Data interaction method, related device, equipment and storage medium

By using infrared communication technology to transmit user identification and settlement data between mobile devices, the instability and high power consumption of Bluetooth communication are resolved, enabling stable and efficient game battle data interaction and improving the user experience.

CN121623285APending Publication Date: 2026-03-10TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-04
Publication Date
2026-03-10

AI Technical Summary

Technical Problem

Bluetooth communication suffers from unstable connections and rapid power consumption during short-range data transmission, which affects the gaming experience on mobile devices.

Method used

Infrared communication technology is used for data interaction between mobile devices. User identification information and settlement data are transmitted through infrared signals, enabling device matching and game data sharing, reducing complex configuration and energy consumption.

Benefits of technology

It improves the stability of data transmission and reduces the power consumption of mobile devices, simplifies the user operation process, and enhances the gaming experience and interactivity.

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Abstract

The invention discloses a data interaction method, a related device, equipment and a storage medium, which are used for improving the stability of short-distance data transmission and slowing down the power consumption speed of mobile equipment. The method can be applied to various terminals, such as mobile phones, computers, vehicle-mounted terminals and the like. The method comprises the following steps: in response to N groups of first infrared signals, determining that at least two mobile devices are successfully matched; responding to the at least two mobile devices to perform target game playing, and receiving N groups of second infrared signals under the condition that the target game playing is finished; at least two sets of settlement data are obtained according to the N sets of second infrared signals, the at least two sets of settlement data comprise settlement data of all users participating in the target game match, and the at least two sets of settlement data are used for being displayed on the at least two mobile devices.
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Description

Technical Field

[0001] This application relates to the field of electronic technology, and in particular to a method, related apparatus, device, and storage medium for data interaction. Background Technology

[0002] Player-killing (PK) games are a type of game that allows players to compete face-to-face. They not only provide players with the thrill of competition but also enhance real-life interaction and communication, making them suitable for real-time interaction with friends, family, or other players.

[0003] Currently, near-field communication (NFC) technology provides the foundation for face-to-face PvP battles. Among related technologies, mobile devices can use Bluetooth communication technology to transmit and communicate data. Specifically, first, ensure that the mobile devices have Bluetooth enabled, and then pair them. After successful pairing, the mobile devices can transfer data to each other.

[0004] The inventors have discovered that current solutions suffer from at least the following problems: First, Bluetooth communication can be unstable in certain situations (e.g., poor hardware support, low Bluetooth version), potentially leading to data transmission interruptions or delays. Second, Bluetooth communication requires significant power consumption, resulting in rapid battery drain for mobile devices. Therefore, an effective method is urgently needed to address these issues. Summary of the Invention

[0005] This application provides a data interaction method, related apparatus, device, and storage medium to improve the stability of short-range data transmission and reduce the power consumption of mobile devices.

[0006] In view of this, this application provides a method for data interaction, including:

[0007] In response to N sets of first infrared signals, at least two mobile devices are determined to be successfully matched. Each mobile device sends a set of first infrared signals, which carry user identification information. The user identification information is used to uniquely indicate the user participating in the target game match, and N is an integer greater than or equal to 1.

[0008] In response to at least two mobile devices engaging in a target game match, upon the conclusion of the target game match, N sets of second infrared signals are received, wherein each mobile device sends a set of second infrared signals, and the second infrared signals carry user identification information and settlement data;

[0009] At least two sets of settlement data are obtained based on N sets of second infrared signals, wherein the at least two sets of settlement data include the settlement data of each user participating in the target game, and the at least two sets of settlement data are used to display on at least two mobile devices.

[0010] Another aspect of this application provides a data interaction device, including:

[0011] The determination module is used to determine, in response to N sets of first infrared signals, at least two mobile devices that have successfully matched. Each mobile device sends a set of first infrared signals, which carry user identification information. The user identification information is used to uniquely indicate the user participating in the target game match, and N is an integer greater than or equal to 1.

[0012] The receiving module is used to respond to at least two mobile devices playing a target game. When the target game ends, it receives N sets of second infrared signals, wherein each mobile device sends a set of second infrared signals, and the second infrared signals carry user identification information and settlement data.

[0013] The acquisition module acquires at least two sets of settlement data based on N sets of second infrared signals. The at least two sets of settlement data include the settlement data of each user participating in the target game, and the at least two sets of settlement data are used to display on at least two mobile devices.

[0014] In another aspect, this application provides a computer device including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the methods described above.

[0015] Another aspect of this application provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the methods described above.

[0016] Another aspect of this application provides a computer program product, including a computer program that, when executed by a processor, implements the methods described above.

[0017] As can be seen from the above technical solutions, the embodiments of this application have the following advantages:

[0018] This application provides a data interaction method that enables matching between at least two mobile devices based on a first infrared signal. Because infrared communication technology offers high stability and supports unidirectional data transmission, it effectively reduces the cost of maintaining data channels and slows down the power consumption of mobile devices. After matching is complete, the target game can begin. After the game ends, the mobile devices report settlement data via several second infrared signals. This method utilizes the built-in infrared sensors and communication modules of the mobile devices to achieve data transmission and interaction between devices, supporting users in game matches. This process requires no complex configuration, saving users time and effort. Attached Figure Description

[0019] Figure 1 This is a flowchart illustrating a data interaction method in an embodiment of this application;

[0020] Figure 2 This is a waveform diagram based on binary signal encoding in an embodiment of this application;

[0021] Figure 3 This is a schematic diagram of signal encoding based on an infrared communication protocol in an embodiment of this application;

[0022] Figure 4 This is a schematic diagram of the encoding of "0" and "1" codes in an embodiment of this application;

[0023] Figure 5 This is a schematic diagram illustrating the transmission of infrared signals in the form of an integer array in an embodiment of this application;

[0024] Figure 6 This is a schematic diagram of an implementation environment for the data interaction method in this application embodiment;

[0025] Figure 7 This is another flowchart illustrating the data interaction method in this application embodiment;

[0026] Figure 8 This is a schematic diagram of an interface for selecting a sports challenge type in an embodiment of this application;

[0027] Figure 9 This is a schematic diagram of an interface entering the matching state in an embodiment of this application;

[0028] Figure 10 This is a schematic diagram of an interface where matching failed in an embodiment of this application;

[0029] Figure 11 This is a schematic diagram of another interface where matching failed in the embodiments of this application;

[0030] Figure 12This is a schematic diagram of a successfully matched interface in an embodiment of this application;

[0031] Figure 13 This is a schematic diagram of an interface for setting game mode information in an embodiment of this application;

[0032] Figure 14 This is a schematic diagram of an interface for a game countdown in an embodiment of this application;

[0033] Figure 15 This is a schematic diagram of a game interface in an embodiment of this application;

[0034] Figure 16 This is a schematic diagram of an interface for generating challenge results in an embodiment of this application;

[0035] Figure 17 This is another schematic diagram of the interface for generating challenge results in this application embodiment;

[0036] Figure 18 This is a schematic diagram of an implementation environment for the data interaction method in this application embodiment;

[0037] Figure 19 This is another flowchart illustrating the data interaction method in this application embodiment;

[0038] Figure 20 This is a schematic diagram of a game match ending in an embodiment of this application;

[0039] Figure 21 This is a schematic diagram of an interface waiting for a game match to end in an embodiment of this application;

[0040] Figure 22 This is a schematic diagram of an implementation environment for the data interaction method in this application embodiment;

[0041] Figure 23 This is another flowchart illustrating the data interaction method in this application embodiment;

[0042] Figure 24 This is a schematic diagram of the overall process of the data interaction method in the embodiments of this application;

[0043] Figure 25 This is another overall flowchart of the data interaction method in the embodiments of this application;

[0044] Figure 26 This is a schematic diagram of a data interaction device in an embodiment of this application;

[0045] Figure 27 This is a schematic diagram of the structure of an electronic device in an embodiment of this application. Detailed Implementation

[0046] This application provides a data interaction method, related apparatus, device, and storage medium to improve the stability of short-range data transmission.

