Game management method, device and equipment and computer readable storage medium
By allowing the target object to play instead of objects in the game server that are in a hang-up state, the congestion problem caused by insufficient bearer capacity of the game server is solved, and the game experience and resource utilization are improved.
Patent Information
- Application Number
- CN202311340328.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-10-16
- Publication Date
- 2025-04-18
AI Technical Summary
The game server has limited carrying capacity, which can only carry a certain number of game objects at the same time. If there are too many game objects logged into the game, it will cause congestion or crash in the game server, affecting the game experience.
By displaying game information of the first game including the first object in the hang-up state, the target object is allowed to play instead of the first object of any first game, thereby reducing the probability of queuing of the target object and accelerating the start of the game.
Reduces the chance of target objects queuing, accelerates the start of the game, improves the game experience and game participation rate, and improves the utilization rate of game resources.
Smart Images

Figure CN119838226A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer technology, and in particular to a game management method, device, equipment, and computer-readable storage medium. Background Art
[0002] With the continuous development of computer technology, the gaming industry is also developing rapidly. Due to the limited carrying capacity of the game server, it can only carry a certain number of game objects at the same time. If there are too many game objects logging into the game at the same time, it will cause congestion or crash of the game server, thus affecting the gaming experience.
[0003] In the related art, when the number of game objects carried by a game server reaches a limit, other game objects are restricted from logging into the game through queuing. If a game object currently in the game is disconnected from the game server, the first game object in the queue is controlled to join the game.
[0004] However, in the above-mentioned game management method, game objects that apply to join the game need to queue up before they can play the game, which makes the waiting time of the game objects long, resulting in a poor gaming experience for the game objects, thereby reducing the participation rate of the game. Summary of the invention
[0005] The embodiments of the present application provide a game management method, device, equipment and computer-readable storage medium, which can be used to solve the problems of long waiting time for game objects, poor game experience of game objects and low game participation rate in related technologies. The technical solution is as follows:
[0006] On the one hand, an embodiment of the present application provides a game management method, which is applied to a game client, in which a target object is logged in, and the method includes:
[0007] Displaying a first game page, wherein the first game page displays game controls;
[0008] In response to a trigger operation on the game control, displaying game information of at least one first game, wherein the first game includes a first object in an idle state;
[0009] In response to a trigger operation for game information of any first game, a second game page is displayed, the second game page being the game page of any first game, and the second game page displays a screen in which the target object replaces the first object of any first game to play the game.
[0010] On the other hand, an embodiment of the present application provides a game management device, the device comprising:
[0011] A display module, used to display a first game page, wherein the first game page displays game controls;
[0012] The display module is further configured to display game information of at least one first game in response to a trigger operation on the game control, wherein the first game includes a first object in an idle state;
[0013] The display module is also used to display a second game page in response to a trigger operation on the game information of any first game, where the second game page is the game page of any first game, and the second game page displays a screen in which a target object replaces the first object of any first game to play the game.
[0014] In a possible implementation, the first game page also displays game information of at least one second game;
[0015] The display module is also used to, before the game control is triggered, display a third game page in response to a trigger operation on game information of any second game, wherein the third game page displays game information and a start control of any second game, and the start control is used to apply to join any second game; in response to a trigger operation on the start control, and any second game includes a second object in an idle state, display a first pop-up window, the first pop-up window includes first prompt information and a first control, the first prompt information is used to determine whether to play the game instead of the second object, and the first control is used to indicate to play the game instead of the second object; in response to a trigger operation on the first control, display a fourth game page, the fourth game page is the game page of any second game, and the fourth game page displays a screen in which the target object plays the game instead of the second object of any second game.
[0016] In a possible implementation, a second control is further displayed in the first pop-up window, and the second control is used to indicate not to play the game on behalf of the second object;
[0017] The display module is further configured to display a queuing page in response to a triggering operation on the second control, wherein the queuing page displays queuing progress information of the target object in any of the second games.
[0018] In one possible implementation, the display module is used to display a second pop-up window in response to a trigger operation on the second control, the second pop-up window including a second prompt information and a third control, the second prompt information is used to determine whether to enter an on-hook state after a successful queuing and allow a third object to play on behalf of the user, the third control is used to indicate that the on-hook state is entered after a successful queuing and allow a third object to play on behalf of the user, the third object being an object other than the target object; in response to a trigger operation on the third control, the queuing page is displayed.
[0019] In one possible implementation, the display module is used to display a third pop-up window in response to a trigger operation on the third control, wherein the third pop-up window displays a first exit control and a second exit control, wherein the first exit control is used to indicate an automatic exit from an on-hook state, and the second exit control is used to indicate a manual exit from an on-hook state; in response to a trigger operation on any exit control, the method of exiting the on-hook state indicated by any exit control is used as the on-hook state exit method, and the queuing page is displayed.
[0020] In a possible implementation, the queuing page also displays an estimated waiting time of the target object in any second game.
[0021] In a possible implementation manner, the device further includes:
[0022] An acquisition module, used to acquire historical queue progress information and historical waiting time of any second game;
[0023] a determination module, configured to determine a queuing speed of any second game according to the historical queuing progress information and the historical waiting time, wherein the queuing speed is used to indicate a time required for changing from the first queuing progress information to the second queuing progress information, wherein the second queuing progress information is adjacent to the first queuing progress information and is before the first queuing progress information;
[0024] The determination module is further configured to determine an estimated waiting time of the target object in any of the second games according to the queuing progress information of the target object in any of the second games and the queuing speed.
[0025] In one possible implementation, the display module is further used to, in response to a trigger operation on the game control, display game information of any second game and game information of a third game when the target object is queued in any second game, and any second game includes a second object in an idle state, wherein the third game is a game other than any second game among the games including the object in the idle state.
[0026] In one possible implementation, the display module is also used to respond to a trigger operation on the start control, and any second game does not include a second object in an idle state, and display a queue page, in which the queue page displays the queue progress information of the target object in any second game.
[0027] In a possible implementation, in response to a trigger operation on the game control, the first duration corresponding to each first game is also displayed, and the first duration corresponding to any first game is used to indicate the idle duration of the first object of any first game.
[0028] In a possible implementation, the display module is further used to display a fourth pop-up window, wherein the fourth pop-up window displays fourth prompt information, and the fourth prompt information is used to indicate the remaining time for the target object to replace the first object of any first game to play the game.
[0029] In a possible implementation, the display module is also used to display a fifth pop-up window, wherein the fifth pop-up window displays fifth prompt information, and the fifth prompt information is used to instruct the first object of any first game to exit the idle state, and the target object stops playing the game on behalf of the first object of any first game.
[0030] On the other hand, an embodiment of the present application provides a computer device, which includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor so that the computer device implements any of the above-mentioned game management methods.
[0031] On the other hand, a computer-readable storage medium is provided, in which at least one program code is stored. The at least one program code is loaded and executed by a processor so that a computer implements any of the above-mentioned game management methods.
[0032] On the other hand, a computer program or a computer program product is also provided, wherein at least one computer instruction is stored in the computer program or the computer program product, and the at least one computer instruction is loaded and executed by a processor so that the computer implements any of the above-mentioned game management methods.
