Game content sharing method and device, equipment, medium and product

By acquiring the area to be shared on the game interface, performing semantic analysis and blocking, and generating a data packet containing interactive instructions, the problem of cumbersome operation, privacy leakage, and insufficient interactivity in existing technologies is solved, realizing simplified operation and privacy protection for game content sharing.

CN121478151APending Publication Date: 2026-02-06NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511453338.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-10-11
Publication Date
2026-02-06

AI Technical Summary

Technical Problem

The existing methods for sharing game interface content are cumbersome, pose a risk of privacy leaks, and cannot transmit interactive functions.

Method used

By acquiring the shareable area of ​​the target game interface, semantic analysis is performed to identify target information and objects, privacy information is masked and processed, and a data packet containing interactive instructions is generated and combined into interactive game content.

Benefits of technology

It simplifies user operations, avoids privacy risks, and enhances the interactivity and usability of game content.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to the technical field of computers, and discloses a game content sharing method and device, equipment, a medium and a product, and the game content sharing method comprises the following steps: firstly, aiming at a selected area on a game interface, the area comprises a main sharing object and first target information needing to be processed; then, shielding operation is carried out on the first target information, and the first target information is converted into visually processed second target information; meanwhile, extracting interaction data associated with the main sharing object, and packaging the interaction data into a data packet containing an interaction instruction according to a preset protocol; and finally, combining the data packet with the second target information to generate a composite game content, and sending the composite game content to the target equipment. According to the technical scheme, the technical problems that in the prior art, when game content is shared, part of information needs to be manually processed, and interaction data cannot be attached can be solved.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of computer, in particular to a game content sharing method and device, equipment, medium and product. BACKGROUND

[0002] The existing game interface content sharing method mainly relies on manual screen capture by the user. When the shared content involves personal data such as game asset information or account information, the user must use other editing tools for manual cropping and masking processing. This method not only has many operation steps and needs to switch between different applications, but also is prone to omissions and has the risk of privacy leakage. In addition, the finally generated sharing image only contains static visual information and has no interactive function.

[0003] Therefore, there is an urgent need for a game content sharing method to solve the technical problems of complicated sharing process, information leakage risk and inability to deliver interactive function in the prior art. SUMMARY

[0004] Therefore, the present application provides a game content sharing method, device, equipment, medium and product to solve the technical problems of manual processing of part of the information and inability to attach interactive data when sharing game content in the prior art.

[0005] In a first aspect, the present application provides a game content sharing method, which comprises: obtaining a to-be-shared region on a target game interface; the to-be-shared region contains a target sharing object and first target information; performing masking processing on the first target information to obtain second target information; extracting interactive data associated with the target sharing object, and generating a data packet containing interactive instructions according to a preset data protocol; combining the data packet and the second target information to generate game content corresponding to the to-be-shared region, and sending the game content to a target electronic device.

[0006] The game content sharing method provided in the application, after obtaining the to-be-shared region in the target game interface, first performs shielding processing on the first target information that needs to be shielded, and obtains the second target information. This step eliminates the operation of manually editing, smearing or cropping screenshots to hide specific information. Therefore, the sharing process of the user is simplified, the operation steps are reduced, and the risk of improper information processing due to manual operation negligence is effectively avoided. At the same time, the interaction data associated with the target sharing object in the to-be-shared region is extracted, and a data packet containing interaction instructions is generated according to a preset data protocol. The finally generated game content is no longer a simple static image, but carries data instructions that can be parsed and executed by a target electronic device, which provides the possibility for subsequent interaction functions and improves the practicability of the shared content. Finally, the second target information obtained through shielding processing is combined with the data packet containing interaction instructions to generate a brand-new game content. The game content takes into account the needs of privacy protection and information interaction, and solves the problems of high information leakage risk and single function of shared content when sharing game content by using screenshots and other methods in the prior art.

[0007] In an optional implementation, the to-be-shared region on the target game interface is obtained by: In response to a region selection operation of a user on the target game interface, determining a to-be-shared region corresponding to the region selection operation.

[0008] The application allows the user to accurately specify the sharing range through direct interaction operation (such as framing), and the starting region of sharing is completely driven by the user's intention, which improves the accuracy and flexibility of the selection of shared content and ensures that the object of subsequent processing is the content that the user really wants to share.

[0009] In an optional implementation, the method further includes: When the to-be-shared region contains multiple target sharing objects, sorting the multiple target sharing objects according to a preset sorting rule to obtain sorted multiple target sharing objects; Generating a selection list according to the sorted multiple target sharing objects, so that the user selects at least one target sharing object in the selection list.

[0010] By sorting the multiple target sharing objects and generating a selection list, the user is allowed to make a second accurate selection. This avoids misjudgment or sharing failure due to the inability to determine a unique target, and optimizes the selection efficiency of the user through sorting.

[0011] In an optional implementation, before the shielding processing on the first target information, the method further includes: Performing semantic analysis on the to-be-shared region to identify the interface content contained in the to-be-shared region according to the semantic analysis result. According to the interface content, determine the first target information in the sharing area and the target sharing object.

[0012] The interface content is automatically recognized through semantic analysis, which can accurately distinguish between private data that needs to be shielded and target objects that need to be extracted for interaction data, ensuring the accuracy of subsequent shielding and extraction operations.