[0047] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those of ordinary skill in the art without creative effort are within the scope of protection of this application.

[0048] The terms “first,” “second,” “third,” “fourth,” etc. (if present) in the specification, claims, and accompanying drawings of this application are used to distinguish similar users and are not necessarily used to describe a particular order or sequence. It should be understood that such use of data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented, for example, in orders other than those illustrated or described herein. Furthermore, the terms “comprising” and “corresponding,” and any variations thereof, are intended to cover a non-exclusive inclusion, for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0049] In this application embodiment, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0050] It is understood that, in the specific embodiments of this application, user identification information, settlement data, and other related data require user permission or consent before being used in specific products or technologies. That is, before collecting user data, users can be notified through prompts, pop-ups, or voice prompts. The process of collecting user data only begins after obtaining user permission or consent. In other words, all user data collected in this application is collected with the user's consent, and the collection, use, and processing of this data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0051] Short-range communication (SMR) technology refers to communication technologies where the distance between communicating parties is relatively short, enabling data exchange between two mobile devices. Currently, many mobile devices utilize SMR technology for data transmission and communication in their motion-based competition (PK) functions. SMR functionality on mobile devices primarily relies on wireless communication technologies such as Bluetooth, wireless fidelity (WiFi), and near-field communication (NFC). However, Bluetooth connections suffer from poor compatibility and cumbersome pairing processes, while WiFi connections are characterized by high power consumption and unstable connections, and NFC has distance limitations.

[0052] Based on this, this application provides a solution for interactive PK games based on infrared communication technology, aiming to achieve data transmission between mobile devices through infrared communication. Because infrared communication technology has high stability and can transmit data unidirectionally, it significantly reduces the cost of maintaining data channels and the performance loss of devices. Infrared communication technology refers to a wireless communication technology that uses infrared rays to transmit data and information. It utilizes the characteristics of infrared rays to achieve data transmission and communication between devices. Infrared communication technology does not require physical connection cables, is simple to use, and has low implementation costs. Infrared communication technology is an independent communication method and does not rely on network connections. The reason why infrared communication does not require network connections is that it is designed for direct communication between devices over short distances, achieving information exchange through direct transmission of infrared rays, avoiding complex network configurations and dependencies, making the application simpler and more convenient. Therefore, infrared communication exhibits significant advantages in terms of convenience, security, low cost, and the absence of maintenance and power supply requirements, and can be used independently in any environment.

[0053] Before introducing the specific methods of this application, the application scenarios of this application will be illustrated by example. It should be understood that the following application scenarios are merely illustrative and are not limited to these examples.

[0054] In some embodiments, the data interaction method provided in this application is applicable to sports PK games. First, matching between multiple mobile devices is achieved based on infrared communication technology. After successful matching, a competition is held according to the sports PK item selected by the administrator user (e.g., step count PK, rope skipping PK, sit-up PK, etc.). The administrator user refers to a user with the authority to set the PK method. For example, the administrator user can be a user who actively initiates the matching, a user who joins the matching later, or a user selected based on a relevant mechanism after successful matching (e.g., using the user with the highest game level as the administrator user, or randomly selecting a user as the administrator user).

[0055] Based on this, the system will start a countdown, and users need to complete the sports competition selected by the administrator within the specified time. After the competition, the mobile device will automatically record the user's performance and display it to the user. Users can also view their competition records (e.g., competition score, time, opponent information, etc.) and can send the competition records to other users via infrared communication technology.

[0056] Sports PK games aim to increase the fun of sports, encourage users to actively participate in physical exercise through competition, and also promote interaction and communication among users.

[0057] In other embodiments, the data interaction method provided in this application is also applicable to turn-based PvP games. Taking Chinese chess as an example, firstly, matching is achieved between mobile device A and mobile device B based on infrared communication technology. After successful matching, the two users begin the game. In the first round, player A moves the cannon piece on mobile device A, and mobile device A then sends the position information of the cannon piece to mobile device B via infrared communication technology. Next, player B moves the horse piece on mobile device B, and mobile device B then sends the position information of the horse piece to mobile device A via infrared communication technology. Thus, one round ends. This process continues until the game ends after several rounds.

[0058] Turn-based PvP games have a slower pace, giving players more time to think and plan their actions, while also providing more opportunities for interaction.

[0059] Based on the above introduction, the data interaction method in this application will be described below. Please refer to [link / reference]. Figure 1 The data interaction method in this application embodiment can be completed independently by the mobile device, or it can be completed in cooperation with the server, or it can be completed in cooperation with the mobile device, infrared receiver, and server. The method provided in this application includes:

[0060] S101. In response to N sets of first infrared signals, determine that at least two mobile devices have successfully matched, wherein each mobile device sends a set of first infrared signals, the first infrared signals carry user identification information, the user identification information is used to uniquely indicate the user participating in the target game match, and N is an integer greater than or equal to 1.

[0061] In this embodiment, each user participating in the target game can establish a communication connection through the infrared transmitter built into their mobile device. Each user has corresponding user identification information (e.g., account number, mobile phone number, email address, or other information that uniquely identifies the user). Based on this, the mobile device can achieve matching with other mobile devices by sending a first infrared signal carrying the user identification information.

[0062] It should be noted that the infrared transmitter involved in this application refers to a component used to transmit infrared signals, which can be built into a mobile device or other device with infrared transmission function. For example, controls on a mobile device can trigger the transmission of corresponding infrared signals. A mobile device with a built-in infrared transmitter (e.g., an infrared light-emitting diode) is an infrared transmitting device. The infrared transmitting device also includes components such as encoding circuits and power supplies, which can transmit encoded infrared signals through the infrared transmitter.

[0063] S102. In response to at least two mobile devices playing a target game, when the target game ends, receive N sets of second infrared signals, wherein each mobile device sends a set of second infrared signals, and the second infrared signals carry user identification information and settlement data.

[0064] In this embodiment, a target game can begin after at least two mobile devices establish a communication connection. After the target game ends, the mobile devices can share data with other mobile devices by sending a second infrared signal carrying user identification information and settlement data.

