Account management method and device for game package information change, equipment and medium
By generating a new account and unbinding, and establishing a binding relationship with the self-operated login method, the problem of users being unable to log in to historical accounts after game migration is solved, and the inheritance of game data and the improvement of user experience is achieved.
Patent Information
- Application Number
- CN202311767103.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-20
- Publication Date
- 2025-07-22
AI Technical Summary
After the game is moved, users are unable to log in to the original historical account through non-self-operated login, resulting in the inability to inherit the game data and affecting the user experience.
After the game package information is changed, new account information is generated, and the non-self-operated login method is automatically bound to the new account through the binding unresponsible request, and self-operated login method prompt information is generated. If the user uses historical account information through self-operated login, a binding relationship is established to realize the login of the historical account.
After the game package information is changed, users can log in to their historical accounts through non-self-operated login, inherit the original game data, and improve the user experience.
Smart Images

Figure CN120346537A_ABST
Abstract
Description
Technical Field
[0001] The present application belongs to the field of computer technology, and specifically relates to an account management method, device, equipment and medium for changing game package information. Background Art
[0002] There are many reasons that may cause the game to need to be migrated, such as the transfer of the game entity, the change of game publisher, and the change of the game entity.
[0003] When accessing the migrated game, you will notice that if you log in through a third party, you will not be able to log in to your original historical account. This is because when the publisher changes, the openID for third-party login will also change. If you use the same third party to log in to the migrated game, a new openID will be generated, and then a new account will be generated, and you will not be able to log in back to the original account.
[0004] Therefore, how to log in to the migrated game using a non-self-operated login method and inherit the original game data is a technical problem that needs to be urgently solved by technical personnel in this field. Summary of the invention
[0005] The purpose of the embodiments of the present application is to provide an account management method, device, equipment and medium for game package information changes, which can unbind the new account from the non-self-operated login method when the user logs in to the game after the game package information is changed through a non-self-operated login method, and based on the binding relationship between the historical account information and the non-self-operated login method, the changed game can better inherit the original game data to avoid affecting the user's gaming experience.
[0006] In a first aspect, an embodiment of the present application provides an account management method for changing game package information, the method comprising:
[0007] After the game package information is changed, if it is identified that the user logs in through a non-self-operated login method, new account information will be generated;
[0008] In response to the binding release request, release the automatic binding between the non-self-operated login method and the new account information, and generate self-operated login method prompt information;
[0009] If it is identified that the user logs in using historical account information through a self-operated login method, a binding relationship between the historical account information and the non-self-operated login method is established according to the binding instruction;
[0010] If the user is identified again as logging in through a non-self-operated login method, the historical account information is logged in according to the binding relationship.
[0011] Furthermore, before generating new account information, the method further includes:
[0012] Identify whether there is a binding record for the non-self-operated login method before the game package information is changed;
[0013] If there is a binding record, based on the binding record, determine the bound account information for logging in through the non-self-operated login method, and log in based on the bound account information.
[0014] Further, the method further includes:
[0015] Judge whether the non-self-operated login method is bound with historical account information. If not, perform the operation of generating new account information;
[0016] Judge whether the non-self-operated login method is bound with historical account information. If so, log in to the bound historical account information.
[0017] Further, after generating new account information if it is recognized that the user logs in through the non-self-operated login method, the method further includes:
[0018] Judge whether there is a binding record for the non-self-operated login method after the game package information is changed;
[0019] If there is a binding record, in response to an account switching request, switch the game account from the new account information to the bound account information.
[0020] Further, the method further includes:
[0021] When it is recognized that the main information of the game package has changed, determine that the game package information has changed.
[0022] Further, generating new account information when it is recognized that the user logs in through the non-self-operated login method includes:
[0023] When it is recognized that the user logs in through the non-self-operated login method, obtain the authorization information of the game package;
[0024] Generate the new account information of the game package according to the authorization information.
[0025] Further, the non-self-operated login method includes a third-party account login method or a guest account login method.
[0026] In a second aspect, an account management device for game package information change provided by an embodiment of the present application is characterized in that the server includes the device, and the device includes:
[0027] An account information generation module, configured to generate new account information if it is recognized that the user logs in through the non-self-operated login method after the game package information is changed;
[0028] A prompt information generating module, used to release the automatic binding between the non-self-operated login method and the new account information in response to the binding release request, and generate self-operated login method prompt information;
[0029] A binding relationship establishment module, for establishing a binding relationship between the historical account information and the non-self-operated login method according to a binding instruction issued by the user when recognizing that the user logs in using the historical account information through the self-operated login method;
[0030] The historical account information login module is used to log in the historical account information according to the binding relationship if it is recognized that the user logs in again through a non-self-operated login method.
