Binding relation changing method and device, storage medium and electronic equipment

By monitoring the new user registration operation and making binding relationship changes at preset times, the problem of missing binding relationship changes and the long registration time of new users is solved, ensuring data consistency and improving user experience.

CN120470008APending Publication Date: 2025-08-12ANHUI SANQI JIYU NETWORK TECH CO LTD
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Patent Information

Application Number
CN202510542870.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-27
Publication Date
2025-08-12

AI Technical Summary

Technical Problem

During the period of binding relationship change, the existing technology cannot effectively avoid missed binding relationship changes, which also leads to too long registration time for new users and poor user experience.

Method used

By monitoring the game account registration operation of new users, the game account of new users is bound to the first development account, the relationship to be re-binded is determined, and the binding relationship is changed at the preset moment, the message queue system is used to improve the monitoring efficiency, and the non-relational database is used to store the identifier to be re-binded to ensure data consistency.

Benefits of technology

This enables the completion of the binding relationship change without the user's perception, avoiding the problem of missing binding relationship changes and the long registration time of new users, and improving the user experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a binding relation changing method and device, a storage medium and electronic equipment, and the method comprises the steps: monitoring a registration behavior of a user, and binding a game account of a new user with a first development account once the registration of the new user is monitored; and then, according to the binding relationship and the to-be-bound second development account, determining a to-be-changed binding relationship, and the to-be-changed binding relationship can determine a new user binding changing object. And finally, when a preset moment arrives, changing the binding relationship of the new user according to the to-be-changed binding relationship. According to the method, by monitoring the registration of the new user and changing the binding relationship of the new user, missing change of the binding relationship of the new user can be avoided, so that the registration of the new user is allowed, and missing change of the binding relationship can be avoided.
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Description

Technical Field

[0001] This specification relates to the field of computers, and in particular to a binding relationship modification method, device, storage medium, and electronic device. Background Art

[0002] When developers develop games for iOS (iPhone Operating System) data centers, they typically use a development account that can perform development tasks on the iOS data center. After a game is developed using this development account, the player (user) account for that game is bound to the development account. If a problem with the development account prevents it from being used, the binding can be removed and the player account can be bound to another working development account, allowing players to experience the game normally.

[0003] During the binding change period, new user registrations will be blocked to prevent missed binding changes. New user registration will only be allowed after all binding changes are complete. However, if a large number of players are bound to the development account, the number of bindings to be changed will also increase, leading to longer changes and, consequently, longer registration bans. New users may abandon registration after this long period, resulting in user churn and a poor user experience.

[0004] Therefore, how to avoid missing changes in binding relationships while improving user experience is an urgent problem to be solved. Based on this, this manual provides a method for changing binding relationships. Summary of the Invention

[0005] This specification provides a binding relationship modification method, device, storage medium and electronic device to partially solve the above-mentioned problems existing in the prior art.

[0006] This manual adopts the following technical solutions:

[0007] This specification provides a method for changing a binding relationship, the method comprising:

[0008] Based on the monitored game account registration operation of the new user, the game account of the new user is bound to the first development account to obtain a first binding relationship;

[0009] Determining a binding relationship to be changed based on the first binding relationship and the second development account to be bound;

[0010] When the preset time arrives, the binding relationship of the new user is changed according to the binding relationship to be changed.

[0011] Optionally, monitor the game account registration operations of new users, including:

[0012] Use the message queue method to monitor whether there are new users' game account registration operations.

[0013] Optionally, based on the monitored game account registration operation of the new user, the game account of the new user is bound to the first development account to obtain a first binding relationship, specifically including:

[0014] In response to a game account registration operation by a new user, determining the game account of the new user;

[0015] Bind the game account of the new user to the first development account to obtain a first binding identifier of the new user, where the first binding identifier is used to indicate that a binding relationship exists between the game account of the new user and the first development account.

[0016] Optionally, determining the binding relationship to be changed based on the first binding relationship and the second development account to be bound specifically includes:

[0017] According to the first binding relationship and the second development account to be bound, a first identifier to be bound is obtained and stored.

[0018] Optionally, after changing the binding relationship of the new user according to the binding relationship to be changed, the method further includes:

[0019] Based on the first identifier to be bound, the new user is bound to the second development account to obtain a second binding relationship.

[0020] Optionally, before changing the binding relationship of an existing user, the method further includes:

[0021] For each existing user, based on the game account of the existing user, a second identifier to be exchanged for the existing user is determined and stored in a database, wherein the database includes a non-relational database.