[0065] S103. Obtain at least two sets of settlement data based on N sets of second infrared signals, wherein the at least two sets of settlement data include the settlement data of each user participating in the target game, and the at least two sets of settlement data are used to display on at least two mobile devices.

[0066] It should be noted that in practical applications, due to the limited data capacity of infrared signals, a single infrared signal (e.g., the first or second infrared signal) cannot transmit the full amount of information. Therefore, it can be split into multiple infrared signals for transmission. These multiple infrared signals form a group of infrared signals. For example, assuming the settlement data occupies 48 bits, and a single infrared signal can only store 8 bits of data, six infrared signals need to be transmitted as a group.

[0067] In this embodiment, since each set of second infrared signals carries user identification information and settlement data, a summary settlement result for the target game match can be generated based on the second infrared signals. The summary settlement result includes the settlement data of each user within the target game match. Therefore, users can also view the summary settlement result via mobile devices.

[0068] This application provides a data interaction method. By utilizing the infrared sensor and communication module built into the mobile device, data transmission and interaction between devices are achieved to support users in game matches. This process eliminates the need for complex configuration, thus saving users time and effort.

[0069] Optionally, in the above Figure 1 Based on one or more corresponding embodiments, in another optional embodiment provided by the present application, the first infrared signal includes a target user code and a first data code, and the second infrared signal includes a target user code and a second data code;

[0070] The target user code is used to indicate the target application, which is the application used to play the target game.

[0071] The first data code is obtained by encoding the user identification information;

[0072] The second data code is obtained by encoding the user identification information and settlement data.

[0073] This embodiment introduces a method for encoding infrared signals based on the NEC protocol. As described in the previous embodiments, after binary encoding of information based on the Infrared Communication Protocol (NEC), a first infrared signal and a second infrared signal can be obtained respectively. The encoding method based on NEC will be described below.

[0074] Specifically, please refer to Figure 2 The signal emitted by an infrared transmitter consists of a binary code composed of "0"s and "1"s. Depending on the chip, Manchester encoding and pulse width modulation (PWM) are commonly used to encode the binary code in infrared communication. Figure 3 As shown, the binary code emitted by the infrared transmitter is divided into a preamble, a 16-bit user code, an 8-bit data code, an 8-bit data inverse code, and a 1-bit end bit, with a total encoding of 32 bits.

[0075] The preamble consists of a 38-kilohertz (kHz) carrier start code that lasts for 9 milliseconds (ms) and a 4.5 ms carrier-free low-level result code.

[0076] The user code consists of 8 lower bits and 8 higher bits. The higher and lower 8 bits can be represented using sign-magnitude and inverse-magnitude representations for error correction, or they can be represented directly using 16-bit sign-magnitude representation. Different applications use different user codes to avoid interference between them; the user code is also called the address code or system code. In this application, the first infrared signal and the second infrared signal each include a target user code, where the target user code refers to the user code used by the target application.

[0077] The data code is transmitted using both sign-magnitude and inverse-magnitude representations, used for error correction during encoding. During transmission encoding, the least significant bit is sent first, followed by the most significant bit. The end bit is a 0.56ms 38kHz carrier wave. Please refer to [link / reference]. Figure 4 The "0" code is composed of a 0.56ms 38kHz carrier wave and a 0.56ms carrier-free low-level pulse, with a pulse width of 1.125ms. The "1" code is composed of a 0.56ms 38kHz carrier wave and a 1.69ms carrier-free low-level pulse, with a pulse width of 2.25ms. The first data code is obtained by encoding the user identification information, and the second data code is obtained by encoding both the user identification information and the settlement data.

[0078] For example, reverse encoding is required when sending the first or second infrared signal. After reverse encoding, the high eight bits of the target user code can be 00010000, the low eight bits can be 01100111, the data code (e.g., the first data code) is 10000010, and the data inverse code (e.g., the inverse code of the first data code) is 01111101. Mobile devices transmit level signal data in the form of integer arrays, not binary data. Level refers to the high or low state of voltage at a point in a circuit. In digital circuits, a high level is commonly represented as "1" and a low level as "0". "1" is represented by "560 microseconds (µs) low level + 1690µs high level", and "0" is represented by "560µs low level + 565µs low level". Based on this, as... Figure 5 As shown, when writing Android code, "560,1690" is used to represent binary 1, and "560,565" is used to represent binary 0.

[0079] Secondly, this application provides a method for encoding infrared signals based on NEC. By encoding infrared signals using NEC and then transmitting them, the reliability of data transmission can be improved, and the system's tolerance to noise and interference can be increased, reducing the occurrence of transmission errors.

[0080] The following will combine Figure 6 and Figure 7 This introduces another method for data interaction. Please refer to [link / reference]. Figure 6 This scenario includes, but is not limited to, a first mobile device 610, a second mobile device 620, and an infrared receiver 630. The mobile device includes a human-computer interaction screen, a processor, and a memory. The human-computer interaction screen is used to display an interactive interface and also to provide a human-computer interaction interface to receive human-computer interaction operations. The processor is used to generate interaction instructions in response to the aforementioned human-computer interaction operations. The memory is used to store relevant attribute data. The mobile devices involved in this application include, but are not limited to, smartwatches, mobile phones, tablets, laptops, desktop computers, smart voice devices, virtual reality devices, smart home appliances, vehicle terminals, and aircraft. It is worth noting that the mobile device involved in this application can specifically be a smartwatch.

[0081] The infrared receiver 630 allows users to burn application code, enabling the written program code to be written into memory using specific tools or software to run the program.

[0082] based on Figure 6 The data interaction architecture shown below will be followed by a description of the interaction process. Taking user A using the first mobile device 610 and user B using the second mobile device 620 as an example, the specific steps are as follows:

[0083] In step A1, the first mobile device 610 sends a set of first infrared signals to the infrared receiver 630, wherein the first infrared signals carry user identification information 1 (e.g., the identifier of user A).

[0084] In step A2, the second mobile device 620 sends a set of first infrared signals to the infrared receiver 630, wherein the first infrared signals carry user identification information 2 (e.g., the identifier of user B).

[0085] In step A3, the infrared receiver 630 responds to the two sets of first infrared signals and determines that the first mobile device 610 and the second mobile device 620 are successfully matched. Based on this, user A and user B start playing the game, that is, they start entering the target game match.

[0086] In step A4, when user A finishes the target game, the first mobile device 610 sends a set of second infrared signals to the infrared receiver 630, wherein the second infrared signals carry user identification information 1 (e.g., user A's identification) and settlement data 1 (i.e., user A's settlement data).

[0087] In step A5, when user B finishes the target game, the second mobile device 620 sends a set of second infrared signals to the infrared receiver 630, wherein the second infrared signals carry user identification information 2 (e.g., user B's identification) and settlement data 2 (i.e., user B's settlement data).

[0088] In step A6, after the infrared receiver 630 acquires the settlement data 2, it can send the settlement data 2 to the first mobile device 610. Thus, user A can view user B's settlement data through the first mobile device 610.