[0013] In an optional implementation, the sharing area is subjected to semantic analysis to identify the interface content contained in the sharing area, including: visually analyzing the image of the sharing area to identify the interface content contained in the sharing area according to the visual analysis result; and / or, obtaining the metadata of the target control in the sharing area, and identifying the interface content contained in the sharing area through a preset control mapping relationship.

[0014] These two methods can be used alone or in combination. Visual analysis ensures the universality of the method, while metadata acquisition enables high-precision recognition, thereby improving the success rate and technical adaptability of overall content recognition.

[0015] In an optional implementation, the image of the sharing area is subjected to visual analysis, including: using a pre-trained semantic segmentation network model to analyze the image of the sharing area to identify a basic control element region; the pre-trained semantic segmentation network model is configured to receive the image of the sharing area as input and output the basic control element region; using a visual transformer model to identify the content in the basic control element region; the pre-trained visual transformer model is configured to receive the basic control element region as input and output a content recognition result of the basic control element region.

[0016] The present application can decompose complex recognition tasks into two steps of region positioning and content recognition, enabling more accurate structured analysis and content recognition of complex game interfaces, thereby improving the accuracy of interface content recognition.

[0017] In an optional implementation, the first target information is subjected to shielding processing to obtain second target information, including: determining the first target information from the interface content according to a preset information rule; performing blurring processing on the region where the determined first target information is located to obtain the second target information.

[0018] The consistency and accuracy of the first target information identification are ensured through the rule-driven manner, and the privacy data of the user is effectively protected while the interface layout context is reserved through the fuzzification processing.

[0019] In an optional implementation, the method further includes: In response to the user manually specifying the region for the masking processing, collecting sample data of the region after the fuzzification processing; Using the sample data to update the preset information rule.

[0020] By collecting the operation of the user manually specifying the region for the masking processing as sample data, and using the sample data to update the preset information rule, the identification rule of the first target information can become more accurate and intelligent along with the actual operation of the user, thereby continuously improving the accuracy of the masking processing.

[0021] In an optional implementation, the interaction data associated with the target sharing object is extracted, and a data packet containing interaction instructions is generated according to a preset data protocol, including: The type of the target sharing object is identified from the interface content, and the interaction data associated with the type is extracted; According to the preset data protocol and the interaction data, a data packet containing interaction instructions is generated.

[0022] The present application can extract structured and meaningful data according to different types of sharing objects (such as props, coordinates, etc.), ensuring that the subsequent generated interaction instructions are accurate and highly related to the sharing intent, laying a foundation for effective analysis and operation of the receiving end.

[0023] In an optional implementation, the data packet and the second target information are combined to generate game content corresponding to the sharing region, including: The data packet is embedded into the metadata of the second target information through steganography to obtain game content corresponding to the sharing region.

[0024] This way realizes the hidden carrying of data without damaging the visual presentation of the image itself, simplifies the sharing and transmission process, and the receiving party does not need to process multiple files or links.

[0025] In an optional implementation, the second target information is a masked image; the data packet and the second target information are combined to generate game content corresponding to the sharing region, including: The data packet is encoded into a two-dimensional visual QR code, and the QR code is rendered and superimposed on the data layer of the masked image to obtain game content corresponding to the sharing region.

[0026] The interactive data is attached to the image in a visible but standardized form (such as a two-dimensional code), which provides good compatibility so that the receiving party can be identified by a common code scanning device. Moreover, the stability of the data packet during transmission is enhanced, which can effectively resist the cleaning operation of some social platforms on metadata when processing pictures, and improve the universality and reliability of the sharing function.

[0027] In an optional implementation, the data protocol is a preset binary format, and the preset binary format includes timestamp information for validity verification.

[0028] The use of binary format can improve the efficiency and compactness of data transmission. More importantly, by introducing a timestamp for validity verification, a security safeguard is added to the interactive process, which can prevent the data packet from being used out of date or maliciously replayed, ensuring the timeliness and security of the interactive operation.

[0029] In an optional implementation, the method further includes: parsing the data packet containing the interactive instruction from the game content and verifying the validity of the data packet; when the data packet is valid, performing the corresponding jump or view operation according to the interactive instruction in the data packet.

[0030] The application also covers the receiving and processing process of the generated game content. By defining the steps of parsing the data packet from the game content, verifying the validity and performing the corresponding operation, not only the generation and sending party of the content is protected, but also the receiving and using party of the content is covered, which ensures that the shared interactive function can be finally realized.

[0031] In a second aspect, the application provides a game content sharing device, which includes: an acquisition module configured to acquire a to-be-shared region on a target game interface; the to-be-shared region containing a target sharing object and first target information; a shielding module configured to shield the first target information to obtain second target information; an extraction module configured to extract interactive data associated with the target sharing object, and generate a data packet containing an interactive instruction according to a preset data protocol; a sharing module configured to combine the data packet and the second target information to generate game content corresponding to the to-be-shared region, and send the game content to a target electronic device.

[0032] In a third aspect, the application provides a computer device, which includes a memory and a processor, the memory and the processor are communicatively connected with each other, the memory stores computer instructions, and the processor executes the computer instructions to perform the game content sharing method of the first aspect or any of the corresponding embodiments thereof.

[0033] In a fourth aspect, the present application provides a computer readable storage medium, having stored thereon computer instructions for causing a computer to execute the game content sharing method of the first aspect or any of the corresponding embodiments thereof.