[0022] Optionally, the method further includes:

[0023] In response to a login operation of an unknown user, determining whether a second identifier to be replaced of the unknown user can be obtained;

[0024] If so, the unknown user is determined to be an existing user;

[0025] Based on the second identifier to be bound to the existing user, game data of the existing user is determined and displayed.

[0026] Optionally, in response to a login operation of an unknown user, determining whether a second identifier to be bound to be changed of the unknown user can be obtained specifically includes:

[0027] Obtaining an authorization token for the unknown user;

[0028] Parsing the authorization token to obtain a parsing result;

[0029] It is determined whether the second identifier to be replaced by the unknown user exists in the parsing result.

[0030] This specification provides a binding relationship modification device, the device comprising:

[0031] A first binding module is configured to bind the game account of the new user to the first development account based on the monitored game account registration operation of the new user to obtain a first binding relationship;

[0032] a binding relationship to be replaced determining module, configured to determine the binding relationship to be replaced based on the first binding relationship and the second development account to be bound;

[0033] The binding relationship changing module is used to change the binding relationship of the new user according to the binding relationship to be changed when a preset time arrives.

[0034] Optionally, the device comprises:

[0035] The monitoring module is used to monitor whether there is a new user's game account registration operation through the message queue method.

[0036] Optionally, the first binding module is specifically used to determine the game account of the new user in response to the game account registration operation of the new user; bind the game account of the new user with the first development account to obtain the first binding identifier of the new user, and the first binding identifier is used to indicate that there is a binding relationship between the game account of the new user and the first development account.

[0037] Optionally, the module for determining the binding relationship to be changed is specifically configured to obtain and store a first identifier to be changed based on the first binding relationship and the second development account to be bound.

[0038] Optionally, the device comprises:

[0039] The second binding module is configured to modify the binding relationship of the new user according to the binding relationship to be changed, and then bind the new user to the second development account based on the first binding identifier to be changed to obtain a second binding relationship.

[0040] Optionally, the device comprises:

[0041] The second identifier to be exchanged is determined by the module, which is used to determine the second identifier to be exchanged of each existing user based on the game account of the existing user, and store the second identifier in the database, which includes a non-relational database.

[0042] Optionally, the device comprises:

[0043] The game data display module is used to determine whether the second identifier to be exchanged for binding of the unknown user can be obtained in response to the login operation of the unknown user; if so, determine the unknown user as an existing user; and determine the game data of the existing user based on the second identifier to be exchanged for binding of the existing user, and display it.

[0044] Optionally, the game data display module is specifically configured to obtain an authorization token of the unknown user; parse the authorization token to obtain a parsing result; and determine whether the parsing result contains a second identifier to be exchanged for the unknown user.

[0045] This specification provides a computer-readable storage medium, which stores a computer program. When the computer program is executed by a processor, the above-mentioned binding relationship modification method is implemented.

[0046] This specification provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the above-mentioned binding relationship changing method when executing the computer program.

[0047] At least one of the above technical solutions adopted in this specification can achieve the following beneficial effects:

[0048] It can be seen from the binding relationship change method provided in this specification that this method monitors the user's registration behavior. Once a new user registration is detected, the new user's game account is bound to the first development account. Afterwards, based on the binding relationship and the second development account to be bound, the binding relationship to be changed is determined, and the binding relationship to be changed can determine the binding object of the new user. Finally, when the preset time arrives, the binding relationship of the new user is changed according to the binding relationship to be changed. By monitoring the registration of a new user and changing the binding relationship of the new user, this method can avoid missing changes to the binding relationship of the new user, thereby allowing new users to register while avoiding missing changes to the binding relationship. BRIEF DESCRIPTION OF THE DRAWINGS

[0049] The drawings described herein are used to provide a further understanding of this specification and constitute a part of this specification. The exemplary embodiments and descriptions of this specification are used to explain this specification and do not constitute an improper limitation of this specification. In the drawings:

[0050] Figure 1 A flowchart of a binding relationship modification method provided in this manual;

[0051] Figure 2 A schematic diagram of a binding relationship modification device provided in this manual;

[0052] Figure 3 This manual provides a corresponding Figure 1 Schematic diagram of the structure of the electronic equipment. DETAILED DESCRIPTION

[0053] To make the objectives, technical solutions, and advantages of this specification more clear, the following will clearly and completely describe the technical solutions of this specification in conjunction with the specific embodiments of this specification and the corresponding drawings. Obviously, the embodiments described are only part of the embodiments of this specification, not all of the embodiments. Based on the embodiments in this specification, all other embodiments obtained by ordinary technicians in this field without making any creative efforts are within the scope of protection of this specification.