[0089] In step A7, after the infrared receiver 630 acquires the settlement data 1, it can send the settlement data 1 to the second mobile device 620. Thus, user B can view user A's settlement data through the second mobile device 620.

[0090] Based on the above introduction, please refer to Figure 7 The data interaction method in this application embodiment can be performed by an infrared receiver. The method provided in this application includes:

[0091] S701, In response to a set of first infrared signals sent by the first mobile device, count down the matching duration;

[0092] In this embodiment, the infrared receiver receives a set of first infrared signals sent by the first mobile device. The first infrared signals carry user identification information, which is used to uniquely identify the user participating in the target game match. The target game match is a game match created in the target application.

[0093] Specifically, taking a sports-themed game as an example, the first mobile device can display something like this: Figure 8 The interface shown allows users to select a type of exercise challenge to participate in the competition. These challenge types include, but are not limited to, "jump rope," "chest expansion exercises," "jump jacks," and "running." Each challenge type can have a pre-set goal, such as "one minute time limit."

[0094] When the first mobile device sends a first infrared signal to the infrared receiver, it begins a countdown for the matching duration. The first mobile device may display something like... Figure 9 The interface shown, for example, indicates that the remaining time for matching is 30 seconds.

[0095] S702. If at least two sets of first infrared signals are received before the end of the matching time, it is determined that at least two mobile devices have successfully matched, wherein the at least two sets of first infrared signals include the first infrared signals sent by the first mobile device, the at least two mobile devices include the first mobile device, and N is an integer greater than or equal to 2.

[0096] In this embodiment, if the infrared receiver receives first infrared signals from at least two mobile devices before the matching time ends, it can be determined that at least two mobile devices have successfully matched. Taking at least two mobile devices including a first mobile device and a second mobile device as an example, the at least two sets of first infrared signals include a set of first infrared signals sent by the first mobile device and a set of first infrared signals sent by the second mobile device.

[0097] It should be noted that the infrared receiver involved in this application refers to a component used to receive and decode infrared signals, which can be built into a controlled device such as a mobile device. For example, a mobile device can receive infrared signals through its built-in infrared receiver and decode them into corresponding control commands. A mobile device with a built-in infrared receiver (e.g., an infrared receiver head) is an infrared receiving device, which also includes components such as decoding circuits, control circuits, and actuators.

[0098] It should be noted that in some possible scenarios, if the first infrared signal of the target group number is received before the end of the matching period, the mobile devices are considered to have successfully matched. The target group number has an upper limit depending on the specific application scenario; for example, the number of target groups can be an integer less than or equal to 10 and greater than or equal to 2.

[0099] Secondly, this application embodiment provides a method for matching multiple mobile devices, which improves the flexibility of users participating in game matches. At the same time, it supports users in choosing the type of sports challenge, thereby enhancing the gaming experience.

[0100] S703. If at least two sets of first infrared signals are not received by the end of the matching time, restart the countdown of the matching time.

[0101] In this embodiment, if the infrared receiver has not received at least two sets of first infrared signals by the end of the matching period, a rematch can be performed. For example, if the match is unsuccessful, the infrared receiver can send a matching confirmation message to the first mobile device. This message triggers the first mobile device to display an interface indicating that it is still waiting for matching.

[0102] Specifically, if a match is not successfully found by the end of the matching period (e.g., 30 seconds), the first mobile device may display the following: Figure 10 The interface shown is as follows. If the user clicks the rematch control indicated by 1001, the match countdown will restart. If the user clicks the end match control indicated by 1002, the current match will end, avoiding the user being forced to wait for a rematch, thus improving the gaming experience.

[0103] S704. If at least two sets of first infrared signals are not received by the end of the matching time, and the retry count threshold has been reached, a matching failure message is sent to the first mobile device.

[0104] In this embodiment, if a match is still unsuccessful after several retries, the infrared receiver can send a matching failure message to the first mobile device. The retry threshold refers to a pre-set maximum number of times to wait for a match. It should be noted that the matching failure message can be transmitted in the form of an infrared signal, or in other message types; no limitation is made here.

[0105] Specifically, if the number of matches has reached the retry threshold (e.g., 3 times), the first mobile device can display as follows: Figure 11 The interface shown is as follows. If the user clicks the Bluetooth pairing control indicated by 1101, the first mobile device will re-pair via Bluetooth. If the user clicks the WiFi pairing control indicated by 1102, the first mobile device will re-pair via WiFi.

[0106] Furthermore, this application embodiment provides a method for matching multiple mobile devices. Using this method, when the number of matching attempts reaches the retry threshold, matching is no longer retried, thereby saving power consumption incurred by the mobile devices due to re-matching. Simultaneously, it supports users in using other methods to re-match, thereby improving the matching success rate.

[0107] S705. Based on N sets of first infrared signals, determine the master mobile device from at least two mobile devices, wherein the first infrared signals also carry game mode information set by the mobile device;

[0108] In this embodiment, when at least two mobile devices successfully match, the infrared receiver determines the primary mobile device from the at least two mobile devices based on the received at least two sets of first infrared signals. For the successfully matched mobile devices, the following can be displayed: Figure 12 The interface shown.

[0109] It should be noted that the first infrared signal also carries game mode information set via the mobile device. Taking a sports-based competitive game as an example, the game mode information includes, but is not limited to, the type of sports challenge (e.g., "jump rope"), the number of participants (e.g., 2 people), and the challenge time (e.g., 1 minute), which are not limited here.

[0110] Specifically, the following will introduce three ways to determine the primary mobile device.

[0111] Method 1: Determine the primary mobile device based on reception time;

[0112] First, the infrared receiver determines the first infrared signal received first from at least two sets of first infrared signals. Then, the infrared receiver designates the mobile device that sent the first received first infrared signal as the primary mobile device. For example, assuming the infrared receiver receives the first infrared signal sent by the first mobile device first, it designates the first infrared signal as the primary mobile device.

[0113] Furthermore, in this embodiment of the application, a method for determining the master mobile device based on reception time is provided. In this way, the infrared receiver can directly determine the master mobile device based on the first infrared signal received first, without waiting for other mobile devices to send the first infrared signal, thereby improving processing efficiency.

[0114] Method 2: Determine the primary mobile device based on the transmission time;

[0115] First, the infrared receiver decodes at least two sets of first infrared signals to obtain the transmission timestamp corresponding to each set of first infrared signals, where the transmission timestamp is the timestamp of sending the first infrared signal. Then, the infrared receiver determines the first infrared signal with the earliest transmission timestamp from the N sets of first infrared signals. Finally, the infrared receiver designates the mobile device that sent the first infrared signal with the earliest transmission timestamp as the primary mobile device. For example, the mobile device encodes the transmission timestamp (i.e., the timestamp corresponding to the sending time) into the first infrared signal and sends it to the infrared receiver. Based on this, the infrared receiver can decode the earliest transmission timestamp from the first infrared signals sent by each mobile device.