[0031] In a third aspect, an embodiment of the present application provides an electronic device, which includes a processor, a memory, and a program or instruction stored in the memory and executable on the processor, wherein the program or instruction, when executed by the processor, implements the steps of the method described in the first aspect.
[0032] In a fourth aspect, an embodiment of the present application provides a readable storage medium, on which a program or instruction is stored, and when the program or instruction is executed by a processor, the steps of the method described in the first aspect are implemented.
[0033] In a fifth aspect, an embodiment of the present application provides a chip, comprising a processor and a communication interface, wherein the communication interface is coupled to the processor, and the processor is used to run a program or instruction to implement the method described in the first aspect.
[0034] In an embodiment of the present application, after the game package information is changed, if it is recognized that the user logs in through a non-self-operated login method, new account information is generated; in response to a binding release request, the automatic binding of the non-self-operated login method and the new account information is released, and self-operated login method prompt information is generated; if it is recognized that the user logs in through the self-operated login method using historical account information, a binding relationship between the historical account information and the non-self-operated login method is established according to the binding instruction issued by the user; if it is recognized again that the user logs in through a non-self-operated login method, the login of the historical account information is implemented according to the binding relationship.
[0035] The above-mentioned account management method for game package information changes can unbind the new account from the non-self-operated login method when the user logs in to the game after the game package information is changed through a non-self-operated login method, and based on the binding relationship between the historical account information and the non-self-operated login method, the changed game can better inherit the original game data to avoid affecting the user's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0036] Figure 1 It is a schematic flow chart of an account management method for game package information change provided in the first embodiment of the present application;
[0037] Figure 2 It is a schematic flow chart of an account management method for game package information change provided in the second embodiment of the present application;
[0038] Figure 3 It is a schematic flow chart of an account management method for game package information change provided in the third embodiment of the present application;
[0039] Figure 4 It is a schematic flow chart of an account management method for game package information change provided in the fourth embodiment of the present application;
[0040] Figure 5 It is a schematic flow chart of an account management method for game package information change provided in the fifth embodiment of the present application;
[0041] Figure 6 It is a schematic flow chart of an account management method for game package information change provided in the sixth embodiment of the present application;
[0042] Figure 7 It is a schematic structural diagram of an account management device for game package information change provided in the seventh embodiment of the present application;
[0043] Figure 8 It is a schematic structural diagram of a text guide for binding historical account information provided in the eighth embodiment of the present application;
[0044] Figure 9 It is a schematic structural diagram of an interface for binding historical account information provided in the eighth embodiment of the present application;
[0045] Figure 10 It is a schematic structural diagram of a text guide for switching historical account information provided in the eighth embodiment of the present application;
[0046] Figure 11 It is a schematic structural diagram of an interface for switching historical account information provided in the eighth embodiment of the present application;
[0047] Figure 12 It is a schematic structural diagram of an electronic device provided in the ninth embodiment of the present application. Detailed implementation manners
[0048] To make the objectives, technical solutions, and advantages of this application clearer, the following further describes specific embodiments of this application in conjunction with the accompanying drawings. It can be understood that the specific embodiments described herein are only used to explain this application and are not intended to limit this application. Additionally, it should be noted that for ease of description, only parts related to this application rather than all content are shown in the drawings. Before discussing the exemplary embodiments in more detail, it should be mentioned that some exemplary embodiments are described as processes or methods depicted as flowcharts. Although the flowcharts describe the operations (or steps) as sequential processes, many of the operations can be implemented in parallel, concurrently, or simultaneously. In addition, the order of the operations can be rearranged. The process can be terminated when its operations are completed, but it can also have additional steps not included in the drawings. The process can correspond to a method, function, procedure, subroutine, subprogram, and so on.
[0049] The following will clearly describe the technical solutions in the embodiments of this application in conjunction with the accompanying drawings in the embodiments of this application. Obviously, the described embodiments are part of the embodiments of this application, rather than all of the embodiments. Based on the embodiments in this application, all other embodiments obtained by those of ordinary skill in the art belong to the scope of protection of this application.
[0050] The terms "first", "second", etc. in the specification and claims of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. It should be understood that such data can be interchanged under appropriate circumstances so that the embodiments of this application can be implemented in an order other than those illustrated or described herein, and the objects distinguished by "first", "second", etc. are generally of the same category, and the number of objects is not limited. For example, the first object can be one or multiple. In addition, "and / or" in the specification and claims indicates at least one of the connected objects, and the character " / " generally indicates an "or" relationship between the associated objects before and after.
