request includes a target cluster identifier and the target cluster identifier is consistent with the cluster identifier of the first server, the first server determines the target second server based on the target invitation code included in the team joining request;
[0287] The device also includes a forwarding module, the forwarding module is used to:
[0288] When the team joining request includes a target cluster identifier and the target cluster identifier is inconsistent with the cluster identifier of the first server, the first server forwards the team joining request to other first servers corresponding to the target cluster identifier.
[0289] See also Fig.17 , Fig.17 : is a structural block diagram of a team invitation device provided by another exemplary embodiment of the present application. The device includes:
[0290] The receiving module 1701 is used to receive a team creation request of a first account sent by a first server, and create a target team belonging to the first account based on the team creation request;
[0291] The allocation module 1702 is used to allocate a target invitation code in an idle state in the invitation code pool to the target team, wherein the invitation codes contained in the invitation code pools corresponding to different second servers are different, and the invitation codes in the invitation code pools have a character string representing the second server to which they belong;
[0292] A determination module 1703 is configured to receive a team joining request from a second account sent by the first server, and determine the target team based on the target invitation code included in the team joining request;
[0293] The adding module 1704 is used to add the second account to the target team.
[0294] Optionally, the allocation module 1702 is used to:
[0295] Generate a target team identifier of the target team, wherein different teams have different team identifiers;
[0296] Determine the target invitation code in an idle state from the corresponding invitation code pool;
[0297] Establishing a binding relationship between the target team identifier and the target invitation code, and updating the target invitation code to an occupied state;
[0298] Optionally, the determination module 1703 is used to:
[0299] The target team is determined based on the target invitation code and the binding relationship.
[0300] Optionally, the invitation codes in the invitation code pool are composed of a character string representing the target second server and an arrangement sequence number, and the invitation codes in the invitation code pool are arranged in sequence based on the arrangement sequence number; Optionally, the allocation module 1702 is used to:
[0301] Taking the invitation code whose status is updated to the occupied status the most recently as the starting point, the invitation codes in the invitation code pool are traversed in order;
[0302] The first traversed invitation code in an idle state is determined as the target invitation code.
[0303] Optionally, the receiving module 1701 is used to:
[0304] receiving a team disbanding request including a target team identifier sent by the first server;
[0305] Optionally, the device further comprises a disbanding module, configured to:
[0306] The target team is disbanded based on the target team identifier, and the binding relationship between the target team identifier and the target invitation code is released; and the target invitation code is updated to an idle state.
[0307] Optional, disband module, used to:
[0308] When the disbanding time of the target team reaches the time threshold, the target invitation code is updated to an idle state, wherein the target invitation code remains in an occupied state when the disbanding time does not reach the time threshold.
[0309] Optionally, the receiving module 1701 is used to:
[0310] receiving an invitation code freezing request sent by the first server;
[0311] Optionally, add module 1704 for:
[0312] When the target invitation code is in an occupied state, adding the second account to the target team;
[0313] Optionally, the device further includes a sending module, configured to:
[0314] When the state of the target invitation code is frozen, the target second server sends a queue failure message to the first server, so that the first server sends the queue failure message to the second account.
[0315] Optionally, the receiving module 1701 is used to:
[0316] Receiving an invitation code activation request sent by the first server;
[0317] Optionally, the allocation module 1702 is used to:
[0318] Based on the invitation code activation request, the target invitation code corresponding to the target team identifier is updated to an occupied state.
[0319] Optionally, the receiving module 1701 is used to:
[0320] receiving an invitation code allocation request including a target team identifier sent by the first server;
[0321] Optionally, the allocation module 1702 is used to:
[0322] The target team is determined based on the target team identifier; and a target invitation code in an idle state in an invitation code pool is allocated to the target team.
[0323] Optionally, the receiving module 1701 is used to:
[0324] receiving a team exit request including a target team identifier sent by the first server;
[0325] Optionally, the device further comprises a removal module, configured to:
[0326] The target team is determined based on the target team identifier; and the second account is removed from the target team.
[0327] Optionally, the allocation module 1702 is used to:
[0328] The target team identifier is generated based on the cluster identifier, server identifier, timestamp identifier and extended identifier of the server cluster to which it belongs; wherein the server identifier is a character string representing the target second server in the server cluster, the timestamp identifier is a character string representing the creation time of the target team, and the extended identifier is used to distinguish different teams created simultaneously within the same timestamp.