[0054] The technical solutions provided by the embodiments of this specification are described in detail below with reference to the accompanying drawings.

[0055] In IOS game development, developers usually use IOS development accounts to develop games. After the game goes online, the player accounts of the game will be bound to the development account. When the development account needs to be replaced, the binding relationship of the player account also needs to be changed. When changing the binding relationship, you can first determine the player account to be changed and prohibit new users from registering, and then execute the change process. However, when there are many players, changing the binding relationship is also time-consuming. Long-term prohibition of new user registration will lead to a poor user experience and possible user loss. Therefore, this manual provides a binding relationship change method. The execution subject of this manual is a computing device that can execute the binding relationship change method provided in this manual, such as a server, or it can be a device such as a desktop computer, a laptop computer, etc. This manual does not limit this. The execution subject can communicate with various electronic devices. For example, when the execution subject is a server, the server can communicate with a terminal, etc. to implement the binding relationship change method provided in this manual. Of course, the execution subject can also be other electronic devices with computing functions. For the sake of convenience, this manual describes the server as the execution subject.

[0056] Figure 1 This is a flowchart of a binding relationship modification method provided in this manual, including the following steps:

[0057] S100: Based on the monitored game account registration operation of the new user, the game account of the new user is bound to the first development account to obtain a first binding relationship.

[0058] In one or more embodiments of this specification, a first development account refers to the object bound to an existing user's game account before the binding relationship is changed, and a second development account refers to the object bound to the existing user's game account after the binding relationship is changed. For example, if the first development account is malfunctioning and unusable, the binding relationship of the game account bound to the first development account can be changed so that the second development account is bound to the game account after the change. The second development account can be used normally, allowing developers to use the second development account to update or otherwise modify the game, thereby improving the player's gaming experience.

[0059] It should be noted that the first development account can be the account used by the developer when developing the first version of the game, or it can be an account after the binding relationship has been changed several times. This manual does not impose any restrictions on this. In other words, at different times, the second development account may also become the first development account. For example, a developer uses development account a to develop a game, and the game user's game account is bound to development account a. Later, the developer changes the development account, and the replaced development account is development account b. In this case, development account a is the first development account, and development account b is the second development account. Now, development account b has a malfunction or other reasons and needs to be replaced. The replaced development account is development account c. At this time, development account b is the first development account, and development account c is the second development account.

[0060] When changing the binding relationship of an existing user, the server needs to monitor to determine whether there is any new user registration behavior. When monitoring the existence of a new user registration, the server can bind the new user's game account to the first development account based on the monitored new user's game account registration operation to obtain a first binding relationship. Among them, an existing user refers to a user who registered before the binding relationship was changed and had game login behavior within the preset time period before the binding relationship was changed. New users include users who registered when changing the binding relationship of an existing user. Users who registered before the binding relationship was changed and had no game login behavior within the preset time period before the binding relationship was changed can be registered users.

[0061] For example, if the preset duration is 10 days and the server begins executing the binding change task at 3:00 AM on May 3, 2022, then users who registered before 3:00 AM on May 3, 2022, are considered registered users. If the registered user logged into the game between 3:00 AM on April 23, 2022 and 3:00 AM on May 3, 2022, then the registered user is considered an existing user. If the registered user did not log in to the game between 3:00 AM on April 23, 2022 and 3:00 AM on May 3, 2022, then the registered user is considered a registered user. Users who registered after 3:00 AM on May 3, 2022, are considered new users. It is understood that registered users are users who completed registration before the binding change task began.

[0062] Specifically, the server responds to the game account registration operation of the new user and determines the game account of the new user. The game account of the new user is bound to the first development account to obtain the first binding identifier of the new user, and the first binding identifier is used to indicate that the game account of the new user is bound to the first development account. Since the binding relationship change of the existing user is not completed, even if there is a new user, the new user needs to be bound to the first development account rather than the second development account. The server can also determine that the new user has a binding relationship with the first development account through other methods, and this manual does not limit this.

[0063] When a new user registers, to ensure the uniqueness of their game account, it is typically necessary to obtain the user's identity information (with user authorization), such as their real name and account number, and then determine the new user's game account based on the user's identity information. To prevent leakage of the new user's identity information, the server may also encrypt the identity information, obtaining an encrypted result, and then determine the new user's game account based on the encrypted result. This specification does not limit the specific encryption method, such as the Advanced Encryption Standard (AES) algorithm or hash function.

[0064] S102: Determine the binding relationship to be changed according to the first binding relationship and the second development account to be bound.