[0033] The technical solution provided by the embodiments of the present application brings at least the following beneficial effects:
[0034] The technical solution provided by the embodiment of the present application displays the game information of the first game including the first object in the on-hook state, so that the target object can replace the first object of any first game to play the game in any first game. In this way, if the target object needs to queue for a long time before playing the game in any first game, the target object can replace other objects in any first game through this method. Therefore, the probability of the target object needing to queue is reduced, and the target object is accelerated to play the game, thereby improving the target object's gaming experience and the participation rate of the game. Moreover, when the first object is in the on-hook state in any first game, the game resources allocated to the first object by the server are not fully utilized by the first object. When the target object replaces the first object to play the game, the game resources allocated to the first object by the server are used by the target object, so that the game resources are fully utilized, thereby improving the utilization rate of the game resources. BRIEF DESCRIPTION OF THE DRAWINGS
[0035] 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.
[0036] Figure 1 It is a schematic diagram of an implementation environment of a game management method provided in an embodiment of the present application;
[0037] Figure 2 is a flow chart of a game management method provided by an embodiment of the present application;
[0038] Figure 3 is a display schematic diagram of a first game page provided in an embodiment of the present application;
[0039] Figure 4 is a display schematic diagram of a third game page provided in an embodiment of the present application;
[0040] Figure 5 is a display schematic diagram of a first pop-up window provided in an embodiment of the present application;
[0041] Figure 6 is a display schematic diagram of a second pop-up window provided in an embodiment of the present application;
[0042] Figure 7 is a display schematic diagram of a third pop-up window provided in an embodiment of the present application;
[0043] Figure 8 This is a display diagram of a queuing page provided in an embodiment of the present application;
[0044] Fig. 9 is a display schematic diagram of a game control provided in an embodiment of the present application;
[0045] Fig.10 is a schematic diagram of displaying game information of a first game provided by an embodiment of the present application;
[0046] Fig.11 It is a display schematic diagram of a target page provided in an embodiment of the present application;
[0047] Fig.12 is a schematic diagram of displaying game information provided by an embodiment of the present application;
[0048] Fig.13 is a display schematic diagram of a fourth pop-up window provided in an embodiment of the present application;
[0049] Fig.14 is a display schematic diagram of a fifth pop-up window provided in an embodiment of the present application;
[0050] Fig.15 is a flow chart of a game management method provided by an embodiment of the present application;
[0051] Fig.16 It is a structural diagram of a game management device provided in an embodiment of the present application;
[0052] Fig.17 is a schematic diagram of the structure of a terminal device provided in an embodiment of the present application;
[0053] Fig.18 It is a structural diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION
[0054] 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.
[0055] It should be noted that the terms "first", "second", etc. in this application are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the terms used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0056] First, the abbreviations and key terms involved in the embodiments of the present application are defined.
[0057] Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model. It can form a resource pool, which can be used on demand and is flexible and convenient. Cloud computing technology will become an important support. The backend services of the technical network system require a large amount of computing and storage resources, such as video websites, picture websites and more portal websites. With the rapid development and application of the Internet industry, in the future, each item may have its own identification mark, which needs to be transmitted to the backend system for logical processing. Data of different levels will be processed separately. All kinds of industry data need strong system backing support, which can only be achieved through cloud computing.
[0058] Cloud gaming, also known as gaming on demand, is an online gaming technology based on cloud computing technology. Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud gaming scenario, the game is not played on the player's game terminal, but on a cloud server, which renders the game scene into a video and audio stream and transmits it to the player's game terminal over the network. The player's game terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input commands and send them to the cloud server.
[0059] AFK: Massively multiplayer online role-playing games have built-in AFK systems that allow players who cannot log online frequently to enhance their character's strength by AFK, making the competition among player characters in the game more intense. A high-level character who has not been AFK for a long time may be equal in strength to a low-level character who is often AFK.
[0060] Figure 1 is a schematic diagram of an implementation environment of a game management method provided in an embodiment of the present application, such as Figure 1 As shown, the implementation environment includes: a terminal device 101 and a server 102 .
[0061] Among them, a game client capable of providing a game page is installed and run in the terminal device 101, a target object is logged in to the game client, and the game client installed and run in the terminal device 101 is used to execute the game management method provided in the embodiment of the present application.
[0062] Exemplarily, the game client that can provide the game page can be a third-person shooting (TPS) game, a first-person shooting (FPS) game, a multiplayer online tactical competitive (MOBA) game, a multiplayer shooting survival game, a massively multiplayer online role-playing game (MMO), an action role-playing game (ARPG), a virtual reality (VR) client, an augmented reality (AR) client, a three-dimensional map program, a map simulation program, a social client, an interactive entertainment client, etc.
[0063] The server 102 is used to provide background services for the game client installed on the terminal device 101 and capable of providing game pages. In a possible implementation, the server 102 undertakes the main computing work, and the terminal device 101 undertakes the secondary computing work. Alternatively, the server 102 undertakes the secondary computing work, and the terminal device 101 undertakes the main computing work. Alternatively, the terminal device 101 and the server 102 use a distributed computing architecture for collaborative computing.
[0064] Optionally, the terminal device 101 may be any electronic device product that can perform human-computer interaction with a user through one or more methods such as a keyboard, a touchpad, a remote controller, voice interaction, or a handwriting device. For example, the terminal device 101 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a PC (Personal Computer), a mobile phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a smart car machine, a smart TV, etc.
[0065] The server 102 may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDN), big data and artificial intelligence platforms. The server 102 and the terminal device 101 may be directly or indirectly connected in communication via wired or wireless communication. The server 102 has a data receiving function, a data processing function and a data sending function. Of course, the server 102 may also have other functions, which are not limited in the embodiments of the present application.
[0066] Those skilled in the art should understand that the above-mentioned terminal device 101 and server 102 are only for illustration, and other existing or future terminal devices or servers, if applicable to the present application, should also be included in the scope of protection of the present application and are included here by reference.
[0067] The present application embodiment provides a game management method, which can be applied to the above Figure 1 The implementation environment shown is Figure 2 As an example, the flowchart of a game management method provided in the embodiment of the present application is shown in FIG. Figure 1 The game client installed and running in the terminal device 101 can also be implemented by the interaction between the game client installed and running in the terminal device 101 and the server 102. The embodiment of the present application only takes the game client installed and running in the terminal device 101 as the execution subject as an example. Figure 2 As shown, the method includes the following steps 201 to 203.
[0068] In step 201, a first game page is displayed, in which game controls are displayed.
[0069] In an exemplary embodiment of the present application, a game client capable of providing a game page is installed and running in the terminal device, and a target object is logged in to the game client. The game client involved in the embodiment of the present application may be a game client based on frame synchronization, that is, the game management method provided in the embodiment of the present application may be applied to a game client based on frame synchronization.