[0034] In a fifth aspect, the present application provides a computer program product, comprising computer instructions for causing a computer to execute the game content sharing method of the first aspect or any of the corresponding embodiments thereof. BRIEF DESCRIPTION OF DRAWINGS

[0035] In order to more clearly illustrate the technical solutions of the specific embodiments or prior art in the present application, the drawings needed to be used in the specific embodiments or prior art description will be briefly introduced as follows. Obviously, the drawings in the following description are some embodiments of the present application, and other drawings can also be obtained by those skilled in the art without creative labor on the basis of these drawings.

[0036] Figure 1 is a technical defect diagram when sharing map coordinates according to the traditional game content sharing method of the embodiments of the present application; Figure 2 is a technical defect diagram when sharing prop information according to the traditional game content sharing method of the embodiments of the present application; Figure 3 is a technical defect diagram when receiving a message pop-up of other software during sharing according to the traditional game content sharing method of the embodiments of the present application; Figure 4 is a technical defect diagram when receiving a message pop-up of other software during sharing according to the traditional game content sharing method of the embodiments of the present application; Figure 5 is a flow diagram of the game content sharing method according to the embodiments of the present application; Figure 6 is a diagram for identifying key information in a region according to the embodiments of the present application; Figure 7 is a diagram for identifying interactive props according to the embodiments of the present application; Figure 8 is a diagram for identifying formation configuration according to the embodiments of the present application; Figure 9 is a diagram for processing a plurality of interactive target sharing objects according to the embodiments of the present application; Figure 10 is a diagram for performing fuzzing processing on first target information in a game according to the embodiments of the present application; Figure 11Is the other software pop-up information according to the embodiment of the application is blurred processing; Figure 12 Is the receiving end device according to the embodiment of the application is the analysis diagram of sharing content; Figure 13 Is the embodiment of the application according to the jump to the sharing of the map interface schematic diagram; Figure 14 Is the structure block diagram of the game content sharing device according to the embodiment of the application; Figure 15 Is the hardware structure schematic diagram of the computer equipment of the embodiment of the application. DETAILED DESCRIPTION

[0037] In order to make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme of the embodiments of the present application will be described clearly and completely below in combination with the drawings of the embodiments of the present application. Obviously, the described embodiments are part of the embodiments of the present application, not all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative labor are within the scope of protection of the present application.

[0038] Before the embodiments of the present application are described in detail, first, some nouns and terms involved in the embodiments of the present application are explained.

[0039] MobileNetV3+DeepLabV3 architecture: This is a deep learning model combination for image semantic segmentation. MobileNetV3 is a lightweight neural network that serves as the backbone network, excelling at extracting image features quickly and efficiently on devices with limited computing resources, such as mobile phones. DeepLabV3 is a semantic segmentation model that serves as the segmentation head, capable of accurately identifying which category each pixel in an image belongs to (for example, this pixel is a button, and that pixel is text). The combination of the two can be used for real-time analysis of the rendered images of the game, quickly and accurately identifying the basic UI regions in the interface, such as text boxes, buttons, and icons.

[0040] ViT (Vision Transformer) model: An advanced deep learning architecture originating from the natural language processing field. Instead of relying on traditional convolution operations, it uses a mechanism called self-attention to analyze the various parts of an image and understand their relationships and global context. After identifying the basic UI regions through MobileNetV3+DeepLabV3, the ViT model can be used to make more detailed identification and matching of specific content within these regions, such as icons and specific text. It is particularly good at handling visual tasks that require global information to accurately classify, with strong performance and high computational efficiency.

[0041] OCR (Optical Character Recognition): Optical character recognition (OCR) is a technology that converts text in images, whether printed or handwritten, into a machine-readable, editable text format. Its standard process usually includes three main steps: image preprocessing, character detection, and character recognition.

[0042] Metadata Direct Connection / UI Control Tree: A technology that does not analyze screen images, but directly obtains UI information from within the game engine. In Unity or Unreal Engine, all UI elements (buttons, text, panels, etc.) are organized and managed in a hierarchical tree structure, which is the UI control tree. Metadata direct connection refers to providing an SDK plugin for the game engine to directly access this control tree and read the internal attributes (metadata) of each control, such as control name, type, etc.

[0043] Steganography: A technology that hides secret information in ordinary files (such as images, audio) without affecting their normal use. Its core idea is to embed a secret data (such as text, instructions) into another ordinary carrier file (such as picture, audio), so that the existence of secret data itself is not noticed. It is different from cryptography, which encrypts information content, while steganography hides the existence of information, which can be understood as a technology that hides in nothingness. Taking pictures as an example, a common steganography method is the least significant bit (LSB) technology. Digital images are composed of pixels, and the color value of each pixel is represented by a binary number. The LSB method replaces the last bit (the least significant bit) of these binary numbers, which affects the least, with the bits of secret data. Since this modification changes the pixel color slightly, the human eye can hardly distinguish it, so a complete data packet can be hidden in the pixel data of the image without changing the appearance of the picture.

[0044] EXIF (Exchangeable image file format): A universal metadata standard for digital photos, used to record attributes such as shooting time, camera model, GPS location, and other information.

[0045] Replay attack: A network attack method in which the attacker intercepts a legitimate network communication data and then sends it to the recipient at a later time to deceive the system, impersonate a legitimate user, or repeat a certain operation.