[0065] In one or more embodiments of the present specification, before executing the binding relationship change, the server needs to first determine the binding relationship to be changed, that is, determine the binding relationship to be changed based on the first binding relationship and the second development account to be bound.

[0066] The server can obtain a first binding identifier to be changed based on the first binding relationship and the second development account to be bound, and store it. The first binding identifier to be changed is used to indicate that the binding object of the new user's game account in the changed binding relationship is the second development account. The first binding identifier to be changed can represent the binding relationship to be changed. Other methods can also be used to record the new user's changed binding object, which is not limited in this description.

[0067] It should be noted that each new user has a first binding identifier to be changed that uniquely corresponds to the second development account, and the first binding identifier to be changed can also be used to determine the storage location of the game data of the new user after the binding relationship is changed. Then, after determining the binding relationship to be changed, when changing the binding relationship of the new user, even if part of the new user's game data is in the storage space of the first development account and part of it is in the storage space of the second development account, there will be no situation where the terminal cannot query the complete game data, because the terminal can determine the binding object based on the first binding identifier to be changed, and then determine the storage space of the binding object, and query part of the game data of the new user from the storage space. At the same time, since the binding relationship has not been changed, the other part of the game data is in the first development account. Therefore, the terminal also obtains the other part of the game data based on the first binding relationship.

[0068] S104: When the preset time arrives, the binding relationship of the new user is changed according to the binding relationship to be changed.

[0069] After determining the binding relationship to be changed, the server can change the binding relationship of the new user according to the binding relationship to be changed when the preset time arrives. The preset time can be set as needed, including changing the binding relationship immediately after determining the binding relationship to be changed or changing the binding relationship at any time within the binding change time range. The starting time of the binding change time range is the registration time of the new user, and the end time is the time after the preset time length. The preset time length is the same as the preset time length of the existing user defined above. For example, the preset time length is 10 days, and the registration time of the new user is 4:00 am on May 4, 2022. Then, 4:00 am on May 4, 2022 to 4:00 am on May 14, 2022 is the binding change time range. At any time in the binding change time range, the binding relationship of the new user can be changed according to the binding relationship to be changed.

[0070] based on Figure 1The binding relationship change method shown in the figure monitors the user's registration behavior. Once a new user registration is detected, the new user's game account is bound to the first development account. Afterwards, based on the binding relationship and the second development account to be bound, the binding relationship to be changed is determined, and the binding relationship to be changed can determine the binding object of the new user. Finally, when the preset time arrives, the binding relationship of the new user is changed according to the binding relationship to be changed. By monitoring the registration of a new user and changing the binding relationship of the new user, this method can avoid missing changes to the binding relationship of the new user, so that new users can be allowed to register while avoiding missing changes to the binding relationship.

[0071] Before executing step S100, the server may also predict the number of new user registrations, and based on the number of new user registrations, determine the binding relationship change time to ensure that all new user binding relationships are changed during the binding relationship change period. Specifically, the server may first determine the number of existing users and the registration time of each existing user, determine the time required to change the binding relationship of the existing users based on the number of existing users, and perform data analysis on the registration time of several existing users to predict the number of new user registrations within the time required to change the binding relationship of the existing users, and determine the time required to change the binding relationship of the new users based on the number of new user registrations and the time required to change the binding relationship of the existing users. Finally, the binding relationship change time is determined based on the time required to change the binding relationship of the new user and the time required to change the binding relationship of the existing user.

[0072] For example, if there are 10 existing users and it takes 10 minutes to change the binding relationship of existing users, it is predicted that during the time required to change the binding relationship of existing users, the number of new user registrations is 1 and it takes 1 minute to change the binding relationship of new users. Then, if the change starts at 3:00 am on July 3, 2022, it is expected to be completed at 3:11 am. At 3:11 am, the change verification is performed.

[0073] Regarding step S100, the server can monitor whether a new user has registered a game account using a message queue method. Specifically, the server first selects a message queue system, which may include RabbitMQ, Kafka, etc. Because message queues have high throughput and reliability, they can more efficiently process large numbers of events. Therefore, monitoring new user registration events based on message queue systems is more efficient. After selecting a message queue system, the message format can be designed to ensure that the message content contains sufficient information to process the new user registration event. The message format may include event type, user ID, user name, etc.

[0074] For example, for a registration event, the message format might be: Event Type: registration, User ID: 11111, User Name: zhangsan, Registration Time: 3:00 PM, March 15, 2022, Registration Source: iOS Device Account. When a new user registers, the new user's terminal publishes the registration event to the message queue. The server, which simultaneously monitors the message queue, detects the registration event and then executes steps S100-S104, completing the new user's binding change process.