[0070] The display interface of the terminal device displays the relevant information of the game client. The relevant information of the game client can be the icon of the game client, the name of the game client, or other information that can uniquely represent the game client. The embodiment of the present application does not limit this. When the target object wants to run the game client, the target object selects the relevant information of the game client, and in response to the triggering operation for the relevant information of the game client, displays the first game page, and the first game page displays the game control, which is used to display the game information of at least one first game, and the first game includes a first object in an on-hook state. When the target object is already queued in a certain game, the queue progress information of the target object in the game can also be displayed on the game control.
[0071] Optionally, the relevant information of the target object selecting the game client may be the relevant information of the target object clicking the game client, or the relevant information of the target object selecting the game client by other means. The embodiment of the present application does not limit the manner in which the target object selects the relevant information of the game client.
[0072] like Figure 3 is a display diagram of a first game page provided by an embodiment of the present application. Figure 3 Game controls 301 are shown.
[0073] Optionally, the game controls displayed in the first game page are draggable, and in response to a drag operation on the game controls, the display position of the game controls is changed, and when the drag operation ends, the game controls are displayed at the position where the drag operation ends.
[0074] In a possible implementation, the first game page also displays game information of at least one second game, and the game information of any second game includes but is not limited to a game icon and a game name of any second game. Figure 3 In addition to displaying the game controls, the first game page also displays game information of four second games. Figure 3 302 shown in the figure is a game icon of the first second game, and the game name of the first second game is "AA game". Figure 3 See the game information of other second games displayed in Figure 3 Optionally, when the number of second games is large, due to the limited size of the display screen of the terminal device, the number of second games displayed in the first game page is limited, and then a sliding control 303 can be displayed in the first game page, and the game information of the second game displayed in the first game page can be updated by sliding the sliding control.
[0075] When the target object wants to join any second game, the target object selects the game information of any second game that the target object wants to join, and the game client responds to the trigger operation for the game information of any second game and displays the third game page, which displays the game information of any second object and a start control, wherein the start control is used to apply to join any second game. Figure 4 is a display diagram of a third game page provided by an embodiment of the present application. Figure 4 Displayed in the game are a game icon 401 of any second game, a game name “AA Game” of any second game, introduction information of any second game “AA Game is a hero battle competitive online game” and a start control 402.
[0076] Optionally, the third game page may also display game controls. Figure 4 The 403 shown in the figure is the game controls.
[0077] When the target object wants to join any second game, the target object selects the start control, and the game client determines whether any second game needs to be queued in response to the trigger operation on the start control; based on the need for queuing for any second game, it is determined whether any second game includes a second object in an idle state; based on the fact that any second game includes a second object in an idle state, a first pop-up window is displayed, and the first pop-up window includes a first prompt information and a first control. The first prompt information is used to determine whether to play the game instead of the second object, and the first control is used to indicate whether to play the game instead of the second object.
[0078] The embodiment of the present application does not limit the method for determining whether any second game needs to be queued. Optionally, the process of determining whether any second game needs to be queued includes: generating a first confirmation request, the first confirmation request includes the game identifier of any second game, and sending the first confirmation request to the server. The server receives the first confirmation request, parses the first confirmation request, and obtains the game identifier of any second game. According to the game identifier of any second game, the number of game objects that any second game can carry and the number of game objects that any second game has carried are determined, and based on the number of game objects that any second game can carry and the number of game objects that any second game has carried are the same, a first confirmation message is sent to the game client, and the first confirmation message is used to indicate that any second game needs to be queued; based on the number of game objects that any second game can carry is greater than the number of game objects that any second game has carried, a second confirmation message is sent to the game client, and the second confirmation message is used to indicate that any second game does not need to be queued. The first confirmation message and the second confirmation message include different contents. Among them, the game identifier of any second game can be the game name of any second game, or it can be other identifiers that can uniquely represent any second game, and the embodiment of the present application does not limit this.
[0079] The embodiment of the present application does not limit the process of determining whether any second game includes a second object in an on-hook state. Optionally, the process of determining whether any second game includes a second object in an on-hook state includes: generating a second confirmation request, the second confirmation request includes a game identifier of any second game, and the second confirmation request is used to determine whether any second game includes a second object in an on-hook state. Send a second confirmation request to the server, the server receives the second confirmation request, parses the second confirmation request, obtains the game identifier of any second game, and then determines the state of the game object included in any second game according to the game identifier of any second game, based on the existence of a second object in an on-hook state in the game object included in any second game, the server sends a first message to the game client, and the first message is used to indicate that any second game includes an object in an on-hook state. Based on the fact that any second game does not include a second object in an on-hook state, the server sends a second message to the game client, and the second message is used to indicate that any second game does not include a second object in an on-hook state. Wherein, the first information and the second information include different contents.
[0080] The embodiment of the present application does not limit the display mode of the first pop-up window. Optionally, the first pop-up window can be displayed on top of the third game page, or the first pop-up window can be displayed separately. Figure 5 It is a display schematic diagram of a first pop-up window provided in an embodiment of the present application. Figure 5 The first pop-up window 501 is shown superimposed on the third game page. The first pop-up window displays the first prompt message "A user is providing proxy service, do you want to start the game directly" and the first control 502.
[0081] When the target object determines to play the game on behalf of the second object, the target object selects the first control, and in response to the trigger operation on the first control, a fourth game page is displayed, the fourth game page is a game page of any second game, and the fourth game page displays a screen in which the target object plays the game on behalf of the second object of any second game. That is, the target object can control the virtual object corresponding to the second object of any second game.
[0082] It should be noted that the target object can only view the non-private information of the second object in any second game. The private information of the second object in any second game includes the account information, gold coins and other resource values of the second object in any second game. Account information includes but is not limited to account number, password, nickname and other information. The target object does not have the ability to purchase game props in any second game on behalf of the second object, nor does it have the ability to control the virtual property of the second object in any second game, so that the security of the virtual property of the second object in any second game can be guaranteed.
[0083] In a possible implementation, a second control is also displayed in the first pop-up window, and the second control is used to indicate whether to replace the second object to play the game. Figure 5 503 is the second control. When the target object does not want to play the game on behalf of the second object, the target object selects the second control, and in response to the trigger operation on the second control, a queue page is displayed, in which queue progress information of the target object in any second game is displayed, and the queue progress information may be a queue position.
[0084] Optionally, in response to a trigger operation on a second control, the process of displaying a queuing page includes: in response to a trigger operation on the second control, displaying a second pop-up window, the second pop-up window including a second prompt information and a third control, the second prompt information being used to determine whether to enter an on-hook state after a successful queuing and allow a third object to play on behalf of the user, the third control being used to indicate that an on-hook state is entered after a successful queuing and allow a third object to play on behalf of the user, the third object being an object other than the target object; in response to a trigger operation on the third control, displaying the queuing page.
[0085] The second pop-up window may be displayed superimposed on the third game page, or may be displayed separately, which is not limited in the present embodiment. Figure 6 is a display schematic diagram of a second pop-up window provided in an embodiment of the present application. Figure 6 The second pop-up window 601 is shown superimposed on the third game page. Figure 6 The second pop-up window displays the second prompt information "Queue successfully and automatically hang up and allow proxy playing" and the third control 602.