[0329] See also Fig.18 , Fig.18 1 is a schematic diagram of the structure of a computer device provided by an exemplary embodiment of the present application. The computer device can be implemented as the first server or the second server in the above-mentioned embodiment. Specifically, the computer device 1800 includes a central processing unit (CPU) 1801, a system memory 1804 including a random access memory 1802 and a read-only memory 1803, and a system bus 1805 connecting the system memory 1804 and the central processing unit 1801. The computer device 1800 also includes a basic input / output system (I / O system) 1806 that helps transmit information between various devices in the computer, and a large-capacity storage device 1807 for storing an operating system 1813, an application program 1814 and other program modules 1815.
[0330] The basic input / output system 1806 includes a display 1808 for displaying information and an input device 1809 such as a mouse and a keyboard for user inputting information. The display 1808 and the input device 1809 are connected to the central processing unit 1801 through an input / output controller 1810 connected to the system bus 1805. The basic input / output system 1806 may also include an input / output controller 1810 for receiving and processing inputs from a plurality of other devices such as a keyboard, a mouse, or an electronic stylus. Similarly, the input / output controller 1810 also provides output to a display screen, a printer, or other types of output devices.
[0331] The mass storage device 1807 is connected to the central processing unit 1801 through a mass storage controller (not shown) connected to the system bus 1805. The mass storage device 1807 and its associated computer readable media provide non-volatile storage for the computer device 1800. That is, the mass storage device 1807 may include a computer readable medium (not shown) such as a hard disk or drive.
[0332] Without loss of generality, the computer-readable medium may include computer storage media and communication media. Computer storage media include volatile and non-volatile, removable and non-removable media implemented by any method or technology for storing information such as computer-readable instructions, data structures, program modules or other data. Computer storage media include random access memory (RAM), read-only memory (ROM), flash memory or other solid-state storage technology, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, cassette, tape, disk storage or other magnetic storage devices. Of course, those skilled in the art will know that the computer storage medium is not limited to the above. The above-mentioned system memory 1804 and mass storage device 1807 can be collectively referred to as memory.
[0333] The memory stores one or more programs, and the one or more programs are configured to be executed by one or more central processing units 1801. The one or more programs contain instructions for implementing the above-mentioned methods. The central processing unit 1801 executes the one or more programs to implement the methods provided by the above-mentioned various method embodiments.
[0334] According to various embodiments of the present application, the computer device 1800 can also be connected to a remote computer on the network through a network such as the Internet. That is, the computer device 1800 can be connected to the network 1812 through the network interface unit 1811 connected to the system bus 1805, or the network interface unit 1811 can be used to connect to other types of networks or remote computer systems (not shown).
[0335] The memory also includes one or more programs, which are stored in the memory and include steps executed by a computer device in the method provided in the embodiment of the present application.
[0336] See also Fig.19 , Fig.19: is a structural block diagram of a team invitation device provided by another exemplary embodiment of the present application. The device includes:
[0337] The team display module 1901 is used to display the target team created for the first account in the team formation interface in response to the triggering operation of the team creation control in the main interface;
[0338] A control display module 1902, configured to display an invitation code display control in response to a triggering operation on an invitation code team forming control in the team forming interface;
[0339] The invitation code display module 1903 is used to display the target invitation code corresponding to the target team in the team formation interface in response to the triggering operation of the invitation code display control, and the target invitation code is used for the second account to join the target team.
[0340] Optionally, the control display module 1902 is used to:
[0341] In response to a team joining request from a second account, displaying a team joining review control, wherein the team joining request is sent by the terminal corresponding to the second account upon receiving a trigger operation on the invitation code joining control in the team formation interface and obtaining the input target invitation code;
[0342] Optionally, the team display module 1901 is used to:
[0343] In response to a confirmation operation on the team entry review control, the target team including the first account and the second account is displayed in the team formation interface.
[0344] Optionally, the team formation interface further includes an invitation code freezing control, and the control display module 1902 is used to:
[0345] In response to a triggering operation on the invitation code freeze control, the invitation code freeze control is switched to an invitation code thawing control, wherein the invitation code freeze control is used to trigger setting the target invitation code to a frozen state, in which other accounts cannot join the target team through the target invitation code;
[0346] In response to a triggering operation on the invitation code unfreeze control, the invitation code freeze control is redisplayed, and the invitation code unfreeze control is used to trigger unfreezing of the target invitation code.