[0116] Furthermore, in this embodiment, a method for determining the master mobile device based on transmission time is provided. Using this method, the infrared receiver needs to determine the master mobile device based on the transmission time of each first infrared signal after receiving the first infrared signals from each mobile device. This improves the fairness of determining the master mobile device.

[0117] Method 3: Randomly select the primary mobile device;

[0118] After receiving at least two sets of initial infrared signals, the infrared receiver can randomly select one of at least two mobile devices as the primary mobile device. This enhances the randomness and fun of the game.

[0119] S706. Use the game mode information set on the main mobile device as the main mode information;

[0120] In this embodiment, the infrared receiver directly uses the game mode information set on the main mobile device as the main mode information. Each user can set game mode information through their mobile device, and the game mode information set on the main mobile device becomes the main mode information. It should be noted that the main mode information includes, but is not limited to, the type of sports challenge between users, the number of challengers, and the challenge time.

[0121] Specifically, the mobile device (e.g., the first mobile device) may display, as shown below. Figure 13 The interface shown is an example of a user selecting "jump rope" as the type of exercise challenge. The user can select the number of participants (e.g., 2 people) and the challenge time (e.g., 1 minute), thus obtaining the game mode information.

[0122] S707: Send master mode information to at least two mobile devices and enable at least two mobile devices to engage in a target game match based on the master mode information;

[0123] In this embodiment, each mobile device performs a target game match based on the main mode information, and generates corresponding settlement data at the end of the target game match.

[0124] Specifically, assuming the main mode information includes a "jump rope" challenge type, "2 players" as the number of participants, and a "1 minute" challenge time, the mobile device will display the following information before entering the target game: Figure 14 Chinese (A) diagram and Figure 14 The interface is shown in Figure (B). After the countdown ends, the users participating in the target game match begin the game. During the game, the following will be displayed: Figure 15 The interface shown displays the time elapsed since jump rope (e.g., 56 seconds), the number of jumps (e.g., 320), the calories burned (e.g., 200 calories), and the current heart rate (e.g., 79 beats per minute).

[0125] It should be noted that the settlement data includes, but is not limited to, the number of jump ropes, calories burned, and average heart rate.

[0126] Secondly, this application provides a method for creating target game matches based on an infrared receiver. Using this method, after determining the main mobile device, target game matches can be initiated based on the main mode information set on the main mobile device. Therefore, users participating in the target game match can unify their game objectives, thereby improving the fairness of the game.

[0127] S708. Decode the N groups of second infrared signals to obtain the settlement data corresponding to each user identification information in the N user identification information, where N is an integer greater than or equal to 2;

[0128] In this embodiment, after the target game session ends, the infrared receiver receives a set of second infrared signals sent by each mobile device. These second infrared signals carry object identification information and settlement data. The settlement data is related to the main mode information. For example, if the main mode information includes "jump rope, two-player challenge, 1000 jump ropes," then the settlement data may include "the time taken to jump rope 1000 times, calories burned, and average heart rate." Similarly, if the main mode information includes "jump rope, two-player challenge, 1000 kcal burned," then the settlement data may include "the time taken to burn 1000 kcal, calories burned, and average heart rate."

[0129] Specifically, the infrared receiver decodes each set of second infrared signals received to obtain the settlement data corresponding to each of the at least two object identification information. There is also a one-to-one correspondence between each set of settlement data and each mobile device.

[0130] S709. Based on the settlement data corresponding to each user identification information, send (N-1) sets of settlement data to each of at least two mobile devices;

[0131] In this embodiment, since the mobile devices already store their own generated settlement data, the infrared receiver only needs to send at least one set of settlement data to each mobile device. Taking N=2 as an example, that is, at least two mobile devices including a first mobile device and a second mobile device, wherein the first mobile device generates the first settlement data and the second mobile device generates the second settlement data. Based on this, after decoding the first settlement data and the second settlement data, the infrared receiver can send the first settlement data to the second mobile device and send the second settlement data to the first mobile device.

[0132] Specifically, mobile devices generate corresponding player-versus-player (PK) results based on the settlement data of each user participating in the target game match. Please refer to [link / reference needed]. Figure 16 , Figure 16 The image in (A) shows the screen when you win a game. Figure 16 The image in (B) shows the interface after a game is lost. Figure 16 The diagram in (C) shows the interface for a draw. Furthermore, different rewards and penalties are available for different match outcomes. Please refer to [link / reference]. Figure 17 , Figure 17 The image in (A) shows the interface for winning a match. You can get 10 points from your friend if you win a match. Figure 17 The diagram in (B) shows the interface for losing a game. In the event of losing a game, points can be deducted directly, or no points can be deducted if there are not enough points. Figure 17 The diagram in Figure (C) shows the average interface.

[0133] Secondly, this application embodiment provides a method for an infrared receiver to send settlement data. Through this method, the infrared receiver sends settlement data corresponding to other users participating in the target game match to the mobile device, thereby enabling data sharing and enhancing the interactivity of the game.

[0134] S710. Send a settlement summary result to each of at least two mobile devices, wherein the settlement summary result is generated by the infrared receiver based on the settlement data corresponding to each user identification information.

[0135] In this embodiment, since the infrared receiver can obtain settlement data from each mobile device, it can generate a settlement summary result based on this settlement data. Taking N=2 as an example, that is, at least two mobile devices including a first mobile device and a second mobile device, wherein the first mobile device generates first settlement data and the second mobile device generates second settlement data. Based on this, after decoding the first settlement data and the second settlement data, the infrared receiver generates a settlement summary result and sends the settlement summary result to the first mobile device and the second mobile device respectively.

[0136] Specifically, assuming the main mode information includes "jump rope, two-person challenge, 1 minute of jump rope", then the settlement data can include "time for 1000 jump ropes, calories burned, and average heart rate". The settlement summary results include, but are not limited to, the number of jump ropes, calories burned, average heart rate, and ranking corresponding to each user's identification information.

[0137] Secondly, this application embodiment provides a method for an infrared receiver to send settlement summary results. Through this method, the infrared receiver provides the settlement summary results to each user participating in the target game. Therefore, on the one hand, settlement data for each user can be sent all at once via broadcast, thus saving transmission resources. On the other hand, the settlement summary results allow users to easily compare the settlement data of each user, providing a more intuitive reflection of the game situation.

[0138] The following will combine Figure 18 and Figure 19 This introduces another method for data interaction. Please refer to [link / reference]. Figure 18In this scenario, the components include, but are not limited to, a first mobile device 1910, a second mobile device 1920, an infrared receiver 1930, and a server 1940. The server 1940 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence (AI) platforms.

[0139] based on Figure 18 The data interaction architecture shown below will be followed by a description of the interaction process. Taking user A using the first mobile device 1810 and user B using the second mobile device 1820 as an example, the specific steps are as follows:

[0140] In step B1, the first mobile device 1810 sends a set of first infrared signals to the infrared receiver 1830, wherein the first infrared signals carry user identification information 1 (e.g., the identifier of user A).