[0075] Of course, the server can also use other monitoring methods, such as analyzing game logs, as new user registrations are logged. New user registration events can also be captured by monitoring the REST API or GraphQL API. Whenever a new user registers, the API is called, and these requests can be logged or processed. This specification does not limit the specific monitoring methods.

[0076] With respect to step S102, after obtaining the first identifier to be bound to be exchanged, the identity information of the new user may be associated with the first identifier to be bound to be exchanged and stored.

[0077] Furthermore, after executing step S104, the server may also bind the new user to the second development account according to the stored association relationship between the first identifier to be bound and the identity information of the new user to obtain a second binding relationship.

[0078] Of course, the server can also bind the new user to the second development account based on the first binding identifier to be changed, thereby obtaining a second binding relationship. This allows the server to determine the binding object for the new user when the binding relationship is subsequently changed again, and then perform the new user's game data migration operation. It is understood that when the binding relationship is changed again, the new user becomes an existing user or a registered user.

[0079] Furthermore, since the binding relationship change is completed, both existing and new users will be bound to the second development account and obtain corresponding binding identifiers. Therefore, the server can verify whether the binding relationship change has been completed for all users based on the binding identifier. In other words, for each user, it is determined whether the user exists in the binding identifier obtained by binding the second development account. If so, the user's binding relationship change is completed; otherwise, it is not completed and the change is continued.

[0080] The binding modification method provided in this manual also applies to existing users. This prevents existing users from logging in and being unable to retrieve complete game data due to incomplete binding modifications, ensuring data consistency. For existing users, this prevents the loss of game items and other items, improving the user experience.

[0081] Specifically, for each existing user, a second identifier to be swapped is determined based on the existing user's game account and stored in a database, which may include a non-relational database. The steps of determining the second identifier to be swapped based on the existing user's game account are similar to steps S100-S102 and will not be further described in this specification.

[0082] Non-relational databases are used because they offer high scalability and fast read and write performance. This high scalability means they have extensive storage capacity and computing power. During data migration, large volumes of data read and write operations may need to be processed. With traditional relational databases, as data volumes grow, fixed storage capacity may not be able to support them. Non-relational databases address this issue by adding more storage capacity, ensuring an efficient migration process. Furthermore, the migration process requires frequent access to existing data and writing it to the new storage location. Slow read and write speeds can make the entire migration process very time-consuming. Fast read and write performance effectively improves migration efficiency.

[0083] After determining the existing user's second identifier to be swapped, the server can modify the existing user's binding relationship based on the existing user's second identifier to be swapped. If the user is logged in during the modification, the server will respond to the unknown user's login operation and determine whether the unknown user's second identifier to be swapped can be obtained. If so, the unknown user is determined to be an existing user. Based on the existing user's second identifier to be swapped, the server will determine the existing user's game data and display it.

[0084] Of course, the server also needs to obtain the game data of the existing user from the storage space where the first development account is located based on the binding identifier of the existing user.

[0085] It is understandable that users who can log in directly are registered users, but among the registered users, there may be users who have not logged in within a preset period of time and are classified as registered users. They do not need to register again. Such new users who do not need to register do not have a second binding identifier for replacement. Then, the second identifier to be replaced cannot be obtained for the unknown user. In other words, it is determined whether the second identifier to be replaced for the unknown user can be obtained. If not, the unknown user is determined to be a registered user, and the first binding relationship between the registered user's game account and the first development account is determined. According to the first binding relationship of the registered user and the second development account to be bound, the first identifier to be replaced for the registered user is obtained. Based on the first identifier to be replaced for the registered user, the registered user is bound to the second development account to obtain the second binding relationship. Similar to the new user, the registered user also needs to determine the binding relationship to be replaced. Unlike the new user, the registered user already has a first binding relationship and does not need to be bound to the first development account through the registered user's game account to obtain the first binding identifier of the registered user.

[0086] When determining whether the second identifier to be replaced of the unknown user can be obtained, the server can obtain the authorization token of the unknown user, parse the authorization token, obtain a parsing result, and determine whether the second identifier to be replaced of the unknown user is included in the parsing result.

[0087] Registered users and existing users can change their binding relationships when they log in. This means that when a user logs in, the binding relationships of registered users and / or existing users can be changed based on the binding relationship to be changed. For existing users, the binding relationship can also be changed at any time within the binding change timeframe.