[0347] See also Fig. 20 , Fig. 20 It is a schematic diagram of the structure of a terminal provided by an exemplary embodiment of the present application.
[0348] Optionally, the terminal 2000 may be a portable mobile terminal, such as a smart phone, a tablet computer, a vehicle-mounted terminal, a Moving Picture Experts Group Audio Layer III (MP3) player, or a Moving Picture Experts Group Audio Layer IV (MP4) player. The terminal 2000 may also be referred to as a user device, a portable terminal, or other names.
[0349] Typically, the terminal 2000 includes: a processor 2001 and a memory 2002 .
[0350] The processor 2001 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2001 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA). The processor 2001 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a central processing unit (CPU); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2001 may be integrated with a graphics processing unit (GPU), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2001 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.
[0351] The memory 2002 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 2002 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2002 is used to store at least one instruction, which is used to be executed by the processor 2001 to implement the method provided in the embodiment of the present application.
[0352] In some embodiments, the terminal 2000 may optionally further include a peripheral device interface 2003 and at least one peripheral device.
[0353] Those skilled in the art will understand that Fig. 20 The structure shown in the figure does not constitute a limitation on the terminal 2000, and the terminal 2000 may include more or less components than those shown in the figure, or combine some components, or adopt a different component arrangement.
[0354] An embodiment of the present application also provides a computer-readable storage medium, in which at least one instruction is stored. The at least one instruction is loaded and executed by a processor to implement the method described in any of the above embodiments.
[0355] Optionally, the computer readable storage medium may include: ROM, RAM, solid state drives (SSD) or optical disks, etc. Among them, RAM may include resistance random access memory (ReRAM) and dynamic random access memory (DRAM).
[0356] The embodiment of the present application provides a computer program product, which includes computer instructions, which are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method described in the above embodiment.
[0357] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.
[0358] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A team invitation method, characterized in that: The method is used in a team system, wherein a server cluster in the team system includes a first server and a plurality of second servers, and the method includes: In response to the team creation request of the first account, the first server selects a target second server from the plurality of second servers; and sends the team creation request to the target second server; The target second server creates a target team belonging to the first account based on the team creation request; allocates a target invitation code in an idle state in an invitation code pool to the target team, wherein the invitation codes contained in the invitation code pools corresponding to different second servers are different, and the invitation codes in the invitation code pools have a character string representing the second server to which they belong; In response to the team joining request of the second account, the first server determines the target second server based on the target invitation code included in the team joining request; and sends the team joining request to the target second server; The target second server determines the target team based on the target invitation code; and adds the second account to the target team.
2. The method according to claim 1, characterized in that The target second server allocates a target invitation code in an idle state in the invitation code pool to the target team, including: The target second server generates a target team identifier of the target team, wherein different teams have different team identifiers; The target second server determines the target invitation code in an idle state from the corresponding invitation code pool; The target second server establishes a binding relationship between the target team identifier and the target invitation code, and updates the target invitation code to an occupied state; The target second server determines the target team based on the target invitation code, including: The target second server determines the target team based on the target invitation code and the binding relationship.
3. The method according to claim 2, characterized in that The invitation codes in the invitation code pool are composed of a character string representing the target second server and an arrangement sequence number, and the invitation codes in the invitation code pool are arranged in sequence based on the arrangement sequence number; The target second server determines the target invitation code in an idle state from the corresponding invitation code pool, including: Taking the invitation code whose status is updated to the occupied status the most recently as the starting point, the invitation codes in the invitation code pool are traversed in order; The first traversed invitation code in an idle state is determined as the target invitation code.
4. The method according to claim 2 or 3, characterized in that: The method further comprises: In response to the team disbanding request of the first account, the first server determines the target second server based on the target team identifier included in the team disbanding request; and sends the team disbanding request to the target second server; The target second server disbands the target team based on the target team identifier, and releases the binding relationship between the target team identifier and the target invitation code; and updates the target invitation code to an idle state.
5. The method according to claim 4, characterized in that The target second server updates the state of the target invitation code to an idle state, including: When the disbanding time of the target team reaches the time threshold, the target invitation code is updated to an idle state, wherein the target invitation code remains in an occupied state when the disbanding time does not reach the time threshold.