[0051] The following, in conjunction with the accompanying drawings, through specific embodiments and their application scenarios, details the account management method, device, equipment, and medium for game package information change provided in the embodiments of this application.
[0052] The above embodiments
[0053] Figure 1 is a schematic flowchart of the account management method for game package information change provided in the above embodiments of this application. As Figure 1 shown, it specifically includes the following steps:
[0054] S101. After the game package information changes, if it is recognized that the user logs in through a non-self-operated login method, new account information is generated;
[0055] The application scenario of this solution is that after the game is migrated and the game package information is changed, the smart terminal unbinds the non-self-operated login method from the new account information, and binds the historical account information with the non-self-operated login through self-operated login, thereby realizing the scenario of logging in to the historical account through the non-self-operated login method.
[0056] Based on the above usage scenarios, it can be understood that the executor of the present application can be the smart terminal, or it can be a desktop computer, laptop computer, tablet computer, interactive multimedia device, etc. that runs the smart terminal, and no excessive limitations are made here.
[0057] The game package information changes can be when the game needs to be migrated and the distribution SDK is replaced. If the SDK is replaced, it is necessary to access the basic capabilities of the new publisher such as docking and login. When the user uses a non-self-operated login method, new account information will be generated. If the historical account information needs to be transferred, it involves the connection between the old and new systems after the SDK is replaced. The non-self-operated login method can be to log in to the current game through the account information bound to the third-party platform instead of directly logging in with the current game account and password.
[0058] The method for generating new account information can be that after the game package information is changed, after detecting that the user has logged into the game for the first time through a non-self-operated login method, the user's account information on the third-party platform is read, and a random new account and default password for the current game are generated, and the third-party platform user account information in the non-self-operated login method is bound to allow the user to log in to the game's new account information through a non-self-operated login method.
[0059] In this solution, when a user logs in to the game for the first time through a non-self-operated login method after the game package information is changed, the user will be judged as a new user and a new account will be generated because the user's non-self-operated login method has not yet been bound to the game. If the user already has a historical account and wants to log in to the historical account, the user can choose to bind the historical account with the non-self-operated login method according to the prompt information in the pop-up window of the login interface. After the binding is completed, the user can log in to the historical account directly without binding again when using the non-self-operated login method to log in to the game again.
[0060] S102, in response to the binding release request, releasing the automatic binding between the non-self-operated login method and the new account information, and generating self-operated login method prompt information;
[0061] The binding release request may be a request instruction generated by the smart terminal for contacting the automatic binding of the non-self-operated login method and the new account information. Due to changes in the game package information, when the user logs in to the game through a non-self-operated login method, it is impossible to associate with the historical account. Instead, a new game account is directly generated, and the new account is automatically bound to the non-self-operated login method. If the user needs to retrieve the historical account information, the automatic binding of the new account must be released first. The user can choose whether to unbind the new account and retrieve the historical account on the login interface. The self-operated login method can be a method in which the user logs in to the game using the account and password on the game side. The self-operated login method can complete the game login without the help of any third-party platform information.
[0062] The method for generating self-operated login method prompt information can be that when it is recognized that a user uses a non-self-operated method to log in to the game, a pop-up window is used to ask the user whether to retrieve historical account information. After the user chooses to unbind the new account to retrieve the historical account, the smart terminal generates and responds to the binding release request instruction, releases the automatic binding of the non-self-operated login method and the new account information, and generates login method prompt information to guide the user to use the self-operated method to log in to the game through a pop-up window.
[0063] S103, if it is identified that the user logs in using the historical account information through the self-operated login method, then according to the binding instruction issued by the user, a binding relationship between the historical account information and the non-self-operated login method is established;
[0064] The method of identifying a user who logs in using historical account information through self-operated login can be to identify the account information used by the user when logging in to the game. If the account information is data generated by the game end, the user's login method is self-operated login; if the account information is obtained by accessing a third-party platform, the user's login method is non-self-operated login. The smart terminal reads the game progress record stored corresponding to the account information entered by the user. If the game progress record contains the user's operation record, the account is a historical account; if the game progress record does not contain the user's operation record, the account is a new account.
[0065] The method for establishing a binding relationship between historical account information and non-self-operated login methods is that after the user logs in to the game using the historical account information through the self-operated login method, the user activates the account binding button according to the instructions in the game. After the smart terminal receives the user's trigger signal, it sends a binding instruction, prompts the user to enter the account information of the non-self-operated login method through a pop-up window, and binds the user's currently logged in historical account information of the game with the non-self-operated login method.
[0066] S104: If it is recognized again that the user logs in through a non-self-operated login method, the historical account information is logged in according to the binding relationship.