[0141] In step B2, the second mobile device 1820 sends a set of first infrared signals to the infrared receiver 630, wherein the first infrared signals carry user identification information 2 (e.g., the identifier of user B).

[0142] In step B3, the infrared receiver 1830 sends user identification information 1 and user identification information 2 to the server 1840.

[0143] In step B4, server 1840 responds to two sets of first infrared signals and determines that the first mobile device 1810 and the second mobile device 1820 are successfully matched. Based on this, user A and user B begin to play the game, that is, they enter the target game match.

[0144] In step B5, when user A finishes the target game, the first mobile device 1810 sends a set of second infrared signals to the infrared receiver 1830, wherein the second infrared signals carry user identification information 1 (e.g., user A's identification) and settlement data 1 (i.e., user A's settlement data).

[0145] In step B6, when user B finishes the target game, the second mobile device 1820 sends a set of second infrared signals to the infrared receiver 1830, wherein the second infrared signals carry user identification information 2 (e.g., user B's identification) and settlement data 2 (i.e., user B's settlement data).

[0146] In step B7, the infrared receiver 630 sends settlement data 1 and settlement data 2 to the server 1840.

[0147] In step B8, after the server 1840 obtains the settlement data 2, it can send the settlement data 2 to the first mobile device 1810. Therefore, user A can view user B's settlement data through the first mobile device 1810.

[0148] In step B9, after the server 1840 obtains the settlement data 1, it can send the settlement data 1 to the second mobile device 1820. Therefore, user B can view user A's settlement data through the second mobile device 1820.

[0149] Based on the above introduction, please refer to Figure 19 The data interaction method in this application embodiment can be performed by an infrared receiver. The method provided in this application includes:

[0150] S1901, In response to a set of first infrared signals sent by the first mobile device, count down the matching duration;

[0151] S1902. If at least two sets of first infrared signals are received before the end of the matching time, it is determined that at least two mobile devices have successfully matched, wherein the at least two sets of first infrared signals include the first infrared signals sent by the first mobile device, the at least two mobile devices include the first mobile device, and N is an integer greater than or equal to 2.

[0152] S1903. If at least two sets of first infrared signals are not received by the end of the matching time, restart the countdown of the matching time.

[0153] S1904. If at least two sets of first infrared signals are not received by the end of the matching time, and the retry threshold has been reached, a matching failure message is sent to the first mobile device.

[0154] S1905. Based on N sets of first infrared signals, determine the master mobile device from at least two mobile devices, wherein the first infrared signals also carry game mode information set by the mobile device;

[0155] S1906. Use the game mode information set on the main mobile device as the main mode information;

[0156] Steps S1901 to S1906 in this embodiment are the same as those described above. Figure 7 Steps S701 to S706 in the illustrated embodiment are similar and will not be described in detail here.

[0157] S1907. Send master mode information to the server so that the server sends master mode information to at least two mobile devices and causes at least two mobile devices to play the target game based on the master mode information.

[0158] In this embodiment, the infrared receiver sends main mode information to the server. After receiving the main mode information, the server sends the main mode information to at least two mobile devices participating in the target game.

[0159] Specifically, when a user completes a target game match, the following will be displayed: Figure 20 The interface shown is displayed. If a user completes the target game match, but other users have not yet completed the target game match, the interface shown is displayed as follows. Figure 21 The interface shown.

[0160] Secondly, this application provides another method for creating a target game match based on an infrared receiver. Using this method, the server sends main mode information to each mobile device participating in the target game match. This allows the server to generate match-related records, facilitating unified management of data generated during the game match.

[0161] S1908. Decode the N groups of second infrared signals to obtain the settlement data corresponding to each user identification information in the N user identification information, where N is an integer greater than or equal to 2;

[0162] Step S1908 in this embodiment is the same as the aforementioned Figure 7 Step S708 in the illustrated embodiment is similar and will not be described in detail here.

[0163] S1909. Send the settlement data corresponding to each user identification information to the server, so that the server sends (N-1) sets of settlement data to each of the at least two mobile devices;

[0164] In this embodiment, after receiving settlement data sent by at least two mobile devices, the infrared receiver forwards the settlement data corresponding to each user identification information to the server.

[0165] Specifically, since the mobile devices already store their own generated settlement data, the server only needs to send at least one set of settlement data to each mobile device. Taking N=2 as an example, that is, at least two mobile devices including a first mobile device and a second mobile device, where the first mobile device generates the first settlement data and the second mobile device generates the second settlement data. Based on this, after receiving the first settlement data and the second settlement data, the server can send the first settlement data to the second mobile device and the second settlement data to the first mobile device.

[0166] Secondly, this application embodiment provides a method for a server to send settlement data. Through this method, the server sends settlement data corresponding to other users participating in the target game to the mobile device. This not only enables data sharing and enhances game interactivity, but also allows the server to back up the data while processing it. This allows for the calculation and analysis of the settlement data after the target game ends, effectively improving the sustainability of the solution.

[0167] S1910. Send the settlement data corresponding to each user identification information to the server, so that the server sends the settlement summary result to each of the at least two mobile devices, wherein the settlement summary result is generated by the server based on the settlement data corresponding to each user identification information.

[0168] In this embodiment, the infrared receiver forwards the settlement data sent by each mobile device to the server, which can then generate a settlement summary result based on this data. Taking N=2 as an example, meaning there are at least two mobile devices, including a first mobile device and a second mobile device, where the first mobile device generates first settlement data and the second mobile device generates second settlement data. Based on this, after receiving the first and second settlement data, the server generates a settlement summary result and sends it to both the first and second mobile devices respectively.

[0169] Secondly, this application embodiment provides another method for the server to send settlement summary results. Through the above method, the server summarizes the settlement data and provides the settlement summary results to each user participating in the target game. Since the server has strong processing capabilities, the efficiency of data processing can be improved.

[0170] The following will combine Figure 22 and Figure 23 This introduces another method for data interaction. Please refer to [link / reference]. Figure 22 This scenario includes, but is not limited to, a first mobile device 2210 and a second mobile device 2220. The mobile devices have built-in infrared receivers.

[0171] based on Figure 22 The data interaction architecture shown below will be explained in the following section. Taking user A using the first mobile device 2210 and user B using the second mobile device 2220 as an example, and assuming the first mobile device 2210 is the primary mobile device and user A is the administrator user, specifically:

[0172] In step C1, the second mobile device 2220 sends a set of first infrared signals to the first mobile device 2210, wherein the first infrared signals carry user identification information 2 (e.g., the identifier of user B).

[0173] In step C2, the first mobile device 2210 responds to the first infrared signal sent by the second mobile device 2220 and determines that the first mobile device 2210 and the second mobile device 2220 are successfully matched. Based on this, user A and user B start playing the game, that is, they start entering the target game match.

[0174] In step C4, when user A finishes the target game, the first mobile device 2210 sends a set of second infrared signals to the second mobile device 2220. These second infrared signals carry user identification information 1 (e.g., user A's identifier) ​​and settlement data 1 (i.e., user A's settlement data). Therefore, after decoding the second infrared signals, the second mobile device 2220 can display user A's settlement data.