[0086] When the target object determines that it will enter the idle state after queuing successfully and allows a third object to play on its behalf, the target object selects the third control, and in response to the trigger operation on the third control, the process of displaying the queuing page includes: in response to the trigger operation on the third control, a third pop-up window is displayed, and the third pop-up window displays a first exit control and a second exit control, the first exit control is used to indicate automatic exit from the idle state, and the second exit control is used to indicate manual exit from the idle state, and in response to the trigger operation on any exit control, the method of exiting the idle state indicated by any exit control is used as the method of exiting the idle state, and the queuing page is displayed.
[0087] Exemplarily, in response to the triggering operation on the first exit control, the automatic exit from the on-hook state is used as the on-hook state exit method; in response to the triggering operation on the second exit control, the manual exit from the on-hook state is used as the on-hook state exit method. Optionally, when the on-hook state exit method is the automatic exit from the on-hook state, a duration determination control may also be displayed in the third pop-up window, and the on-hook duration is determined based on the duration determination control. When the target object queues up successfully to enter the on-hook state and the on-hook duration is equal to the on-hook duration, the target object exits the on-hook state.
[0088] Optionally, the third pop-up window may be displayed superimposed on the third game page, or may be displayed separately, which is not limited in the present embodiment. Figure 7 It is a display schematic diagram of a third pop-up window provided in an embodiment of the present application. Figure 7 The third pop-up window 701 is shown superimposed on the third game page. Figure 7 A first exit control 702 and a second exit control 703 are displayed, wherein the first exit control is used to indicate automatic exit from the on-hook state, and the second exit control is used to indicate manual exit from the on-hook state. When the target object selects the first exit control, a duration control 704 is displayed in the third pop-up window, and the on-hook duration is determined by dragging the duration control.
[0089] The reason for determining whether the target object enters the idle state after queuing successfully and allowing a third object to play on its behalf is to prevent the situation where the target object queues successfully but does not enter the game, causing the server to think that the target object is disconnected or the target object connection fails, and then the server disconnects the target object, causing the target object to need to queue up again to play the game. This can reduce the queuing time of the target object to a certain extent and improve the target object's gaming experience.
[0090] In a possible implementation, before displaying the queue page, it is necessary to first determine the queue progress information of the target object in any second game. The method of determining the queue progress information of the target object in any second game includes: determining the number of objects in queue in any second game, adding 1 to the number of objects in queue in any second game, and obtaining the queue progress information of the target object in any second game. Exemplarily, if the number of objects in queue in any second game is 10, the queue progress information of the target object in any second game is 11.
[0091] The process of determining the number of objects in queue in any second game includes: generating a third confirmation request, the third confirmation request including the game identifier of any second game, and sending the third confirmation request to the server. The server receives the third confirmation request, parses the third confirmation request, obtains the game identifier of any second game, determines the number of objects in queue in any second game according to the game identifier of any second game, and returns the number of objects in queue in any second game to the game client.
[0092] Optionally, the server may also determine the queue progress information of the second object in any second game. The process by which the server determines the queue progress information of the second object in any second game is similar to the process by which the game client determines the queue progress information of the second object in any second game, and will not be repeated here.
[0093] like Figure 8 Schematic diagram of a queue page provided by an embodiment of the present application. Figure 8 The "011" displayed in is the queue progress information of the target object in any second game.
[0094] In a possible implementation, the queue page also displays the estimated waiting time of the target object in any second game, that is, the target object needs to wait for the estimated waiting time to enter any second game. Figure 8 The "11 minutes" in the figure is the estimated waiting time of the target object in any second game.
[0095] Optionally, before displaying the expected waiting time of the target object in any second game in the queuing page, it is necessary to first determine the expected waiting time of the target object in any second game. The embodiment of the present application does not limit the process of determining the expected waiting time of the target object in any second game. Optionally, the process of determining the expected waiting time of the target object in any second game includes: obtaining the historical queuing progress information and the historical waiting time of any second game; determining the queuing speed of any second game based on the historical queuing progress information and the historical waiting time, the queuing speed is used to indicate the time required to change from the first queuing progress information to the second queuing progress information, the second queuing progress information is adjacent to the first queuing progress information and is before the first queuing progress information; determining the expected waiting time of the target object in any second game based on the queuing progress information and the queuing speed of the target object in any second game.
[0096] The historical queue progress information and historical waiting time of any second game are obtained through interaction with the server. The quotient between the historical waiting time and the historical queue progress information is used as the queue speed of any second game. The product between the queue progress information of the target object in any second game and the queue speed of any second game is used as the estimated waiting time of the target object in any second game.
[0097] For example, if the historical waiting time is 10 minutes and the historical queue progress information is 10, the queue speed of any second game is 10 / 10=1 minute / player. If the queue progress information of the target object in any second game is 11, the estimated waiting time of the target object in any second game is 1*11=11 minutes.
[0098] Optionally, the server may also determine the estimated waiting time of the target object in any second game, and then the game client obtains the estimated waiting time of the target object in any second game by interacting with the server. The process of the server determining the estimated waiting time of the target object in any second game is similar to the process of the game client determining the estimated waiting time of the second object in any second game, and the embodiments of the present application will not be described in detail here.
[0099] In a possible implementation, after determining the queue progress information of the target object in any second game, the game information of any second game and the queue progress information of the target object in any second game can also be displayed on the game control. Since the game control can be displayed on any page, after displaying the game information of any second game and the queue progress information of the target object in any second game on the game control, the target object can always know how many positions it needs to wait before joining any second game, so that the target object can also know the queue progress of the target object in any second game when browsing other pages. Fig. 9 is a display diagram of a game control provided by an embodiment of the present application, in Fig. 9 The game control shown displays a game icon of any second game and queue progress information of the target object in any second game.
[0100] Optionally, when the target object successfully queues up for any second game and enters an on-hook state, the game control may also display game information and target content of any second game, where the target content is used to indicate that the target object is in an on-hook state. Optionally, the target content is "on-hook".
[0101] The second pop-up window also displays a fourth control, such as Figure 6603 in is the fourth control, and the fourth control is used to indicate that after the queuing is successful, the on-hook state is not entered and the third object is not allowed to play on behalf of the target object. In response to the target object selecting the fourth control, the queuing page is displayed, and the queuing progress information of the target object in any second game is displayed in the queuing page. The process of displaying the queuing page has been described in the above process and will not be repeated here. When the target object determines that the target object does not enter the on-hook state after the queuing is successful and the third object is not allowed to play on behalf of the target object, if the target object is successfully queued in any second game, and the target object does not enter any second game within the specified time, the server considers that the target object network fails or the target object connection fails, then the server disconnects the connection with the target object, and when the target object wants to join any second game again, it needs to queue up again. Among them, the specified time refers to the target duration after the queuing is successful, and the target duration is set based on experience, or adjusted according to the implementation environment, and the embodiment of the present application does not limit this. Exemplarily, the target duration is 2 minutes, that is, if the target object successfully queues up for any second game and does not join any second game within 2 minutes after the successful queuing, the server considers that the target object does not need to join any second game, and the server disconnects the target object.