[0067] A method for implementing login with historical account information may be, after the game package information is changed, when the user has bound a non-self-operated login method and historical account information, and it is not the first time to log in to the game, identifying the account information of the non-self-operated login method entered by the user, then obtaining the historical account information of the self-operated login method corresponding to the account information of the non-self-operated login method entered by the user based on the binding relationship between the non-self-operated login method and the historical account information, and inputting the historical account information into the game for login.
[0068] In this solution, when the user logs in to the game again through a non-self-operated login method, since the non-self-operated login method has completed the binding with the historical account during the first login, the current game account information bound to it can be directly obtained through the user's third-party platform information. If the user chooses to log in to the historical account in the login interface, the historical account can be logged in directly according to the obtained binding information, and the user does not need to perform the binding operation again.
[0069] In an embodiment of the present application, after the game package information is changed, if it is recognized that the user logs in through a non-self-operated login method, new account information is generated; in response to a binding release request, the automatic binding of the non-self-operated login method and the new account information is released, and self-operated login method prompt information is generated; if it is recognized that the user logs in through the self-operated login method using historical account information, a binding relationship between the historical account information and the non-self-operated login method is established according to the binding instruction issued by the user; if it is recognized again that the user logs in through a non-self-operated login method, the login of the historical account information is implemented according to the binding relationship.
[0070] The above-mentioned account management method for game package information changes can unbind the new account from the non-self-operated login method when the user logs in to the game after the game package information is changed through a non-self-operated login method, and based on the binding relationship between the historical account information and the non-self-operated login method, the changed game can better inherit the original game data to avoid affecting the user's gaming experience.
[0071] Embodiment 2
[0072] Figure 2 This is a flowchart of the account management method for changing the game package information provided in Example 2 of the present application. This solution makes a better improvement on the above-mentioned embodiment, and the specific improvement is: the method also includes: judging whether the non-self-operated login method is bound to the historical account information, if not, performing the operation of generating new account information; judging whether the non-self-operated login method is bound to the historical account information, if so, logging in the bound historical account information.
[0073] like Figure 2 As shown, the specific steps include:
[0074] S1011, game package information is changed;
[0075] In this solution, S1011, S1012 and S1013 are subdivisions of step S101 in the above-mentioned embodiment 1, and by adding judgment branches, this technical solution is made more perfect.
[0076] S1012. If it is identified that the user logs in through a non-self-operated login method, determine whether the non-self-operated login method is bound to historical account information; if not, execute S1013; if yes, execute S204;
[0077] The method for determining whether the non-self-operated login method is bound to historical account information is to obtain the third-party platform account information input by the user when the user logs in to the migrated game for the first time through the non-self-operated login method, send a request instruction to query the account binding record to the third-party platform, and after receiving the return information from the third-party platform, identify the account binding record related to the current game. If there is a binding record with the current game account, the non-self-operated login method has a binding record before the game package information is changed; if the binding record with the current game account cannot be identified, the non-self-operated login method is not bound to the historical account information.
[0078] In this solution, for users who log in to the game for the first time through non-self-operated login methods after the game package information is changed, if they do not have a historical account, a new account will be directly generated and bound to the non-self-operated login method; if they have a historical account, they can choose to log in with a new account or retrieve the historical account to bind the non-self-operated login method according to their needs. After completing the binding of the historical account and the non-self-operated login method, they can log in directly according to the binding relationship when logging in to the game again through the non-self-operated login method.
[0079] S1013, generate new account information;
[0080] S102, in response to the binding release request, releasing the automatic binding between the non-self-operated login method and the new account information, and generating self-operated login method prompt information;
[0081] S103, if it is identified that the user logs in using the historical account information through the self-operated login method, then according to the binding instruction issued by the user, a binding relationship between the historical account information and the non-self-operated login method is established;
[0082] S104: If it is recognized again that the user logs in through a non-self-operated login method, the historical account information is logged in according to the binding relationship.
[0083] The advantage of this technical solution is that it can identify the binding records before the change of the game package information, log in to the game based on the account information of the non-self-operated login method that has been bound, realize logging in to the bound account information through the non-self-operated login method, reduce the steps of user login, and improve the user's gaming experience.
[0084] Embodiment III
[0085] Figure 3 It is a schematic flowchart of the account switching method for game package information change provided by Embodiment III of the present application. This solution makes a better improvement to the above embodiment. Specifically, the improvement is: after generating new account information if it is recognized that the user logs in through a non-self-operated login method, the method further includes: determining whether the non-self-operated login method has a binding record after the game package information change; if there is a binding record, in response to an account switching request, switch the game account from the new account information to the bound account information.