6. The method according to claim 2, characterized in that The method further comprises: In response to the invitation code freezing request of the first account, the first server determines the target second server based on the target team identifier included in the invitation code freezing request; and sends the invitation code freezing request to the target second server; The target second server updates the target invitation code corresponding to the target team identifier to a frozen state; The target second server adds the second account to the target team, including: When the target invitation code is in an occupied state, adding the second account to the target team; The method further comprises: When the state of the target invitation code is frozen, the target second server sends a queue failure message to the first server; and the first server sends the queue failure message to the second account.
7. The method according to claim 6, characterized in that The method further comprises: In response to the invitation code activation request of the first account, the first server determines the target second server based on the target team identifier included in the invitation code activation request; and sends the invitation code activation request to the target second server; The target second server updates the target invitation code corresponding to the target team identifier to an occupied state based on the invitation code activation request.
8. The method according to claim 2, characterized in that: The target second server allocates a target invitation code in an idle state in the invitation code pool to the target team, further comprising: In response to the invitation code allocation request of the first account, the first server determines the target second server based on the target team identifier included in the invitation code allocation request; and sends the invitation code allocation request to the target second server; The target second server determines the target team based on the target team identifier; and allocates a target invitation code in an idle state in an invitation code pool to the target team.
9. The method according to claim 2, characterized in that: The method further comprises: In response to the team information modification request of the first account or the second account, the first server determines the target second server based on the target team identifier included in the team information modification request; and sends the team information modification request to the target second server; The target second server determines the target team based on the target team identifier; and modifies the team information of the target team based on the team information modification request.
10. The method according to claim 2, characterized in that The method further comprises: In response to the team withdrawal request of the second account, the first server determines the target second server based on the target team identifier included in the team withdrawal request; and sends the team withdrawal request to the target second server; The target second server determines the target team based on the target team identifier; and removes the second account from the target team.
11. The method according to claim 2, characterized in that The target second server generates a target team identifier of the target team, including: The target second server generates the target team identifier based on the cluster identifier, server identifier, timestamp identifier and extended identifier of the server cluster to which it belongs; wherein the server identifier is a character string representing the target second server in the server cluster, the timestamp identifier is a character string representing the creation time of the target team, and the extended identifier is used to distinguish different teams created simultaneously within the same timestamp.
12. The method according to claim 1, characterized in that The first server selects a target second server from the plurality of second servers, comprising: The first server selects the second server with the smallest load among the multiple second servers as the target second server, wherein the load is positively correlated with the number of invitation codes in an occupied state in the second server.
13. The method according to claim 1, characterized in that The first server determines the target second server based on the target invitation code included in the team joining request, including: The first server extracts a character string representing the target second server from the target invitation code; The first server determines the target second server based on the character string.
14. The method according to claim 1, characterized in that Each of the first server and the plurality of second servers has a cluster identifier, the cluster identifier is used to indicate the server cluster to which the server belongs, and the team system includes a plurality of server clusters; The step of responding to the team joining request of the second account, the first server determining the target second server based on the target invitation code included in the team joining request, comprises: When the team joining request includes a target cluster identifier and the target cluster identifier is consistent with the cluster identifier of the first server, the first server determines the target second server based on the target invitation code included in the team joining request; The method further comprises: When the team joining request includes a target cluster identifier and the target cluster identifier is inconsistent with the cluster identifier of the first server, the first server forwards the team joining request to other first servers corresponding to the target cluster identifier.
15. A team invitation method, characterized in that: The method is used for a first server, and the method comprises: In response to the team creation request of the first account, selecting a target second server from a plurality of second servers; Sending the team creation request to the target second server, so that the target second server creates a target team belonging to the first account based on the team creation request, and allocates a target invitation code in an idle state in an invitation code pool to the target team, wherein the invitation codes contained in the invitation code pools corresponding to different second servers are different, and the invitation codes in the invitation code pool have a character string representing the second server to which they belong; In response to the team joining request of the second account, determining the target second server based on the target invitation code included in the team joining request; The team joining request is sent to the target second server, so that the target second server determines the target team based on the target invitation code and adds the second account to the target team.