[0046] In current graphical interactive applications such as games, sharing interface content between users is a high-frequency social behavior. For example, a player may want to show a newly acquired equipment, a special task location, or a well-coordinated lineup to a friend. Currently, the most popular technical solution to achieve such sharing is for the user to manually take a screenshot and then send it to other users through social software. However, this traditional sharing method has a series of inherent technical defects. For example, Figures 1 to 4 As shown in FIG. 1A, first, since the game interface is usually highly aggregated with information, the screenshot will inevitably contain irrelevant information other than the sharing intention, and even personal privacy information such as account ID, character name, number of virtual currency held, message pop-up of other software outside the game, etc., which poses a risk of privacy leakage. For example, when sharing a map coordinate, the interface contains game asset information such as exploration degree, held currency, title information, and reward information, as shown in FIG. 1B. When sharing prop information, the interface contains game asset information such as held props, held currency, chat information, etc., as shown in FIG. 1C. When other software receives a message pop-up, the privacy information outside the game will also be involuntarily exposed, as shown in FIG. 1D. When other software receives a message scroll, the privacy information outside the game will also be involuntarily exposed, as shown in FIG. 1E. Figure 1 Figure 2 Figure 3 Figure 4

[0047] To avoid this risk, the user must manually crop and edit the screenshot before sharing, using image processing tools to paint or blur the areas that need to be shielded. The entire process is tedious and time-consuming, and requires switching back and forth between the game application, the photo album, and the image editing application, which seriously disrupts the user's immersive experience.

[0048] More importantly, the content shared through the traditional screenshot method is essentially static and non-interactive. The recipient can only passively view the picture and cannot directly interact with the content in the picture. For example, when the recipient sees a friend's equipment picture, if he wants to know the detailed attributes of the equipment, he must manually search and find it in his own game. When seeing a screenshot of a map coordinate, he can only manually find and go to the location in his own game. This interruption of information transmission and lack of interaction result in low communication efficiency and fail to form a smooth and closed-loop social interaction experience.

[0049] Therefore, there is an urgent need in the prior art for a new content sharing method to solve the technical problems of tedious operation, lack of privacy protection, and non-interactive shared content in the current sharing process.

[0050] Embodiments of the present application provide a game content sharing method that can be executed on a computer device (such as a smartphone, computer, etc.), Figure 5 ​​​​is a flowchart of a game content sharing method according to an embodiment of the present application, as shown in Figure 5 The method comprises the following steps: S501, obtaining a to-be-shared region on a target game interface; the to-be-shared region contains a target sharing object and first target information.

[0051] The target game interface herein refers to any screen currently displayed by the game application on the screen of the electronic device, such as a character equipment interface, a game map interface, or a battle settlement interface.

[0052] The to-be-shared region is a specific part of the interface that the user wants to share. This region logically contains both the core of the user's sharing intention, i.e., the target sharing object (such as a piece of equipment with excellent attributes, a special map coordinate point), and the first target information that the user does not want to disclose.

[0053] The first target information refers to the interface information in the to-be-shared region, other than the target sharing object, that is pre-set to be visually shielded. The first target information can be, but is not limited to, characters or images used to identify the user's identity (such as the character's nickname, ID number), numerical values or icons representing the user's game assets (such as the number of gold coins and diamonds), or other information that is not intended to be displayed in its original form in the shared content according to the application rules.

[0054] For example, in a game backpack interface, the user selects a piece of equipment named "Battle Axe A" for sharing (Battle Axe A is the target sharing object). At the same time, the corner of the selected region also contains the text "Gold: 9,850,000" showing the number of gold coins. In this embodiment, this string of text "Gold: 9,850,000" is the first target information.

[0055] There are various ways to obtain the region, for example, it can be pre-configured to automatically identify a certain fixed UI panel (such as the entire equipment detail popup) as the to-be-shared region under certain game scenarios (such as opening the equipment detail panel). Alternatively, it can also be automatically triggered according to certain events in the game (such as the player obtaining a rare prop), and the UI part showing the prop is determined as the to-be-shared region. In addition, the entire current screen can be taken as the to-be-shared region, waiting for subsequent steps for analysis and processing.

[0056] S502, shielding the first target information to obtain second target information.

[0057] After the sharing region is determined, the first target information contained therein will be shielded to generate second target information. The core of this step is to protect user privacy. First, the first target information in the region needs to be identified, which can be done based on a set of preset rules, such as identifying fixed positions on the interface (such as the upper right corner of the screen usually displaying character name and currency) or specific visual features (such as the number string next to the gold coin icon) to locate the first target information.

[0058] After locating the first target information, shielding processing is performed, i.e. making its content unrecognizable through image processing technology to obtain second target information.

[0059] Second target information refers to the information obtained after shielding processing of the first target information. For example, it refers to the image information of the image region carrying the first target information after blurring, pixelation (mosaic), color filling covering or content replacement processing. The second target information retains the visibility of non-first target information (such as the target sharing object) in the sharing region while making the first target information unrecognizable.

[0060] This processing can have multiple specific technical implementations. A common way is blurring processing, i.e. applying Gaussian blur or mosaic (pixelation) filter to the pixel region where the first target information is located. Another way is covering processing, i.e. superimposing an opaque color block, such as a black rectangular bar, on top of the first target information, covering it completely. In addition, replacement processing can also be used, i.e. replacing the recognized text or numbers with a series of meaningless asterisks (*) or other general placeholders. After processing, the obtained second target information visually retains the main content of the sharing region, but no longer contains identifiable first target information.