[0086] As Figure 3 shown, it specifically includes the following steps:
[0087] S301. After the game package information change, if it is recognized that the user logs in through a non-self-operated login method, generate new account information;
[0088] S302. Determine whether the non-self-operated login method has a binding record after the game package information change; if there is a binding record, execute S303; if there is no binding record, execute S304;
[0089] In this solution, after the user logs in to the game through a non-self-operated login method, query the binding record of the non-self-operated login method after the game package information change. If there is a binding record, the user can choose to log in to the new account or the bound historical account according to their own needs; if there is no binding record, the user can choose to log in to the new account or retrieve the old account.
[0090] S303. In response to an account switching request, switch the game account from the new account information to the bound account information.
[0091] The way to switch the game account from the new account information to the bound account information can be that when the smart terminal recognizes that there is a binding record between the non-self-operated login method and the game before the game package information change, display the bound account information to the user through a pop-up window. After the user confirms the bound account information, select the switching button corresponding to the bound account information. After the smart terminal receives the switching instruction, obtain the relevant information of the bound account, log out of the new account, and log in to the game with the bound account information, thereby completing the switching from the new account information to the bound account information.
[0092] For example, when the game package information changes, in order to attract new users to register, the game launches a limited-time experience package for advanced equipment, which is only available to new users. If a user has completed the binding of a non-self-operated login method with historical account information, when the user logs in to the game again through a non-self-operated login method, a pop-up window will appear on the login interface asking the user whether to switch to a historical account. If the user chooses not to switch, he can use the new account to log in to the game and receive the limited-time experience package for advanced equipment; if the user chooses to switch, he can use the historical account to log in to the game to inherit the game progress and equipment and other data of the original account.
[0093] S304, in response to the binding release request, releasing the automatic binding between the non-self-operated login method and the new account information, and generating self-operated login method prompt information;
[0094] S305, if it is identified that the user logs in using the historical account information through the self-operated login method, then according to the binding instruction, establish a binding relationship between the historical account information and the non-self-operated login method;
[0095] S306: If it is recognized again that the user logs in through a non-self-operated login method, the historical account information is logged in according to the binding relationship.
[0096] The advantage of this setting of the technical solution is that when the user logs in to the changed game through a non-self-operated login method, he can choose an account according to his needs. For example, he can use the new account information to receive relevant benefits for experience, or he can switch the new account to a bound account to fully inherit the original game data and enhance the user's gaming experience.
[0097] Embodiment 4
[0098] Figure 4 This is a flowchart of the account management method for changing the game package information provided in the fourth embodiment of the present application. This solution makes a better improvement on the above embodiment, and the specific improvement is: after establishing the binding relationship between the historical account information and the non-self-operated login method according to the binding instruction issued by the user, the method also includes: clearing the generated new account information.
[0099] like Figure 4 As shown, the specific steps include:
[0100] S401. After the game package information is changed, if it is identified that the user logs in through a non-self-operated login method, new account information is generated;
[0101] S402, in response to the binding release request, releasing the automatic binding between the non-self-operated login method and the new account information, and generating self-operated login method prompt information;
[0102] S403. If it is recognized that the user uses the historical account information to log in through the self-operated login method, a binding relationship between the historical account information and the non-self-operated login method is established according to the binding instruction issued by the user.
[0103] S404. Clear the generated new account information.
[0104] The way to clear the new account information can be that after establishing the binding relationship between the historical account information and the non-self-operated login method, the user can log in to the game historical account through the non-self-operated login method. Therefore, there is no need to use the new account anymore. Then, the new account unbound from the non-self-operated login method is cancelled, and the corresponding cache files of the account are deleted.
[0105] S405. If it is recognized again that the user logs in through the non-self-operated login method, log in to the historical account information according to the binding relationship.
[0106] The advantage of this technical solution is that it can clear the new account generated according to the non-self-operated login method bound to the historical account, preventing multiple accounts from appearing when the user logs in to the game through the non-self-operated login method and affecting the user's game experience.
[0107] Embodiment Five
[0108] Figure 5 It is a schematic flowchart of the account management method for game package information change provided in Embodiment Five of this application. This solution makes a better improvement on the above embodiment. Specifically, the improvement is that the method further includes: when it is recognized that the main information of the game package has changed, it is determined that the game package information has changed.
[0109] As Figure 5 shown, it specifically includes the following steps:
[0110] S501. When it is recognized that the main information of the game package has changed, it is determined that the game package information has changed.
[0111] The way to determine that the game package information has changed can be that after the user starts the game, the smart terminal reads the main information of the game package and compares it with the main information of the game package in the historical game. If the main information in the current game package is inconsistent with the main information in the historical game, it is determined that the game package information has changed. For example, if the main body of the game package detected in the historical game is the publisher a, and the main body of the game package currently recognized is the publisher b, then it can be determined at this time that the game package information has changed.