[0102] In step 202, in response to a trigger operation on a game control, game information of at least one first game is displayed.
[0103] The first game includes a first object in an on-hook state. The trigger operation for the game control may refer to a long press operation for the game control, or a click operation for the game control, or other operations for the game control, which is not limited in the embodiment of the present application.
[0104] Optionally, in response to a trigger operation on the game control, game information of at least one first game is displayed in the first game page. When the game control is triggered and the game information of at least one first game is displayed in the first game page, the game information of at least one second game displayed in the first game page cannot be triggered. Fig.10 is a schematic diagram showing game information of a first game provided by an embodiment of the present application. Fig.10 The game information of four first games is displayed, wherein 1001 is the game information of the first first game, 1002 is the game information of the second first game, 1003 is the game information of the third first game, and 1004 is the game information of the fourth first game. The game information of the first game includes but is not limited to one or more of the game icon of the first game and the game name of the first game.
[0105] In a possible implementation, when the number of first games is greater than a threshold number, game information and a target control of the first games of the threshold number are displayed on the first game page, and the target control is used to display a target page, and the target page displays game information of each first game. Fig.10 1005 is the target control. The quantity threshold is set based on experience or adjusted according to the implementation environment, and the embodiment of the present application does not limit this. Exemplarily, the quantity threshold is 4. That is, when the number of first games is 10, since the number of first games is greater than the quantity threshold 4, the game information and target control of 4 of the 10 first games are displayed in the first game page, and the target control is used to display the target page, and the game information of the 10 first games is displayed in the target page.
[0106] like Fig.11 is a display diagram of a target page provided by an embodiment of the present application. Fig.11 The game information of each first game is displayed in the target page. Since the size of the display interface of the terminal device is limited, the game information of the first game displayed in the target page can be updated by sliding the sliding control 1101.
[0107] In a possible implementation, in response to a trigger operation on a game control, while displaying game information of at least one first game, the first duration corresponding to each first game may also be displayed, and the first duration corresponding to any first game is used to indicate the idle duration of the first object of any first game. Fig.10 The "00:12" is the first duration corresponding to the first object of the first first game, "03:08" is the first duration corresponding to the first object of the second first game, "20:10" is the first duration corresponding to the first object of the third first game, and "03:16" is the first duration corresponding to the first object of the fourth first game.
[0108] In response to a trigger operation for game information of any first game, before displaying the second game page, the object information of the target object can also be determined; based on the object information of the target object, the object type of the target object can be determined; based on the object type of the target object meeting the type requirements, the second game page is displayed.
[0109] Among them, the object information of the target object can be the account of the target object in the game client, or the object name of the target object in the game client, or other information that can uniquely represent the target object, which is not limited in this embodiment of the present application.
[0110] The object types of the target object include common objects and non-common objects (ie, member (VIP, Very Important Person) objects). The object type of the target object meets the type requirement, which means that the object type of the target object is a non-common object.
[0111] In a possible implementation, when the target object is queued in any second game, in response to a trigger operation on a game control, and any second game includes a second object in an idle state, game information of any second game and game information of a third game are displayed, where the third game is a game other than any second game among games including the object in the idle state. Optionally, the game information of any second game is displayed above the game information of the third game, that is, the game information of any second game is displayed first.
[0112] The reason why the game information of any second game is placed first is that any second game is the game that the target object is queuing for, that is, the game that the target object wants to join. Therefore, the game information of any second game is placed first, which can facilitate the target object to join any second game.
[0113] like Fig.12 This is a schematic diagram of displaying game information provided by an embodiment of the present application. Fig.12 1201 is the game information of any second game, 1202 is the game information of the first third game, 1203 is the game information of the second third game, and 1204 is the game information of the third third game. Fig.12 The game information of any second game displayed in is displayed above the game information of each third game.
[0114] In step 203, in response to a trigger operation for game information of any first game, a second game page is displayed, the second game page being the game page of any first game, and the second game page displays a screen in which a target object replaces a first object of any first game to play the game.
[0115] In a possible implementation, after displaying the game information of at least one first game in the above step 202, if the target object wants to play the game without queuing, the target object can join any first game, and at this time the target object selects the game information of any first game, and in response to the trigger operation for the game information of any first game, a second game page is displayed, and a screen showing the target object playing the game on behalf of the first object of any first game is displayed in the second game page. That is, the target object joins any first game, and in any first game, the target object plays the game on behalf of the first object of any first game, that is, the target object can control the virtual object corresponding to the first object of any first game.
[0116] Optionally, when the on-hook state exit mode of the first object of any first game is to automatically exit the on-hook state, when the on-hook state exit time target length of the first object of any first game is reached, a fourth pop-up window is displayed, and the fourth pop-up window displays a fourth prompt message, and the fourth prompt message is used to indicate the remaining time for the target object to play the game instead of the first object of any first game. The remaining time is the target time, and the target time is set based on experience, or adjusted according to the implementation environment, which is not limited in the embodiments of the present application. Exemplarily, the target time is 5 minutes. That is, when the on-hook state exit time of the first object of any first game is 5 minutes, the fourth pop-up window is displayed.
[0117] The fourth pop-up window can be displayed on top of the second game page, or can be displayed separately. The embodiment of the present application does not limit the display method of the fourth pop-up window. Fig.13 It is a display schematic diagram of a fourth pop-up window provided in an embodiment of the present application. Fig.13 The fourth prompt information displayed in the example is “The current proxy service will end in 5 minutes.” 5 minutes is the target duration, that is, the remaining duration for the target object to play the game on behalf of the first object of any first game.
[0118] The fourth pop-up window may also display a confirmation control 1301. In response to the triggering operation on the confirmation control, the fourth pop-up window is cancelled.
[0119] Optionally, when the exit mode of the idle state of the first object of any first game is manual exit, when the first object of any first game exits the idle state, a fifth pop-up window is displayed, and the fifth pop-up window displays fifth prompt information, and the fifth prompt information is used to indicate that the first object of any first game exits the idle state, and the target object stops playing the game on behalf of the first object of any first game. The first object of any first game exiting the idle state means that the first object of any first game enters the game.
[0120] The fifth pop-up window can be displayed on top of the second game page, or can be displayed separately. The embodiment of the present application does not limit the display method of the fifth pop-up window. Fig.14 It is a display schematic diagram of a fifth pop-up window provided in an embodiment of the present application. Fig.14 The fifth prompt message displayed is "The original user has come online and the proxy service has ended."
[0121] The fifth pop-up window may also display a confirmation control 1401. In response to the triggering operation on the confirmation control, the fifth pop-up window and the second game page are canceled.
[0122] The above method displays the game information of the first game including the first object in the on-hook state, so that the target object can replace the first object of any first game to play the game in any first game. In this way, if the target object needs to queue for a long time before playing the game in any first game, the target object can replace other objects in any first game through this method. Therefore, the probability of the target object needing to queue is reduced, and the target object is accelerated to play the game, thereby improving the target object's gaming experience and the participation rate of the game. Moreover, when the first object is in the on-hook state in any first game, the game resources allocated by the server to the first object are not fully utilized by the first object. When the target object replaces the first object to play the game, the game resources allocated by the server to the first object are used by the target object, so that the game resources are fully utilized, thereby improving the utilization rate of the game resources.