[0061] S503, extract the interaction data associated with the target sharing object, and generate a data packet containing interaction instructions according to a preset data protocol.

[0062] In parallel with privacy shielding, this embodiment also extracts interaction data associated with the target sharing object. Here, the interaction data does not refer to the visual pixels of the object on the screen, but to its internal properties at the game logic level that are machine-readable. For example, if the target sharing object is a weapon, its interaction data may include the unique item ID of the weapon, attack value, durability, special skill ID attached, etc. These extracted data will be organized into a data packet containing interaction instructions according to a preset data protocol (a set of rules for specifying data structure and meaning). This data packet is essentially a structured data block that tells the receiving end application how to process the data, for example, the instruction can be "display item details with ID 12345".

[0063] The format of the data protocol can be designed flexibly to adapt to different needs. For example, the JSON format can be used, which has good readability and wide compatibility. A binary format can also be used, which is usually more compact, more efficient in transmission, and not easy to be directly interpreted, with a certain security.

[0064] S504, combining the data packet and the second target information to generate game content corresponding to the sharing area, and sending the game content to the target electronic device.

[0065] The last step is to combine the second target information (visual part) and the data packet (functional part) generated in the previous steps to generate the final shareable game content and send it to the target electronic device. This combination step aims to encapsulate visual presentation and functional instructions into a single, easily transmitted entity.

[0066] There are also many ways to achieve combination. One way is to write the data packet into the metadata area of the shielded image file, such as EXIF (Exchangeable Image File Format) in JPEG format, which does not affect the normal display of the image; another way is to define a new file format to encapsulate the shielded image and the data packet as different data blocks; the binary stream of the data packet can also be directly attached to the end of the data of the standard image file, and the receiving end can be parsed by a special program. After generating this composite game content, the system can send it to another player's target electronic device through the sharing function provided by the operating system via instant messaging tools or social platforms.

[0067] In summary, the game content sharing method provided by the embodiments of the present application first shields the first target information in the target game interface after obtaining the sharing area of the target game interface. This step eliminates the need for users to manually edit, erase or crop screenshots to hide specific information. Therefore, the sharing process of the user is simplified, the operation steps are reduced, and the risk of improper information processing due to manual operation negligence is effectively avoided. At the same time, the interactive data associated with the target sharing object in the sharing area is extracted, and a data packet containing interactive instructions is generated according to the preset data protocol. The final generated game content is no longer a simple static image, but carries data instructions that can be parsed and executed by the target electronic device, making it possible to realize subsequent interactive functions and improving the practicality of the shared content. Finally, the second target information obtained by shielding is combined with the data packet containing interactive instructions to generate a new game content. This game content takes into account the needs of privacy protection and information interaction, solving the problem of high information leakage risk and single function of the shared content in the prior art when sharing game content using screenshots and other methods.

[0068] In this embodiment, a game content sharing method integrating privacy protection and content interaction is also provided, aiming to solve the problems of cumbersome game screenshot sharing process, privacy leakage risk, single shared content and lack of interactivity in the prior art.

[0069] The first step of the method is to obtain the sharing area on the target game interface, which contains both the target sharing object that the user wants to share and the information that needs to be protected, i.e., the first target information in the above embodiment.

[0070] In a typical application scenario, the user performs a preset gesture operation on the game interface, for example, the user can freely frame a rectangular area of any size and position, such as an icon of an equipment, a certain location on the map, or a complete formation configuration, by performing a drag gesture on the touch screen, thereby realizing accurate and personalized customization of shared content. As shown in Figure 6 、 Figure 7 and Figure 8 , the user can freely frame a rectangular area of any size and position by performing a drag gesture on the touch screen, Figure 6 is a schematic view of identifying key information in the area, Figure 7 is a schematic view of identifying interactive props, Figure 8 is a schematic view of identifying formation configuration, thereby realizing accurate selection and personalized customization of shared content.

[0071] In some cases, as shown in Figure 9 , the area framed by the user may contain multiple interactive target sharing objects, in which case the multiple target sharing objects will be sorted according to a preset sorting rule, and a selection list will be generated for the user to finally confirm. The sorting rule can be designed to preferentially recommend the object that is visually at the front, or preferentially recommend the item that has the highest sharing frequency among other players in the past seven days, and automatically select the recommended item through a countdown to improve operation efficiency while ensuring accuracy. As a supplement to this framing mode, a faster one-key sharing mode can also be provided, in which the entire current screen is treated as the sharing area, and subsequent processing is automatically performed.

[0072] After obtaining the sharing area, the second step of the method is to perform in-depth semantic analysis on the area to identify all the interface content contained therein, and accurately distinguish the first target information and the target sharing object based on the analysis results.

[0073] This semantic analysis process can employ two parallel or complementary technical approaches. The first is image-based visual analysis. First, a lightweight semantic segmentation network model (e.g., an architecture based on MobileNetV3+DeepLabV3) is used to process the image of the shared area, accurately locating the outlines and boundaries of basic UI elements such as text boxes, buttons, and icons at the pixel level. Then, a Visual Transformer (ViT) model is used to perform deep recognition on these located element regions, such as reading text content through OCR technology or identifying specific prop icons through image feature matching.