[0112] S502. After the game package information has changed, if it is recognized that the user logs in through the non-self-operated login method, new account information is generated.
[0113] S503, in response to the binding release request, releasing the automatic binding between the non-self-operated login method and the new account information, and generating self-operated login method prompt information;
[0114] S504: if it is identified that the user logs in using the historical account information through the self-operated login method, then according to the binding instruction issued by the user, a binding relationship between the historical account information and the non-self-operated login method is established;
[0115] S505: If it is recognized again that the user logs in through a non-self-operated login method, the historical account information is logged in according to the binding relationship.
[0116] The advantage of this arrangement of the present invention is that it is possible to identify and compare the main information in the game package to determine whether the game package information has changed, thereby providing a theoretical basis for determining whether the game package information has changed and improving the efficiency of determining whether the game package information has changed.
[0117] Embodiment 6
[0118] Figure 6 This is a flowchart of an account management method for changing game package information provided in Example 6 of the present application. This solution makes a better improvement on the above-mentioned embodiment, and the specific improvement is: the method also includes: when it is recognized that the user logs in through a non-self-operated login method, new account information is generated, including: when it is recognized that the user logs in through a non-self-operated login method, the authorization information of the game package is obtained; and the new account information of the game package is generated according to the authorization information.
[0119] like Figure 6 As shown, the specific steps include:
[0120] S601, after the game package information is changed, if it is identified that the user logs in through a non-self-operated login method, then the authorization information of the game package is obtained;
[0121] Authorization information can be a resource owner delegating authority to an executor to grant the executor a specified range of resource operation permissions. Authorization information can include the authorizer, the authorized party, the authorization period, and the authorization scope. For example, if an application needs to obtain the user's current location, the authorizer is the user, the authorized party is the application, the authorization period is the period during which the application is running, and the authorization scope can be the user's location information.
[0122] The method for obtaining the authorization information of the game package is to recognize that a user has logged into the game through a non-self-operated login method, and then prompt the user through a pop-up window that the user needs to obtain the authorization information of the game package. After the user clicks to agree to the authorization, the smart terminal sends a request for the authorization information to the third-party platform, and obtains the authorization information of the game package based on the information returned by the third-party platform.
[0123] S602, generating new account information for the game package according to the authorization information;
[0124] The method for generating new account information for the game package can be to extract the user authentication information in the authorization information, obtain the user's third-party account and password, and detect whether the account and password are bound to the current game account information after the game package information is changed. If not, generate new account information for the current game and bind the new account information to the user's third-party account and password.
[0125] S603, in response to the binding release request, releasing the automatic binding between the non-self-operated login method and the new account information, and generating self-operated login method prompt information;
[0126] S604: if it is identified that the user logs in using the historical account information through the self-operated login method, then according to the binding instruction issued by the user, a binding relationship between the historical account information and the non-self-operated login method is established;
[0127] S605: If it is recognized again that the user logs in through a non-self-operated login method, the historical account information is logged in according to the binding relationship.
[0128] Optionally, the non-self-operated login method includes a third-party account login method or a visitor account login method.
[0129] The third-party account login method can be that the user logs in to the current game through the account and password registered on a third-party platform other than the game. Usually, the account registered by the user on the third-party platform has an identity recognition function and can be bound to the current game account.
[0130] The guest account login method can be a method where a user logs into the game using an account randomly generated by the game system and a default password without registering a game account. The guest account login can facilitate the user's understanding of the game content, but generally does not have the function of archiving game progress and recording game data.
[0131] The advantage of this scheme is that new account information can be generated based on the authorization information of the game package, so that after the game package information is changed, the game can be logged in through non-self-operated login methods, and the user information can be authenticated through a third-party platform to establish a connection between the new account information and the historical account information, so that the original game data can be inherited.
[0132] Embodiment 7
[0133] Figure 7 Schematic diagram of the structure of the account management device for changing the game package information provided in the seventh embodiment of the present application. Figure 7 As shown, the device comprises:
[0134] The account information generation module 701 is used to generate new account information if it is recognized that the user logs in through a non-self-operated login method after the game package information is changed;
[0135] The prompt information generating module 702 is used to release the automatic binding between the non-self-operated login method and the new account information in response to the binding release request, and generate self-operated login method prompt information;
[0136] The binding relationship establishment module 703 is used to establish a binding relationship between the historical account information and the non-self-operated login method according to the binding instruction issued by the user when recognizing that the user logs in using the historical account information through the self-operated login method;
[0137] The historical account information login module 704 is used to log in the historical account information according to the binding relationship if it is recognized that the user logs in again through a non-self-operated login method.