[0088] In the existing related technology, when changing the binding relationship, the server first obtains the existing user bound to the first development account, and then changes the binding relationship of the existing user's game account to be bound to the second development account. At the same time, the server will also obtain the identifier to be changed, which is used to determine the binding object after the binding is changed with the existing user's game account. Although the server will not prohibit existing users from logging into the game when changing bindings, if an existing user is in the process of changing bindings, since the identifier to be changed and the binding relationship change process are executed at the same time, it is possible that the identifier to be changed has not been obtained during the binding relationship change. Then, when an existing user logs in, he can only query the game data bound to the first development account, and cannot query the game data that has been migrated to the storage space of the second development account. If some game data cannot be queried, it may be manifested as the data related to the props obtained by the existing user is not displayed, and the user's existing props are lost.

[0089] Furthermore, the iOS system does not allow the same user to be bound to multiple development accounts simultaneously. Changing the binding relationship also involves migrating game data. Therefore, during this migration, a user's game data may be stored in the storage space of two binding objects. In this manual, the rebinding identifier must be obtained before modifying the binding relationship to avoid the aforementioned situation where complete game data cannot be retrieved. Therefore, even if a user logs in to the game before the binding relationship is changed, the server can still use the rebinding identifier to determine the storage location of the user's partially modified data.

[0090] In summary, the binding relationship changing method provided in this manual can realize the binding relationship changing without the user's awareness, whether for new users or existing users, and avoids the poor user experience of new users caused by prohibiting new users from registering, and the problem of missing binding relationship changes.

[0091] The above is one or more implementation methods of this specification, based on Figure 1 The present specification also provides a corresponding binding relationship modification device, such as Figure 2 shown.

[0092] Figure 2 This is a schematic diagram of a binding relationship modification device provided in this specification, the device comprising:

[0093] The first binding module 200 is configured to bind the game account of the new user to the first development account based on the monitored game account registration operation of the new user to obtain a first binding relationship;

[0094] The binding relationship to be replaced determining module 202 is configured to determine the binding relationship to be replaced based on the first binding relationship and the second development account to be bound;

[0095] The binding relationship changing module 204 is configured to change the binding relationship of the new user according to the binding relationship to be changed when a preset time arrives.

[0096] Optionally, the device comprises:

[0097] The monitoring module is used to monitor whether there is a new user's game account registration operation through the message queue method.

[0098] Optionally, the first binding module 200 is specifically used to determine the game account of the new user in response to the game account registration operation of the new user; bind the game account of the new user with the first development account to obtain the first binding identifier of the new user, and the first binding identifier is used to indicate that there is a binding relationship between the game account of the new user and the first development account.

[0099] Optionally, the binding relationship to be replaced determining module 202 is specifically configured to obtain and store a first binding identifier to be replaced according to the first binding relationship and the second development account to be bound.

[0100] Optionally, the device comprises:

[0101] The second binding module is configured to modify the binding relationship of the new user according to the binding relationship to be changed, and then bind the new user to the second development account based on the first binding identifier to be changed to obtain a second binding relationship.

[0102] Optionally, the device comprises:

[0103] The second identifier to be exchanged is determined by the module, which is used to determine the second identifier to be exchanged of each existing user based on the game account of the existing user, and store the second identifier in the database, which includes a non-relational database.

[0104] Optionally, the device comprises:

[0105] The game data display module is used to determine whether the second identifier to be exchanged for binding of the unknown user can be obtained in response to the login operation of the unknown user; if so, determine the unknown user as an existing user; and determine the game data of the existing user based on the second identifier to be exchanged for binding of the existing user, and display it.

[0106] Optionally, the game data display module is specifically configured to obtain an authorization token of the unknown user; parse the authorization token to obtain a parsing result; and determine whether the parsing result contains a second identifier to be exchanged for the unknown user.

[0107] This specification also provides a computer-readable storage medium, which stores a computer program that can be used to execute the above Figure 1 Provides a method for changing a binding relationship.

[0108] This manual also provides Figure 3 The one shown corresponds to Figure 1 Schematic diagram of the structure of the electronic equipment. Figure 3 As shown, at the hardware level, the electronic device includes a processor, an internal bus, a network interface, a memory, and a non-volatile memory, and may also include other hardware required for the business. The processor reads the corresponding computer program from the non-volatile memory into the memory and then runs it to achieve the above Figure 1 The binding relationship change method.

[0109] Of course, in addition to software implementation, this specification does not exclude other implementation methods, such as logic devices or a combination of software and hardware, etc. That is to say, the execution subject of the following processing flow is not limited to each logic unit, but can also be hardware or logic devices.