[0123] Fig.15 is a flowchart of a game management method provided by an embodiment of the present application, such as Fig.15 As shown, the method includes the following process.
[0124] 1501. Display game information of multiple second games.
[0125] The game information of the second game includes, but is not limited to, a game icon and a game name of the second game.
[0126] 1502. The target object selects game information of any second game.
[0127] 1503. Display the third game page.
[0128] The third game page displays game information and a start control of any second game, and the start control is used to instruct the target object to apply to join any second game.
[0129] 1504. Determine whether any second game needs to be queued.
[0130] The process of determining whether any second game needs to be queued has been described in the above step 201 and will not be repeated here.
[0131] 1505. Based on the fact that any second game does not require queuing, start any second game.
[0132] 1506. Based on the fact that any second game needs to be queued, determine whether any second game includes a second object in an idle state.
[0133] The process of determining whether any second game includes a second object in an idle state has been described in the above step 201 and will not be repeated here.
[0134] 1507. Based on any second game including a second object in an idle state, display a first pop-up window.
[0135] The first pop-up window includes first prompt information and a first control, the first prompt information is used for the target object to determine whether to replace the second object to play the game, and the first control is used to indicate that the target object determines to replace the second object to play the game.
[0136] 1508. Display the fourth game page.
[0137] When the target object selects the first control, a fourth game page is displayed, the fourth game page being a game page of any second game, and a screen in which the target object plays the game instead of the second object is displayed in the fourth game page.
[0138] 1509. Based on the fact that any second game does not include a second object in an idle state, display a second pop-up window.
[0139] The second pop-up window includes a second prompt message and a third control. The second prompt message is used for the target object to determine whether to enter the hang-up state and allow a third object to play on its behalf after the target object is successfully queued. The third control is used to instruct the target object to enter the hang-up state and allow a third object to play on its behalf after determining that the target object is successfully queued.
[0140] 1510. Display the third pop-up window.
[0141] When the target object selects the third control, a third pop-up window is displayed, and the third pop-up window is used by the target object to determine the exit method of the on-hook state.
[0142] 1511. Display the queue page.
[0143] When the target object determines the exit method of the idle state in the third pop-up window, a queue page is displayed, which displays the queue progress information and estimated waiting time of the target object in any second game. At the same time, the game information of any second game and the queue progress information of the target object in any second game are also displayed in the game control.
[0144] When the target object successfully queues up in any second game, but the user fails to enter any second game within the specified time, the target object will be in an idle state in any second game. At this time, the server will synchronize any second game to the clients of other users, and other users can see any second game that is currently allowed to be played on behalf of others in their own clients. Other users, such as user A, if user A wants to join any second game, and user A selects the start control corresponding to any second game, user A's client will display a pop-up window, asking user A whether he can directly skip the queue and start any second game to help play on behalf of others. If user A disagrees, user A continues the normal queuing process. The normal queuing process of user A is similar to the normal queuing process of the target object mentioned above, and will not be repeated here.
[0145] If user A agrees, user A directly enters any second game to play the game on behalf of the target object, and user A does not need to queue in any second game. This can save user A's queuing time and improve user A's gaming experience.
[0146] After user A enters any second game to play on behalf of the target object, other users will not be able to see the game information of any second game on their own clients. If user A does not choose to play on behalf of the target object, user B will also be able to see the game information of any second game on the client interface of user B, and can directly click on the game information of any second game to enter any second game to play on behalf of the target object.
[0147] Alternatively, after user A enters any second game and plays the game on behalf of the target object for a period of time, user A quits any second game, and the server stops pushing any second game to the client of user A. When user A quits any second game and the target object is still in the idle state, the server pushes any second game to the clients of other users except user A again, and the clients of other users can display the game information of any second game, and other users can click on the game information of any second game to enter any second game and play the game on behalf of the target object.
[0148] When the target object exits the idle state (the target object manually enters any second game, or the target object automatically exits the idle state), the server stops pushing any second game to the client of other users.
[0149] Fig.16 FIG. 1 is a schematic diagram of the structure of a game management device provided in an embodiment of the present application. Fig.16 As shown, the device comprises:
[0150] Display module 1601, used to display a first game page, in which game controls are displayed;
[0151] The display module 1601 is further configured to display game information of at least one first game in response to a trigger operation on a game control, wherein the first game includes a first object in an idle state;
[0152] The display module 1601 is also used to display a second game page in response to a trigger operation on the game information of any first game, where the second game page is the game page of any first game, and the second game page displays a screen in which a target object replaces the first object of any first game to play the game.
[0153] In a possible implementation, the first game page also displays game information of at least one second game;
[0154] The display module 1601 is also used to display a third game page in response to a trigger operation on game information of any second game before the game control is triggered, wherein the third game page displays game information of any second game and a start control, and the start control is used to apply to join any second game; in response to a trigger operation on the start control, and any second game includes a second object in an idle state, display a first pop-up window, the first pop-up window includes a first prompt information and a first control, the first prompt information is used to determine whether to play the game instead of the second object, and the first control is used to indicate to play the game instead of the second object; in response to a trigger operation on the first control, display a fourth game page, which is a game page of any second game, and the fourth game page displays a screen in which the target object replaces the second object of any second game to play the game.
[0155] In a possible implementation, a second control is further displayed in the first pop-up window, and the second control is used to indicate not to play the game on behalf of the second object;
[0156] The display module 1601 is further configured to display a queuing page in response to a trigger operation on the second control, wherein the queuing page displays queuing progress information of the target object in any second game.
[0157] In one possible implementation, display module 1601 is used to display a second pop-up window in response to a trigger operation on a second control, the second pop-up window including a second prompt information and a third control, the second prompt information is used to determine whether to enter an on-hook state after a successful queuing and allow a third object to play on behalf of the target object, the third control is used to indicate that the on-hook state is entered after a successful queuing and allow a third object to play on behalf of the target object, the third object being an object other than the target object; in response to a trigger operation on the third control, a queuing page is displayed.
[0158] In one possible implementation, the display module 1601 is used to display a third pop-up window in response to a trigger operation on a third control, in which a first exit control and a second exit control are displayed, the first exit control is used to indicate automatic exit from the on-hook state, and the second exit control is used to indicate manual exit from the on-hook state; in response to a trigger operation on any exit control, the method of exiting the on-hook state indicated by any exit control is used as the on-hook state exit method, and a queuing page is displayed.
[0159] In a possible implementation, the queue page also displays the estimated waiting time of the target object in any second game.