[0175] In step C3, when user B finishes the target game, the second mobile device 2220 sends a set of second infrared signals to the first mobile device 2210. These second infrared signals carry user identification information 2 (e.g., user B's identifier) ​​and settlement data 2 (i.e., user B's settlement data). Therefore, after decoding the second infrared signals, the first mobile device 2210 can display user B's settlement data.

[0176] Based on the above introduction, please refer to Figure 23 The data interaction method in this application embodiment can be performed by a first mobile device. The method provided in this application includes:

[0177] S2301, In response to a matchmaking command for a target game match, start a countdown for the matchmaking duration;

[0178] In this embodiment, the first mobile device responds to a matchmaking command triggered by the user for a target game match, wherein the target game match is a game match created in the target application.

[0179] Specifically, taking a sports-themed game as an example, the first mobile device can display something like this: Figure 8 The interface shown allows users to select a sports challenge type to participate in, triggering a matchmaking command for the target game and initiating a countdown for the matchmaking period. The first mobile device can then display an interface similar to... Figure 9 The interface shown, for example, indicates that the remaining time for matching is 30 seconds.

[0180] S2302. If at least one set of first infrared signals is received before the end of the matching time, it is determined that at least two mobile devices have successfully matched, wherein the at least two mobile devices include the first mobile device.

[0181] In this embodiment, if the first mobile device receives a first infrared signal from at least one mobile device before the matching time expires, it can be determined that at least two mobile devices have successfully matched. Taking the example of at least two mobile devices including the first mobile device and the second mobile device, the at least one set of first infrared signals includes a set of first infrared signals sent by the second mobile device.

[0182] Specifically, before the matching period ends, the first mobile device can display, as follows: Figure 9 As shown in the interface, if the first mobile device receives a set of first infrared signals sent by the second mobile device before the matching time ends, it is determined that the first mobile device and the second mobile device have successfully matched.

[0183] It should be noted that in some possible scenarios, if the first infrared signal of the target group number is received before the end of the matching period, the mobile devices are considered to have successfully matched. The target group number has an upper limit depending on the specific application scenario; for example, the number of target groups can be an integer less than or equal to 10 and greater than or equal to 1.

[0184] Secondly, this application embodiment provides another method for matching multiple mobile devices. Through the above method, mobile devices with built-in infrared receivers can be directly matched, thereby saving the hardware cost required for matching and improving the convenience of matching.

[0185] S2303. If at least one set of first infrared signals is not received by the end of the matching time, restart the countdown of the matching time.

[0186] In this embodiment, if the first mobile device has not received at least one set of first infrared signals by the end of the matching period, it can re-match. For example, if the matching is unsuccessful, the first mobile device can directly restart the matching countdown. Alternatively, the first mobile device can also display something like... Figure 10 As shown in the interface, if the user clicks the rematch control indicated by 1001, the countdown for the matching time will restart. If the user clicks the end match control indicated by 1002, the current matching will end.

[0187] S2304. If at least one set of first infrared signals is not received by the end of the matching time, and the retry count threshold has been reached, a matching failure message will be displayed.

[0188] In this embodiment, if a match is still not found after several retry attempts, the first mobile device displays a matching failure message. The retry threshold refers to a pre-set maximum number of times to wait for a match.

[0189] Specifically, if the number of matches has reached the retry threshold (e.g., 3 times), the first mobile device can display as follows: Figure 11 The interface shown is as follows. If the user clicks the Bluetooth pairing control indicated by 1101, the first mobile device will re-pair via Bluetooth. If the user clicks the WiFi pairing control indicated by 1102, the first mobile device will re-pair via WiFi.

[0190] Furthermore, this application embodiment provides another method for matching multiple mobile devices. Using this method, when the number of matching attempts reaches the retry threshold, matching is no longer retried, thus saving power consumption incurred by the mobile devices due to re-matching. Simultaneously, it supports users using other methods to re-match, thereby improving the matching success rate.

[0191] S2305. Use the game mode information set on the first mobile device as the main mode information;

[0192] In this embodiment, if at least two mobile devices are successfully matched, the first mobile device can display as follows: Figure 12 The interface shown is shown below. The first mobile device is designated as the primary mobile device by default. It should be noted that the primary mobile device is the mobile device used by the administrator user (i.e., the first mobile device). Administrator users can actively trigger the game matchmaking function and pre-set game mode information.

[0193] Specifically, taking a sports-themed game as an example, the game mode information includes, but is not limited to, the type of sports challenge (e.g., "jump rope"), the number of participants (e.g., 2 people), and the challenge time (e.g., 1 minute), which are not limited here. Based on this, the game mode information set on the first mobile device can be directly used as the main mode information.

[0194] S2306. Send master mode information to at least one mobile device, wherein at least one mobile device has been successfully matched with the first mobile device;

[0195] In this embodiment, the first mobile device sends main mode information to each successfully matched mobile device in the form of infrared signals. The main mode information includes, but is not limited to, the type of exercise challenge (e.g., "jump rope"), the number of challengers (e.g., 2 people), and the challenge time (e.g., 1 minute), which are not limited here.

[0196] S2307, Responding to at least two mobile devices engaging in a target game match based on master mode information;

[0197] In this embodiment, at least two mobile devices, including the first mobile device, respectively conduct target game matches based on the main mode information, and generate corresponding settlement data at the end of the target game match.

[0198] Specifically, assuming the main mode information includes a "jump rope" challenge type, "2 players" as the number of participants, and a "1 minute" challenge time, the mobile device will display the following information before entering the target game: Figure 14 Chinese (A) diagram and Figure 14 The interface is shown in Figure (B). After the countdown ends, the users participating in the target game match begin the game. During the game, the following will be displayed: Figure 15 The interface shown. It should be noted that the settlement data includes, but is not limited to, the number of jump ropes, calories burned, and average heart rate.

[0199] Secondly, this application provides a method for creating target game matches based on master mode information. This method allows the administrator's mobile device to be directly used as the master mobile device, and the target game match to be played based on the master mode information set on the master mobile device, thereby improving processing efficiency.

[0200] S2308. Decode the N groups of second infrared signals to obtain the settlement data corresponding to each user identification information in the N user identification information;

[0201] In this embodiment, after the target game session ends, the first mobile device receives a set of second infrared signals sent by each of the N mobile devices. These second infrared signals carry object identification information and settlement data. The first mobile device decodes each set of second infrared signals to obtain the settlement data corresponding to each object identification information in at least one set of object identification information. There is also a one-to-one correspondence between each set of settlement data and each mobile device. Here, N is an integer greater than or equal to 1. It should be noted that the settlement data is related to the main mode information, which will not be elaborated upon here.

[0202] S2309. Obtain target settlement data;

[0203] In this embodiment, when the first mobile device ends the target game, the first mobile device can obtain its own settlement data (i.e., the target settlement data).