[0110] In the 1990s, technological improvements could be clearly distinguished as either hardware improvements (for example, improvements to circuit structures like diodes, transistors, and switches) or software improvements (improvements to process flows). However, with the advancement of technology, many process flow improvements today can now be considered direct improvements to hardware circuit structures. Designers almost always create the corresponding hardware circuit structure by programming the improved process flow into the hardware circuit. Therefore, it cannot be said that a process flow improvement cannot be implemented using hardware modules. For example, a programmable logic device (PLD), such as a field programmable gate array (FPGA), is an integrated circuit whose logical function is determined by user programming. Designers can "integrate" a digital system on a PLD through their own programming, without having to hire a chip manufacturer to design and manufacture a dedicated integrated circuit chip. Moreover, nowadays, instead of manually fabricating integrated circuit chips, this programming is mostly done using "logic compiler" software. This is similar to the software compiler used when developing programs. Before compilation, the original code must also be written in a specific programming language, called a hardware description language (HDL). There is not just one HDL, but many, such as ABEL (Advanced Boolean Expression Language), AHDL (Altera Hardware Description Language), Confluence, CUPL (Cornell University Programming Language), HDCal, JHDL (Java Hardware Description Language), Lava, Lola, MyHDL, PALASM, RHDL (Ruby Hardware Description Language), etc. Currently, the most commonly used are VHDL (Very-High-Speed Integrated Circuit Hardware Description Language) and Verilog. Those skilled in the art will also understand that by simply programming the method flow in one of these hardware description languages and then programming it into an integrated circuit, a hardware circuit that implements the logic method flow can be easily obtained.

[0111] The controller can be implemented in any suitable manner. For example, the controller can take the form of a microprocessor or processor and a computer-readable medium storing computer-readable program code (e.g., software or firmware) executable by the (micro)processor, logic gates, switches, application-specific integrated circuits (ASICs), programmable logic controllers, and embedded microcontrollers. Examples of controllers include, but are not limited to, the following microcontrollers: ARC 625D, Atmel AT91SAM, Microchip PIC18F26K20, and Silicone Labs C8051F320. The memory controller can also be implemented as part of the control logic of the memory. Those skilled in the art will also know that in addition to implementing the controller in a purely computer-readable program code format, the controller can be implemented in the form of logic gates, switches, application-specific integrated circuits, programmable logic controllers, and embedded microcontrollers by logically programming the method steps. Therefore, such a controller can be considered a hardware component, and the devices included therein for implementing various functions can also be considered as structures within the hardware component. Or even, the devices for implementing various functions can be considered as both software modules that implement the method and structures within the hardware component.

[0112] The systems, devices, modules, or units described in the above embodiments may be implemented by computer chips or entities, or by products having certain functions. A typical implementation device is a computer. Specifically, the computer may be, for example, a personal computer, a laptop computer, a cellular phone, a camera phone, a smartphone, a personal digital assistant, a media player, a navigation device, an email device, a game console, a tablet computer, a wearable device, or a combination of any of these devices.

[0113] For the convenience of description, the above devices are described as being divided into various units according to their functions. Of course, when implementing this specification, the functions of each unit can be implemented in the same or multiple software and / or hardware.

[0114] Those skilled in the art will appreciate that the embodiments of this specification may be provided as methods, systems, or computer program products. Therefore, this specification may take the form of a complete hardware embodiment, a complete software embodiment, or an embodiment combining software and hardware. Furthermore, this specification may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to magnetic disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0115] This specification is described with reference to the flowcharts and / or block diagrams of the methods, devices (systems), and computer program products according to the embodiments of this specification. It should be understood that each process and / or box in the flowchart and / or block diagram, as well as the combination of processes and / or boxes in the flowchart and / or block diagram, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, an embedded processor, or other programmable data processing device to produce a machine, so that the instructions executed by the processor of the computer or other programmable data processing device generate instructions for implementing the processes in the flowchart and / or block diagram. Figure 1 a process or multiple processes and / or boxes Figure 1 A device that provides the functions specified in a block or multiple blocks.

[0116] These computer program instructions may also be stored in a computer readable memory that can direct a computer or other programmable data processing device to work in a specific manner, so that the instructions stored in the computer readable memory produce an article of manufacture comprising an instruction device, which implements the process Figure 1 a process or multiple processes and / or boxes Figure 1 The function specified in one or more boxes.

[0117] These computer program instructions can also be loaded onto a computer or other programmable data processing device so that a series of operational steps are executed on the computer or other programmable device to produce a computer-implemented process, thereby providing the instructions executed on the computer or other programmable device for implementing the process. Figure 1 a process or multiple processes and / or boxes Figure 1 The steps for the function specified in one or more boxes.