[0074] The second approach is based on obtaining control metadata. This method requires deep integration of the sharing functionality with the game engine (such as Unity or Unreal Engine). Through an SDK plugin, you can directly access the UI control tree and query the control metadata, thereby directly knowing the semantics of a text box as "coin quantity" or the function of a button as "store entrance". This method is highly accurate.

[0075] Based on the results of semantic analysis, the first target information is masked to obtain the second target information in the above embodiment. According to preset information rules, the first target information, such as player ID and currency quantity, is determined from the identified interface content. Figure 10 and Figure 11 The blur effect shown is as follows. Figure 10 It involves blurring the primary objective information within the game. Figure 11 This involves blurring information from other software pop-ups. These rules can be composed of a locally built-in blocking word library and rule packages dynamically distributed from a cloud server. Once determined, the area containing the identified primary target information is blurred, for example, by applying a mosaic or Gaussian blur filter, generating a blurred image that protects user privacy.

[0076] Furthermore, the privacy protection mechanism of this method is dynamic and adaptive. It responds to user-specified areas by masking them, collects blurred sample data of that area, and uses this sample data to update the preset information rules. This self-learning feedback loop allows the privacy protection capabilities to continuously evolve and adapt to changes in game content and the community environment.

[0077] While ensuring privacy protection, the interaction data associated with the selected target sharing object will be extracted. This process also benefits from the aforementioned semantic analysis, which first identifies the type of target sharing object (such as props, characters, coordinate points, etc.), and then extracts the interaction data matching that type (such as item ID, character attributes, map coordinates, etc.). These raw data will then be encapsulated into a compact data packet containing explicit interaction instructions according to a preset binary data protocol. This binary protocol not only improves transmission efficiency, but also includes timestamp information in its structure for validity verification, limiting the validity period of the data packet to 3-5 minutes, effectively preventing replay attacks after malicious interception of the data packet, thereby enhancing the security of the entire sharing process.

[0078] The final step is to combine the visual information (i.e., the second target information) with the interaction data (data packet) to generate the final sharing content and send it out.

[0079] This embodiment provides multiple combination methods. One way is to encode the data packet as a two-dimensional visual code (such as a QR code) and render it superimposed on a corner of the shielded image. This way, the data becomes the pixel content of the image, effectively resisting the metadata removal operation of mainstream social media platforms when uploading pictures. As an alternative, steganography can be used to embed the data packet into the EXIF metadata of the shielded image; or a digital watermarking algorithm can be used to embed the data into the pixel data of the image, making it resistant to JPEG compression and cropping operations; or a cloud association method can be used, which generates a perceptual hash value for the shielded image and associates the data packet with the hash value and stores it in the cloud database, and the recipient queries the corresponding data by calculating the hash value of the picture.

[0080] When the target electronic device receives this special game content, the user can activate its interaction function in multiple ways, such as using the built-in image recognition function to scan the picture on the screen of another device, uploading the picture from the album for recognition, or directly long-pressing the picture in the game chat channel. After the client parses the data packet, it will immediately perform strict security verification: first, verify the timestamp in the data packet to ensure it is within the 3-5 minute validity period, effectively preventing replay attacks; second, verify the authority range of the instruction, explicitly prohibiting any write-type operations (such as deleting items, initiating transactions), and only allowing pre-set read-type safe operations. After passing the verification, the client will execute the interaction instructions in the data packet, such as jumping to the friend's shared map coordinates or viewing detailed information of a specific prop in the album. Figure 12 and Figure 13 As shown, Figure 12 is the parsing of the sharing content by the receiving end device, Figure 13is jumped to the sharing map interface.

[0081] Finally, to ensure that this function is long-term available in the life cycle of the game iteration, the method also designs a comprehensive compatibility and maintenance mechanism. When it involves multi-version compatibility issues, for example, when a new version of the client reads the old protocol, a downgrade analysis is performed; when an old version of the client reads a new protocol, a forced upgrade prompt is popped up.

[0082] At the same time, the server side will maintain a historical map coordinate system mapping table, which can automatically convert the old version of the coordinate to the correct coordinate of the current version when parsing, ensuring the backward compatibility of the sharing function. In addition, when the shared game content (such as props, activities) is offline due to version update, it will be explicitly prompted to the receiver after parsing that the content has expired, thereby providing clear user feedback and avoiding invalid jumps.

[0083] In summary, the game content sharing method integrating privacy protection and content interaction provided by the embodiments of the present application first accurately acquires the region to be shared through the selection operation of the user on the interface, and uses semantic analysis capability (combined with visual analysis and metadata reading) to deeply understand the content in the region. This intelligent understanding is the technical basis for all subsequent optimizations, which can accurately distinguish the first target information that needs to be protected and the target object that is the core of sharing, thereby solving the technical problem that the user must manually handle because the two cannot be intelligently distinguished in the prior art.

[0084] Based on accurate content recognition, in terms of privacy protection, the first target information is automatically shielded by preset rules, and a self-learning mechanism is introduced, which can dynamically update the rule library according to the user's manual masking operation, so that the privacy protection capability is continuously strengthened, solving the limitation that traditional static rules cannot cope with content changes. In terms of functional interaction, instead of generating a static picture, the associated interaction data is extracted according to the type of the target object, and a secure data packet with a timestamp to prevent replay attacks is encapsulated. The data packet and the shielded image information are combined through steganography and other methods to build a new, interactive, and self-contained sharing content, solving the technical gap that traditional screenshots cannot carry functional instructions.