16. A team invitation method, characterized in that: The method is used for a second server, and the method comprises: receiving a team creation request of a first account sent by a first server, and creating a target team belonging to the first account based on the team creation request; Allocating a target invitation code in an idle state in an invitation code pool to the target team, wherein the invitation codes contained in the invitation code pools corresponding to different second servers are different, and the invitation codes in the invitation code pools have a character string representing the second server to which they belong; Receive a team joining request from a second account sent by the first server, and determine the target team based on the target invitation code included in the team joining request; and add the second account to the target team.
17. A team invitation method, characterized in that: The method is used in a terminal, and the method includes: In response to a triggering operation on a team creation control in the main interface, displaying a target team created for the first account in the team formation interface; In response to a triggering operation on an invitation code team forming control in the team forming interface, displaying an invitation code display control; In response to a triggering operation on the invitation code display control, a target invitation code corresponding to the target team is displayed in the team formation interface, and the target invitation code is used for a second account to join the target team.
18. The method according to claim 17, characterized in that The method further comprises: In response to a team joining request from a second account, displaying a team joining review control, wherein the team joining request is sent by the terminal corresponding to the second account upon receiving a trigger operation on the invitation code joining control in the team formation interface and obtaining the input target invitation code; In response to a confirmation operation on the team entry review control, the target team including the first account and the second account is displayed in the team formation interface.
19. The method according to claim 17, characterized in that The team formation interface also includes an invitation code freezing control, and the method further includes: In response to a triggering operation on the invitation code freeze control, the invitation code freeze control is switched to an invitation code thawing control, wherein the invitation code freeze control is used to trigger setting the target invitation code to a frozen state, in which other accounts cannot join the target team through the target invitation code; In response to a triggering operation on the invitation code unfreeze control, the invitation code freeze control is redisplayed, and the invitation code unfreeze control is used to trigger unfreezing of the target invitation code.
20. A team invitation device, characterized in that: The device comprises: A selection module, configured to select a target second server from a plurality of second servers in response to a team creation request of a first account; a sending module, configured to send the team creation request to the target second server, so that the target second server creates a target team belonging to the first account based on the team creation request, and allocates a target invitation code in an idle state in an invitation code pool to the target team, wherein the invitation codes contained in the invitation code pools corresponding to different second servers are different, and the invitation codes in the invitation code pool have a character string representing the second server to which they belong; a determination module, configured to respond to a team joining request from a second account and determine the target second server based on the target invitation code included in the team joining request; The sending module is further used to send the team joining request to the target second server, so that the target second server determines the target team based on the target invitation code and adds the second account to the target team.
21. A team invitation device, characterized in that: The device comprises: A receiving module, configured to receive a team creation request of a first account sent by a first server, and create a target team belonging to the first account based on the team creation request; an allocation module, configured to allocate a target invitation code in an idle state in an invitation code pool to the target team, wherein the invitation codes contained in the invitation code pools corresponding to different second servers are different, and the invitation codes in the invitation code pools have a character string representing the second server to which they belong; a determination module, configured to receive a team joining request from a second account sent by the first server, and determine the target team based on the target invitation code included in the team joining request; An adding module is used to add the second account to the target team.
22. A team invitation device, characterized in that: The device is applied to a terminal, and the device includes: A team display module, configured to display a target team created for the first account in the team formation interface in response to a triggering operation on a team creation control in the main interface; A control display module, configured to display an invitation code display control in response to a triggering operation on an invitation code team forming control in the team forming interface; The invitation code display module is used to display the target invitation code corresponding to the target team in the team formation interface in response to the triggering operation of the invitation code display control, and the target invitation code is used for the second account to join the target team.
23. A server, characterized in that: The server includes: a processor and a memory, wherein at least one instruction is stored in the memory, and the at least one instruction is loaded and executed by the processor to implement the team invitation method according to any one of claims 15 or 16.
24. A terminal, characterized in that: The terminal includes a processor and a memory; the memory stores at least one instruction, and the at least one instruction is used to be executed by the processor to implement the team invitation method according to any one of claims 17 to 19.
25. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores at least one instruction, which is loaded and executed by a processor to implement the team invitation method according to any one of claims 15 to 19.
26. A computer program product, characterized in that The computer program product includes computer instructions, which are stored in a computer-readable storage medium; a processor of a server reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the server executes the team invitation method as described in any one of claims 15 to 19.