[0160] In a possible implementation, the device further includes:
[0161] An acquisition module 1602 is used to acquire historical queue progress information and historical waiting time of any second game;
[0162] The determination module 1603 is used to determine the queue speed of any second game according to the historical queue progress information and the historical waiting time, where the queue speed is used to indicate the time required for the first queue progress information to change to the second queue progress information, where the second queue progress information is adjacent to the first queue progress information and is before the first queue progress information;
[0163] The determination module 1603 is further configured to determine an estimated waiting time of the target object in any second game according to the queuing progress information and queuing speed of the target object in any second game.
[0164] In one possible implementation, the display module 1601 is also used to respond to a trigger operation on the game control when the target object is queued in any second game, and any second game includes a second object in an idle state, to display game information of any second game and game information of a third game, where the third game is a game other than any second game in the game including the object in the idle state.
[0165] In one possible implementation, the display module 1601 is also used to respond to a trigger operation on the start control, and any second game does not include a second object in an idle state, and display a queue page, in which the queue page displays the queue progress information of the target object in any second game.
[0166] In a possible implementation, in response to a trigger operation on a game control, the first duration corresponding to each first game is also displayed, and the first duration corresponding to any first game is used to indicate the idle duration of the first object of any first game.
[0167] In a possible implementation, the display module 1601 is further used to display a fourth pop-up window, where the fourth pop-up window displays fourth prompt information, and the fourth prompt information is used to indicate the remaining time for the target object to replace the first object of any first game to play the game.
[0168] In a possible implementation, the display module 1601 is also used to display a fifth pop-up window, which displays a fifth prompt message, and the fifth prompt message is used to indicate that the first object of any first game exits the idle state, and the target object stops playing the game on behalf of the first object of any first game.
[0169] The above device displays the game information of the first game including the first object in the on-hook state, so that the target object can replace the first object of any first game to play the game in any first game. In this way, if the target object needs to queue for a long time before playing the game in any first game, the target object can replace other objects in any first game to play the game, which reduces the probability of the target object needing to queue, speeds up the target object to play the game, and thus can improve the target object's game experience and increase the participation rate of the game. Moreover, when the first object is in the on-hook state in any first game, the game resources allocated by the server to the first object are not fully utilized by the first object. When the target object replaces the first object to play the game, the game resources allocated by the server to the first object are used by the target object, so that the game resources are fully utilized, and thus can improve the utilization rate of the game resources.
[0170] It should be understood that the above-mentioned device only uses the division of the above-mentioned functional modules as an example to illustrate when implementing its functions. In actual applications, the above-mentioned functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process is detailed in the method embodiment, which will not be repeated here.
[0171] Fig.17 The structural block diagram of a terminal device 1700 provided by an exemplary embodiment of the present application is shown. The terminal device 1700 may be any electronic device product that can perform human-computer interaction with a user through one or more methods such as a keyboard, a touchpad, a remote controller, voice interaction, or a handwriting device. For example, a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a tablet computer, a smart car machine, a smart TV, a smart speaker, a smart watch, etc.
[0172] Typically, the terminal device 1700 includes: a processor 1701 and a memory 1702 .
[0173] The processor 1701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1701 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1701 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1701 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1701 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0174] The memory 1702 may include one or more computer-readable storage media, which may be non-transitory. The memory 1702 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 1702 is used to store at least one instruction, which is used to be executed by the processor 1701 to implement the game management method provided in the method embodiment of the present application.
[0175] In some embodiments, the terminal device 1700 may further optionally include: a peripheral device interface 1703 and at least one peripheral device. The processor 1701, the memory 1702 and the peripheral device interface 1703 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 1703 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1704, a display screen 1705, a camera assembly 1706, an audio circuit 1707 and a power supply 1709.
[0176] The peripheral device interface 1703 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1701 and the memory 1702. In some embodiments, the processor 1701, the memory 1702, and the peripheral device interface 1703 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1701, the memory 1702, and the peripheral device interface 1703 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
[0177] The radio frequency circuit 1704 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1704 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1704 converts the electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1704 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The radio frequency circuit 1704 can communicate with other terminal devices through at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1704 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
[0178] The display screen 1705 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1705 is a touch display screen, the display screen 1705 also has the ability to collect touch signals on the surface or above the surface of the display screen 1705. The touch signal can be input to the processor 1701 as a control signal for processing. At this time, the display screen 1705 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the display screen 1705 can be one, which is set on the front panel of the terminal device 1700; in other embodiments, the display screen 1705 can be at least two, which are respectively set on different surfaces of the terminal device 1700 or are folded; in other embodiments, the display screen 1705 can be a flexible display screen, which is set on the curved surface or folded surface of the terminal device 1700. Even, the display screen 1705 can also be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1705 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0179] The camera assembly 1706 is used to capture images or videos. Optionally, the camera assembly 1706 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal device 1700, and the rear camera is arranged on the back of the terminal device 1700. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1706 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0180] The audio circuit 1707 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 1701 for processing, or input them into the RF circuit 1704 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal device 1700. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 1701 or the RF circuit 1704 into sound waves. The speaker may be a traditional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 1707 may also include a headphone jack.
[0181] The power supply 1709 is used to power various components in the terminal device 1700. The power supply 1709 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1709 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0182] In some embodiments, the terminal device 1700 further includes one or more sensors 1710 , including but not limited to: an acceleration sensor 1711 , a gyroscope sensor 1712 , a pressure sensor 1713 , an optical sensor 1715 , and a proximity sensor 1716 .
[0183] The acceleration sensor 1711 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal device 1700. For example, the acceleration sensor 1711 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 1701 can control the display screen 1705 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1711. The acceleration sensor 1711 can also be used to collect motion data of games or users.
[0184] The gyroscope sensor 1712 can detect the body direction and rotation angle of the terminal device 1700, and the gyroscope sensor 1712 can cooperate with the acceleration sensor 1711 to collect the user's 3D actions on the terminal device 1700. The processor 1701 can implement the following functions based on the data collected by the gyroscope sensor 1712: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0185] The pressure sensor 1713 can be set on the side frame of the terminal device 1700 and / or the lower layer of the display screen 1705. When the pressure sensor 1713 is set on the side frame of the terminal device 1700, the user's holding signal of the terminal device 1700 can be detected, and the processor 1701 performs left and right hand recognition or shortcut operations according to the holding signal collected by the pressure sensor 1713. When the pressure sensor 1713 is set on the lower layer of the display screen 1705, the processor 1701 controls the operability controls on the UI interface according to the user's pressure operation on the display screen 1705. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0186] The optical sensor 1715 is used to collect the ambient light intensity. In one embodiment, the processor 1701 can control the display brightness of the display screen 1705 according to the ambient light intensity collected by the optical sensor 1715. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1705 is increased; when the ambient light intensity is low, the display brightness of the display screen 1705 is reduced. In another embodiment, the processor 1701 can also dynamically adjust the shooting parameters of the camera assembly 1706 according to the ambient light intensity collected by the optical sensor 1715.
[0187] The proximity sensor 1716, also known as a distance sensor, is usually arranged on the front panel of the terminal device 1700. The proximity sensor 1716 is used to collect the distance between the user and the front of the terminal device 1700. In one embodiment, when the proximity sensor 1716 detects that the distance between the user and the front of the terminal device 1700 is gradually decreasing, the processor 1701 controls the display screen 1705 to switch from the screen-on state to the screen-off state; when the proximity sensor 1716 detects that the distance between the user and the front of the terminal device 1700 is gradually increasing, the processor 1701 controls the display screen 1705 to switch from the screen-off state to the screen-on state.