[0138] In an embodiment of the present application, an account information generation module is used to generate new account information if it is recognized that a user logs in through a non-self-operated login method after the game package information is changed; a prompt information generation module is used to respond to a binding release request, release the automatic binding of the non-self-operated login method and the new account information, and generate self-operated login method prompt information; a binding relationship establishment module is used to establish a binding relationship between the historical account information and the non-self-operated login method according to a binding instruction issued by the user when it is recognized that a user logs in through a self-operated login method using historical account information; a historical account information login module is used to implement the login of the historical account information according to the binding relationship if it is recognized that the user logs in through a non-self-operated login method again.
[0139] The account management device for changing the game package information mentioned above can unbind the new account from the non-self-operated login method when the user logs in to the game after the game package information is changed through a non-self-operated login method, and based on the binding relationship between the historical account information and the non-self-operated login method, the changed game can better inherit the original game data to avoid affecting the user's gaming experience.
[0140] The account management device for game package information change in the embodiments of the present application can be a device, or a component, integrated circuit, or chip in a terminal. This device can be a mobile electronic device or a non-mobile electronic device. Exemplarily, the mobile electronic device can be a mobile phone, a tablet computer, a laptop computer, a handheld computer, a vehicle-mounted electronic device, a wearable device, an ultra-mobile personal computer (UMPC), a netbook, or a personal digital assistant (PDA), etc., and the non-mobile electronic device can be a server, a Network Attached Storage (NAS), a personal computer (PC), a television (TV), a teller machine, or a self-service machine, etc. The embodiments of the present application do not make specific limitations.
[0141] The account management device for game package information change in the embodiments of the present application can be a device with an operating system. This operating system can be the Android operating system, the IOS operating system, or other possible operating systems. The embodiments of the present application do not make specific limitations.
[0142] The account management device for game package information change provided in the embodiments of the present application can implement each process implemented in the above embodiments. To avoid repetition, it will not be elaborated here.
[0143] Embodiment Eight
[0144] The embodiments of the present application provide a guidance example in the game for reference, which is convenient for users to understand the binding process. Specifically, it includes the following steps:
[0145] A guidance example for binding the non-self-operated login method with historical account information:
[0146] It can be that when the user logs in to the game before the game package information changes, a pop-up window is used to give a guidance prompt to the user on the game loading page, such as Figure 8 as shown, stating the reasons, methods for binding the account, and problems that will occur if the binding is not completed, and guiding the user to log in to the third-party platform for authorization and binding through the function buttons in the game page by themselves, such as Figure 9 as shown.
[0147] A guidance example for switching historical account information after the game package information changes:
[0148] It can be that after the game package information is changed, when the user logs in to the game for the first time through a non-self-operated method, they will default to a new account and need to switch back to the historical account information by themselves in the settings panel of the game. A function button for switching accounts and a text-guided pop-up window for switching accounts can be set on the game login interface, as Figure 10 shown, so that the user can quickly enter the settings panel to complete the switch, as Figure 11 shown.
[0149] Embodiment Nine
[0150] As Figure 12 shown, an embodiment of the present application also provides an electronic device 1200, including a processor 1201, a memory 1202, a program or instruction stored on the memory 1202 and executable on the processor 1201. When the program or instruction is executed by the processor 1201, it implements each process of the account management device embodiment for the above-mentioned game package information change, and can achieve the same technical effect. To avoid repetition, it will not be elaborated here.
[0151] It should be noted that the electronic device in the embodiment of the present application includes the above-mentioned mobile electronic device and non-mobile electronic device.
[0152] Embodiment Ten
[0153] An embodiment of the present application also provides a readable storage medium, on which a program or instruction is stored. When the program or instruction is executed by a processor, it implements each process of the account management device embodiment for the above-mentioned game package information change, and can achieve the same technical effect. To avoid repetition, it will not be elaborated here.
[0154] Wherein, the processor is the processor in the electronic device described in the above embodiment. The readable storage medium includes a computer-readable storage medium, such as a computer read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk, etc.
[0155] Embodiment Eleven
[0156] Another embodiment of the present application provides a chip, which includes a processor and a communication interface. The communication interface is coupled to the processor. The processor is used to run a program or instruction to implement each process of the account management device embodiment for the above-mentioned game package information change, and can achieve the same technical effect. To avoid repetition, it will not be elaborated here.
[0157] It should be understood that the chip mentioned in the embodiment of the present application can also be referred to as a system-on-chip, system chip, chip system, or system-on-chip, etc.