[0085] Finally, through the limitation of the parsing, verification, and execution process of the receiving end, a complete closed loop from information sharing to function implementation is completed. The traditional cumbersome, inefficient, and privacy-risky manual screenshot sharing process is transformed into an automatic, secure, and function-rich interactive experience. The core problems of the prior art, such as cumbersome process, easy privacy leakage, and lack of interactivity of shared content, are solved.

[0086] A game content sharing apparatus is also provided in the embodiment, which is used to implement the above-mentioned embodiments and preferred embodiments, and will not be described again. As used below, the term "module" can be a combination of software and / or hardware that implements a predetermined function. Although the apparatus described in the following embodiments is preferably implemented in software, implementation in hardware, or a combination of software and hardware, is also possible and contemplated.

[0087] The embodiment provides a game content sharing apparatus, which comprises: Figure 14 as shown in the following: The obtaining module 1401 is configured to obtain a to-be-shared region on a target game interface, the to-be-shared region containing a target sharing object and first target information. The shielding module 1402 is configured to perform shielding processing on the first target information to obtain second target information. The extracting module 1403 is configured to extract interaction data associated with the target sharing object, and generate a data packet containing an interaction instruction according to a preset data protocol. The sharing module 1404 is configured to combine the data packet and the second target information to generate game content corresponding to the to-be-shared region, and send the game content to a target electronic device.

[0088] The further function descriptions of the above-mentioned modules and units are the same as those of the corresponding embodiments, and will not be described again.

[0089] The game content sharing apparatus in the embodiment is presented in the form of a functional unit, where the unit refers to an ASIC (Application Specific Integrated Circuit, Application Specific Integrated Circuit) circuit, a processor and a memory executing one or more software or fixed programs, and / or other devices that can provide the above-mentioned functions.

[0090] The embodiment of the present application also provides a computer device with the above-mentioned game content sharing apparatus. Figure 14 as shown in the following.

[0091] Please refer to Figure 15 , Figure 15 is a structural schematic diagram of a computer device provided by an optional embodiment of the present application, as shown in the following: Figure 15As shown, the computer device includes one or more processors 10, memory 20, and interfaces 30 for external devices such as a keyboard and a mouse and a disk drive. One or more of the interfaces 30 enable a user to interact with the computer device. In some embodiments, the interface 30 also includes an input device, such as a microphone, or output device, such as a speaker. Figure 15 The processor 10 is used in the description as an example.

[0092] The processor 10 can be a central processing unit, a network processor, or a combination thereof. The processor 10 can further include a hardware chip. The hardware chip can be an application specific integrated circuit, a programmable logic device, or a combination thereof. The programmable logic device can be a complex programmable logic device, a field programmable logic device, a general array logic, or any combination thereof.

[0093] The memory 20 stores instructions executable by the at least one processor 10 to cause the at least one processor 10 to perform the methods illustrated in the above embodiments.

[0094] The memory 20 can include a program storage area and a data storage area. The program storage area can store an operating system, application programs, and the like for the computer device. The data storage area can store data created by the computer device, etc. Additionally, the memory 20 can include a volatile memory, such as a random access memory, and a non-volatile memory, such as at least one disk storage device, flash memory, or other non-volatile solid state storage device. In some embodiments, the memory 20 can optionally include a memory that is remote from the processor 10, such as the memory of a network- connected computer. Examples of the network include, but are not limited to, the Internet, an enterprise intranet, a local area network, a wide area network, a mobile communication network, and a combination thereof.

[0095] The memory 20 can include a volatile memory, such as a random access memory, and a non-volatile memory, such as at least one disk storage device, flash memory, or other non-volatile solid state storage device.

[0096] The computer device also includes an input device 30 and an output device 40. The processor 10, the memory 20, the input device 30 and the output device 40 can be connected by a bus or other means, Figure 15 The bus connection is taken as an example.

[0097] The input device 30 can receive inputted digital or character information, and generate key signal input related to user settings and function control of the computer device, such as a touch screen, a keypad, a mouse, a trackpad, a touchpad, a pointing stick, one or more mouse buttons, a trackball, a joystick, etc. The output device 40 can include a display device, an auxiliary lighting device (e.g., an LED), a tactile feedback device (e.g., a vibration motor), etc. The display device includes but is not limited to a liquid crystal display, a light-emitting diode, a display, and a plasma display. In some optional embodiments, the display device can be a touch screen.

[0098] The embodiments of the present application also provide a computer readable storage medium, and the method according to the embodiments of the present application can be implemented in hardware, firmware, or recorded in a storage medium, or be implemented as computer code originally stored in a remote storage medium or a non-transitory machine readable storage medium downloaded through a network and stored in a local storage medium, so that the method described herein can be processed by such software on a storage medium using a general purpose computer, a special purpose processor, or programmable or special hardware. The storage medium can be a magnetic disk, an optical disk, a read-only memory, a random access memory, a flash memory, a hard disk or a solid state disk, etc. Further, the storage medium can also include a combination of the above-mentioned types of memories. It can be understood that the computer, the processor, the microprocessor controller or the programmable hardware include storage components that can store or receive software or computer code, which, when accessed and executed by the computer, the processor or the hardware, implements the method shown in the above embodiments.