[0118] In a typical configuration, a computing device includes one or more processors (first chiplets), input / output interfaces, network interfaces, and memory.

[0119] Memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. Memory is an example of a computer-readable medium.

[0120] Computer-readable media includes permanent and non-permanent, removable and non-removable media that can be implemented by any method or technology to store information. The information can be computer-readable instructions, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined herein, computer-readable media does not include transitory computer-readable media (transitory media), such as modulated data signals and carrier waves.

[0121] It should also be noted that the terms "comprises," "includes," or any other variations thereof are intended to encompass non-exclusive inclusion, such that a process, method, commodity, or apparatus that includes a series of elements includes not only those elements but also other elements not explicitly listed, or includes elements inherent to such process, method, commodity, or apparatus. In the absence of further limitations, an element defined by the phrase "comprises a ..." does not exclude the presence of other identical elements in the process, method, commodity, or apparatus that includes the element.

[0122] Those skilled in the art will appreciate that the embodiments of this specification may be provided as methods, systems, or computer program products. Thus, this specification may take the form of an entirely hardware embodiment, an entirely software embodiment, or an embodiment combining software and hardware. Furthermore, this specification may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to magnetic disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0123] This specification may be described in the general context of computer-executable instructions, such as program modules, executed by a computer. Generally, program modules include routines, programs, objects, components, data structures, and the like that perform specific tasks or implement specific abstract data types. This specification may also be practiced in distributed computing environments where tasks are performed by remote processing devices connected through a communications network. In a distributed computing environment, program modules may be located in both local and remote computer storage media, including storage devices.

[0124] The various embodiments in this specification are described in a progressive manner. Similar parts between the various embodiments can be referred to in conjunction with each other. Each embodiment focuses on the differences between the other embodiments. In particular, the system embodiments are generally similar to the method embodiments, so the description is relatively simple. For relevant parts, refer to the description of the method embodiments.

[0125] The foregoing is merely an example of the present invention and is not intended to limit the present invention. Various modifications and variations are possible for those skilled in the art. Any modifications, equivalent substitutions, or improvements made within the spirit and principles of the present invention are intended to be included within the scope of the claims of the present invention.

Claims

1. A binding relationship modification method, characterized in that: The method comprises: Based on the monitored game account registration operation of the new user, the game account of the new user is bound to the first development account to obtain a first binding relationship; Determining a binding relationship to be changed based on the first binding relationship and the second development account to be bound; When the preset time arrives, the binding relationship of the new user is changed according to the binding relationship to be changed.

2. The method according to claim 1, wherein Monitor new users' game account registration operations, including: Use the message queue method to monitor whether there are new users' game account registration operations.

3. The method according to claim 1, wherein Based on the monitored game account registration operation of the new user, the game account of the new user is bound to the first development account to obtain a first binding relationship, specifically including: In response to a game account registration operation by a new user, determining the game account of the new user; Bind the game account of the new user to the first development account to obtain a first binding identifier of the new user, where the first binding identifier is used to indicate that a binding relationship exists between the game account of the new user and the first development account.

4. The method according to claim 1, wherein Determining the binding relationship to be changed based on the first binding relationship and the second development account to be bound, specifically including: According to the first binding relationship and the second development account to be bound, a first identifier to be bound is obtained and stored.

5. The method according to claim 4, wherein After changing the binding relationship of the new user according to the binding relationship to be changed, the method further includes: Based on the first identifier to be bound, the new user is bound to the second development account to obtain a second binding relationship.

6. The method according to claim 1, wherein Before changing the binding relationship of an existing user, the method further includes: For each existing user, based on the game account of the existing user, a second identifier to be exchanged for the existing user is determined and stored in a database, wherein the database includes a non-relational database.

7. The method according to claim 6, wherein The method further comprises: In response to a login operation of an unknown user, determining whether a second identifier to be replaced of the unknown user can be obtained; If so, the unknown user is determined to be an existing user; Based on the second identifier to be bound to the existing user, game data of the existing user is determined and displayed.

8. The method according to claim 7, wherein In response to a login operation of an unknown user, determining whether a second identifier to be bound to be replaced can be obtained for the unknown user specifically includes: Obtaining an authorization token for the unknown user; Parsing the authorization token to obtain a parsing result; It is determined whether the second identifier to be replaced by the unknown user exists in the parsing result.

9. A computer-readable storage medium, characterized in that The storage medium stores a computer program, and when the computer program is executed by a processor, the method according to any one of claims 1 to 8 is implemented.

10. An electronic device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein: When the processor executes the computer program, the method according to any one of claims 1 to 8 is implemented.