[0158] It should be noted that in this text, the terms "include", "comprise" or any other variants thereof are intended to cover non-exclusive inclusion, such that a process, method, article or apparatus including a series of elements not only includes those elements but also includes other elements not explicitly listed, or further includes elements inherent to such process, method, article or apparatus. Without further limitation, an element defined by the statement "including one..." does not exclude the existence of additional identical elements in the process, method, article or apparatus including such element. In addition, it should be pointed out that the scope of the methods and apparatuses in the embodiments of the present application is not limited to performing functions in the order shown or discussed, and may also include performing functions in a substantially simultaneous manner or in the reverse order according to the functions involved. For example, the described methods may be performed in an order different from that described, and various steps may be added, omitted, or combined. Additionally, the features described with reference to certain examples may be combined in other examples.
[0159] Through the description of the above embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus a necessary general hardware platform. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation. Based on such an understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art can be embodied in the form of a computer software product. The computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disc) and includes several instructions for causing a terminal (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods described in the various embodiments of the present application.
[0160] The embodiments of the present application have been described above with reference to the accompanying drawings. However, the present application is not limited to the above specific embodiments. The above specific embodiments are merely illustrative and not restrictive. Under the inspiration of the present application, those of ordinary skill in the art can also make many forms without departing from the purpose of the present application and the scope protected by the claims, and all of them fall within the protection scope of the present application.
[0161] The above is only the preferred embodiment of the present application and the technical principles applied. The present application is not limited to the specific embodiments described here. Various obvious changes, re-adjustments and substitutions that can be made by those skilled in the art will not depart from the protection scope of the present application. Therefore, although the present application has been described in more detail through the above embodiments, the present application is not limited to the above embodiments. Without departing from the concept of the present application, it may also include more other equivalent embodiments, and the scope of the present application is determined by the scope of the claims.
Claims
1. An account management method for changing game package information, characterized in that, The method comprises: After the game package information is changed, if it is identified that the user logs in through a non-self-operated login method, new account information will be generated; In response to the binding release request, release the automatic binding between the non-self-operated login method and the new account information, and generate self-operated login method prompt information; If it is identified that the user logs in using historical account information through a self-operated login method, a binding relationship between the historical account information and the non-self-operated login method is established according to the binding instruction; If the user is identified again as logging in through a non-self-operated login method, the historical account information is logged in according to the binding relationship.
2. The account management method for game package information change according to claim 1, characterized in that, The method further comprises: Determine whether the non-self-operated login method is bound to historical account information, and if not, generate new account information; Determine whether the non-self-operated login method is bound to historical account information. If so, log in with the bound historical account information.
3. The account management method for game package information change according to claim 1, characterized in that, If it is identified that the user logs in through a non-self-operated login method, after generating new account information, the method further includes: Determine whether the non-self-operated login method has a binding record after the game package information is changed; If there is a binding record, in response to the account switching request, the game account is switched from the new account information to the bound account information.
4. The account management method for game package information change according to claim 1, characterized in that After establishing a binding relationship between the historical account information and the non-self-operated login method according to a binding instruction issued by the user, the method further includes: The generated new account information is cleared.
5. The account management method for game package information change according to claim 1, characterized in that, The method further comprises: When it is identified that the main information of the game package has changed, it is determined that the game package information has changed.
6. The account management method for game package information change according to claim 1, characterized in that, If a user logs in through a non-self-operated login method, new account information is generated, including: If it is recognized that the user logs in through a non-self-operated login method, the authorization information of the game package is obtained; New account information for the game package is generated according to the authorization information.
7. The account management method for game package information change according to claim 6, characterized in that, The non-self-operated login method includes a third-party account login method or a visitor account login method.
8. An account management device for changing game package information, characterized in that The device comprises: An account information generation module is used to generate new account information if it is identified that the user logs in through a non-self-operated login method after the game package information is changed; A prompt information generating module, used to release the automatic binding between the non-self-operated login method and the new account information in response to the binding release request, and generate self-operated login method prompt information; A binding relationship establishment module, for establishing a binding relationship between the historical account information and the non-self-operated login method according to a binding instruction issued by the user when recognizing that the user logs in using the historical account information through the self-operated login method; The historical account information login module is used to log in the historical account information according to the binding relationship if it is recognized that the user logs in again through a non-self-operated login method.
9. An electronic device, characterized in that, It includes a processor, a memory, and a program or instruction stored in the memory and executable on the processor, and when the program or instruction is executed by the processor, the steps of the account management method for changing the game package information as described in any one of claims 1-7 are implemented.
10. A readable storage medium, characterized in that, The program or instructions are stored on the readable storage medium, and when the program or instructions are executed by the processor, the steps of the account management method for changing game package information as described in any one of claims 1-7 are implemented.