[0188] Those skilled in the art will understand that Fig.17 The structure shown in the figure does not constitute a limitation on the terminal device 1700, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0189] Fig.18This is a schematic diagram of the structure of the server provided in the embodiment of the present application. The server 1800 may have relatively large differences due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 1801 and one or more memories 1802, wherein at least one program code is stored in the one or more memories 1802, and the at least one program code is loaded and executed by the one or more processors 1801 to implement the game management method provided by the above-mentioned various method embodiments. Of course, the server 1800 may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output. The server 1800 may also include other components for implementing device functions, which will not be described in detail here.
[0190] In an exemplary embodiment, a computer-readable storage medium is also provided, in which at least one program code is stored. The at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned game management methods.
[0191] Optionally, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, etc.
[0192] In an exemplary embodiment, a computer program or a computer program product is also provided, wherein at least one computer instruction is stored in the computer program or the computer program product, and the at least one computer instruction is loaded and executed by a processor to enable a computer to implement any of the above-mentioned game management methods.
[0193] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions. For example, the game information, game pages, object information, etc. involved in this application are all obtained with full authorization.
[0194] It should be understood that the "plurality" mentioned in this article refers to two or more. "And / or" describes the association relationship of the associated objects, indicating that there can be three relationships. For example, A and / or B can mean: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the associated objects are in an "or" relationship.
[0195] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0196] The above description is only an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the principles of the present application shall be included in the protection scope of the present application.
Claims
1. A game management method, characterized in that: Applied to a game client, in which a target object is logged in, the method comprises: Displaying a first game page, wherein the first game page displays game controls; In response to a trigger operation on the game control, displaying game information of at least one first game, wherein the first game includes a first object in an idle state; In response to a trigger operation for game information of any first game, a second game page is displayed, the second game page being the game page of any first game, and the second game page displays a screen in which the target object replaces the first object of any first game to play the game.
2. The method according to claim 1, characterized in that The first game page also displays game information of at least one second game; After displaying the first game page, the method further includes: Before the game control is triggered, in response to a triggering operation for the game information of any second game, a third game page is displayed, wherein the third game page displays the game information of any second game and a start control, wherein the start control is used to apply to join any second game; In response to a trigger operation on the start control, and any second game includes a second object in an idle state, displaying a first pop-up window, the first pop-up window including first prompt information and a first control, the first prompt information being used to determine whether to play the game in place of the second object, and the first control being used to instruct to play the game in place of the second object; In response to a trigger operation on the first control, a fourth game page is displayed, the fourth game page being a game page of any of the second games, and the fourth game page displays a screen in which the target object replaces the second object of any of the second games to play the game.
3. The method according to claim 2, characterized in that A second control is also displayed in the first pop-up window, and the second control is used to indicate not to play the game on behalf of the second object; The method further comprises: In response to the triggering operation on the second control, a queuing page is displayed, wherein the queuing page displays the queuing progress information of the target object in any of the second games.
4. The method according to claim 3, characterized in that The step of displaying a queuing page in response to a triggering operation on the second control includes: In response to the trigger operation on the second control, a second pop-up window is displayed, the second pop-up window includes second prompt information and a third control, the second prompt information is used to determine whether to enter the on-hook state after the queue is successfully queued and allow a third object to play on behalf of the queue, and the third control is used to indicate that the on-hook state is entered after the queue is successfully queued and the third object is allowed to play on behalf of the queue, and the third object is an object other than the target object; In response to a trigger operation on the third control, the queuing page is displayed.
5. The method according to claim 4, characterized in that The displaying the queuing page in response to the triggering operation on the third control includes: In response to a trigger operation on the third control, a third pop-up window is displayed, wherein the third pop-up window displays a first exit control and a second exit control, wherein the first exit control is used to indicate an automatic exit from an on-hook state, and the second exit control is used to indicate a manual exit from an on-hook state; In response to a triggering operation on any exit control, the method of exiting the on-hook state indicated by any exit control is used as the on-hook state exit method, and the queuing page is displayed.
6. The method according to claim 3, characterized in that The queue page also displays the estimated waiting time of the target object in any of the second games.
7. The method according to claim 6, characterized in that The method further comprises: Obtaining historical queue progress information and historical waiting time of any second game; Determine a queue speed of any second game according to the historical queue progress information and the historical waiting time, wherein the queue speed is used to indicate the time required for the first queue progress information to change to the second queue progress information, and the second queue progress information is adjacent to the first queue progress information and is before the first queue progress information; An estimated waiting time of the target object in any of the second games is determined according to the queuing progress information of the target object in any of the second games and the queuing speed.
8. The method according to claim 3, characterized in that The method further comprises: In a case where the target object is queued in any of the second games, in response to a trigger operation on the game control, and any of the second games includes a second object in an idle state, game information of any of the second games and game information of a third game are displayed, wherein the third game is a game other than any of the second games among the games including the object in the idle state.
9. The method according to any one of claims 2 to 8, characterized in that: The method further comprises: In response to a trigger operation on the start control, and any of the second games does not include a second object in an idle state, a queuing page is displayed, wherein the queuing page displays queuing progress information of the target object in any of the second games.
10. The method according to any one of claims 1 to 8, characterized in that: In response to the triggering operation on the game control, the first duration corresponding to each first game is also displayed, and the first duration corresponding to any first game is used to indicate the idle time of the first object of any first game.
11. The method according to any one of claims 1 to 8, characterized in that: After the second game page is displayed in response to the triggering operation for the game information of any first game, the method further includes: A fourth pop-up window is displayed, wherein the fourth pop-up window displays fourth prompt information, and the fourth prompt information is used to indicate the remaining time for the target object to replace the first object of any first game to play the game.
12. The method according to any one of claims 1 to 8, characterized in that: After the second game page is displayed in response to the triggering operation for the game information of any first game, the method further includes: A fifth pop-up window is displayed, wherein the fifth pop-up window displays fifth prompt information, wherein the fifth prompt information is used to instruct the first object of any first game to exit the idle state, and the target object stops playing the game on behalf of the first object of any first game.
13. A game management device, characterized in that: The device comprises: A display module, used to display a first game page, wherein the first game page displays game controls; The display module is further configured to display game information of at least one first game in response to a trigger operation on the game control, wherein the first game includes a first object in an idle state; The display module is also used to display a second game page in response to a trigger operation on the game information of any first game, where the second game page is the game page of any first game, and the second game page displays a screen in which a target object replaces the first object of any first game to play the game.
14. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor so that the computer device implements the game management method as described in any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that: At least one program code is stored in the computer-readable storage medium, and the at least one program code is loaded and executed by the processor to enable the computer to implement the game management method as described in any one of claims 1 to 12.
16. A computer program product, characterized in that The computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor so that a computer implements the game management method according to any one of claims 1 to 12.