[0099] Part of the present application can be applied as a computer program product, for example, computer program instructions, when executed by a computer, the operation of the computer can invoke or provide the method and / or technical solutions according to the present application. Those skilled in the art should understand that the form of computer program instructions in computer readable medium includes but is not limited to source file, executable file, installation package file, etc. Correspondingly, the way of computer program instructions executed by computer includes but is not limited to: the computer directly executes the instructions, or the computer executes the corresponding compiled program after compiling the instructions, or the computer reads and executes the instructions, or the computer executes the corresponding installed program after reading and installing the instructions. Here, the computer readable medium can be any available computer readable storage medium or communication medium accessible to the computer.

[0100] While embodiments of the application have been described in connection with the preferred embodiments of the various figures, those of ordinary skill in the art will appreciate that various modifications and variations of the preferred embodiments can be employed without departing from the spirit and scope of the application.

Claims

1. A game content sharing method characterized by comprising: The method comprises: acquiring a to-be-shared region on a target game interface; the to-be-shared region contains a target sharing object and first target information; performing shielding processing on the first target information to obtain second target information; extracting interaction data associated with the target sharing object, and generating a data packet containing interaction instructions according to a preset data protocol; combining the data packet and the second target information to generate game content corresponding to the to-be-shared region, and sending the game content to a target electronic device.

2. The method of claim 1, wherein, The acquisition of the to-be-shared region on the target game interface comprises: in response to a region selection operation of a user on the target game interface, determining a to-be-shared region corresponding to the region selection operation.

3. The method of claim 2, wherein, The method further comprises: when the to-be-shared region contains a plurality of target sharing objects, sorting the plurality of target sharing objects according to a preset sorting rule to obtain a plurality of sorted target sharing objects; generating a selection list according to the plurality of sorted target sharing objects, so that the user selects at least one target sharing object in the selection list.

4. The method of claim 1, wherein, Before the shielding processing on the first target information, the method further comprises: performing semantic analysis on the to-be-shared region to identify interface content contained in the to-be-shared region according to a semantic analysis result; determining the first target information and the target sharing object in the to-be-shared region according to the interface content.

5. The method of claim 4, wherein, The semantic analysis on the to-be-shared region to identify the interface content contained in the to-be-shared region comprises: performing visual analysis on an image of the to-be-shared region to identify the interface content contained in the to-be-shared region according to a visual analysis result; and / or, acquiring metadata of a target control in the to-be-shared region, and identifying the interface content contained in the to-be-shared region through a preset control mapping relationship.

6. The method of claim 5, wherein, The visual analysis on the image of the to-be-shared region comprises: using a pre-trained semantic segmentation network model to analyze the image of the to-be-shared region to identify a basic control element region; the pre-trained semantic segmentation network model is configured to receive the image of the to-be-shared region as input and output the basic control element region; using a pre-trained visual transformer model to identify the content in the basic control element region; the pre-trained visual transformer model is configured to receive the basic control element region as input and output a content identification result of the basic control element region.

7. The method of claim 4, wherein, The shielding processing on the first target information to obtain the second target information comprises: determining the first target information from the interface content according to a preset information rule; performing blurring processing on a region where the determined first target information is located to obtain the second target information.

8. The method of claim 7, wherein, The method further comprises: in response to a user manually specifying a region for blurring processing, collecting sample data of the region after blurring processing; updating the preset information rule using the sample data.

9. The method of claim 4, wherein, The extraction is associated with the target sharing object, and the data packet containing the interaction instruction is generated according to a preset data protocol, including: The type of the target sharing object is identified from the interface content, and the interaction data associated with the type is extracted; According to the preset data protocol and the interaction data, a data packet containing interaction instructions is generated.

10. The method of claim 1, wherein, The data packet and the second target information are combined to generate the game content corresponding to the sharing area, including: The data packet is embedded into the metadata of the second target information by steganography to obtain the game content corresponding to the sharing area.

11. The method of claim 1, wherein, The second target information is a shielded image; The data packet and the second target information are combined to generate the game content corresponding to the sharing area, including: The data packet is encoded into a two-dimensional visual code, and the code is rendered and superimposed on the data layer of the shielded image to obtain the game content corresponding to the sharing area.

12. The method of claim 1, wherein, The data protocol is a preset binary format, and the preset binary format contains timestamp information for validity verification.

13. The method of claim 1, wherein, The method further comprises: The data packet containing the interaction instruction is parsed from the game content, and the validity of the data packet is verified; When the data packet is valid, the corresponding jump or view operation is performed according to the interaction instruction in the data packet.

14. A game content sharing device characterized by comprising: The device comprises: An acquisition module for acquiring a sharing area on a target game interface; the sharing area contains a target sharing object and first target information; A shielding module for shielding the first target information to obtain second target information; An extraction module for extracting interaction data associated with the target sharing object and generating a data packet containing interaction instructions according to a preset data protocol; A sharing module for combining the data packet and the second target information to generate game content corresponding to the sharing area, and sending the game content to a target electronic device.

15. An electronic device, comprising: Including: A memory and a processor, which are communicatively connected, the memory stores computer instructions, and the processor executes the computer instructions to perform the game content sharing method of any one of claims 1-13.

16. A computer readable storage medium characterized by: The computer readable storage medium stores computer instructions for making a computer execute the game content sharing method of any one of claims 1-13.

17. A computer program product, characterised in that, Including computer instructions for making a computer execute the game content sharing method of any one of claims 1-13.