[0204] Specifically, upon the conclusion of the target game match, the first mobile device can directly generate the target settlement data. It should be noted that the execution order between steps S2309 and S2308 is merely an example and is not limited here.

[0205] S2310. Send N sets of settlement data to each of the N mobile devices, wherein the N sets of settlement data include the target settlement data;

[0206] In this embodiment, the first mobile device sends at least one settlement data to each successfully matched mobile device. Since each mobile device stores its own generated settlement data, the first mobile device does not need to repeatedly send the settlement data it generates. Taking N=1 as an example, that is, at least two mobile devices including the first mobile device and the second mobile device, wherein the first mobile device generates the target settlement data, and then the first mobile device sends the target settlement data to the second mobile device.

[0207] S2311. Display the settlement data corresponding to each user's identification information;

[0208] In this embodiment, after the first mobile device decodes at least one set of second infrared signals and obtains the settlement data corresponding to each object identifier in at least one object identifier, it can display the settlement data for each user identifier.

[0209] Specifically, the first mobile device generates the corresponding PK results based on the settlement data of each user participating in the target game. For example, if the administrator user wins the target game, the results can be displayed as follows: Figure 16 The interface shown in Figure (A) and as shown in Figure (A) Figure 17 The interface shown in Figure (A) is displayed. If the administrator user loses in the target game match, the interface shown in Figure (A) is displayed. Figure 16 The interface shown in Figure (B) and as shown in Figure (B) Figure 17 The interface shown in Figure (B) is as follows. If the administrator user draws in the target game match, the interface will be displayed as shown in Figure (B). Figure 16 The interface shown in Figure (C) and as shown in Figure (C) Figure 17 The interface shown in Figure (C).

[0210] Secondly, this application embodiment provides a method for a first mobile device to send settlement data. Through this method, the first mobile device sends settlement data corresponding to users participating in the target game match to other mobile devices, thereby achieving data sharing and enhancing the interactivity of the game.

[0211] S2312. Generate and display the settlement summary results based on the settlement data corresponding to each user's identification information and the target settlement data;

[0212] In this embodiment, the first mobile device can generate a settlement summary result based on the decoded settlement data and the target settlement data. Taking at least two mobile devices, including the first mobile device and the second mobile device, as an example, the first mobile device generates the target settlement data, and the second mobile device generates the second settlement data. Based on this, after decoding the second settlement data, the first mobile device generates the settlement summary result, which can be directly displayed.

[0213] It should be noted that, assuming the main mode information includes "jump rope, two-person challenge, 1 minute of jump rope", then the settlement data can include "time for 1000 jump ropes, calories burned, and average heart rate". The settlement summary results include, but are not limited to, the number of jump ropes, calories burned, average heart rate, and ranking corresponding to each user's identification information.

[0214] S2313. Send the settlement summary result to each of the N mobile devices.

[0215] In this embodiment, the first mobile device sends the settlement summary result to at least one successfully matched mobile device, so that these mobile devices can also display the settlement summary result.

[0216] It is worth noting that in practical applications, each mobile device participating in the target game can also send its own settlement data to the server to meet the server's information storage requirements.

[0217] Secondly, this application embodiment provides a method for a first mobile device to send settlement data. Through this method, the first mobile device sends settlement data corresponding to users participating in the target game match to other mobile devices, thereby achieving data sharing and enhancing the interactivity of the game.

[0218] In the foregoing embodiments, the mobile devices participating in the target game can be of the same type (e.g., both the first and second mobile devices are smartwatches, or both are smart bracelets, or both are smartphones). Alternatively, the mobile devices participating in the target game can be of different types (e.g., the first mobile device is a smartwatch, and the second mobile device is a smartphone). That is, any device with infrared functionality can participate in the PK game; there is no limitation on the combination of device types.

[0219] The following section will describe the overall process of data interaction methods from the perspective of mobile devices. For easier understanding, please refer to [link / reference needed]. Figure 24 , Figure 24 This is a schematic diagram of the overall process of the data interaction method in the embodiments of this application, as shown in the figure. Specifically:

[0220] In step S2401, the first mobile device and the second mobile device respectively check whether they contain an infrared transmitter (i.e., whether they have infrared emitting capabilities). If yes, the subsequent steps are executed. If no, the process ends.

[0221] In step S2402, if the first mobile device has an infrared transmission function, the first mobile device configures the user identification information 1 into the data code and generates a first infrared signal based on NEC encoding.

[0222] In step S2403, if the second mobile device has an infrared transmission function, the second mobile device configures the user identification information 2 into the data code and generates a first infrared signal based on NEC encoding.

[0223] In step S2404, the first mobile device sends the encoded first infrared signal to the infrared receiver.

[0224] In step S2405, the second mobile device sends the encoded first infrared signal to the infrared receiver.

[0225] In step S2406, after the first mobile device sends the first infrared signal, it will enter a waiting matching state. If it has not entered the matching success state within the specified time limit, it is determined that the matching has failed and the user needs to retry.

[0226] In step S2407, after the second mobile device sends the first infrared signal, it will enter a waiting matching state. If it has not entered the matching success state within the specified time limit, it is determined that the matching has failed and the user needs to retry.

[0227] In step S2408, the first mobile device receives user identification information 2 sent by the server and starts the game according to the main mode information set by the main mobile device.

[0228] In step S2409, the second mobile device receives user identification information 1 sent by the server and starts the game according to the main mode information set by the main mobile device.

[0229] In step S2410, after the game ends, the first mobile device configures the settlement data 1 into the data code and generates the second infrared signal based on NEC encoding.

[0230] In step S2411, after the game ends, the second mobile device configures the settlement data 2 into the data code and generates the second infrared signal based on NEC encoding.

[0231] In step S2412, the first mobile device and the second mobile device respectively send the encoded second infrared signal to the infrared receiver.

[0232] In step S2413, the server returns the game win / loss data to the first mobile device and the second mobile device respectively, which are then displayed by the first mobile device and the second mobile device respectively.

[0233] The following section will describe the overall process of the data interaction method from the perspective of the infrared receiver. For easier understanding, please refer to [link / reference needed]. Figure 25 , Figure 25This is a schematic diagram of the overall process of the data interaction method in the embodiments of this application, as shown in the figure. Specifically:

[0234] In step S2501, after the infrared receiver is activated, it will first wait for the first infrared signal carrying user identification information.

[0235] In step S2502, the infrared receiver determines whether the number of the first infrared signal groups received is greater than or equal to 2. If yes, step S2503 is executed; otherwise, it continues to wait.

[0236] In step S2503, the infrared receiver decodes the received first infrared signal and saves the decoded user identification information locally. The infrared receiver sends the user identification information to the server and sends a matching success signal to the mobile device only when the number of received first infrared signal groups is greater than or equal to two. If the matching success state is not achieved within the specified time limit, the matching is considered a failure, and the user needs to retry.

[0237] In step S2504, after the game begins, the infrared receiver waits for the second infrared signal sent by the mobile device.

[0238] In step S2505, the infrared receiver determines whether the number of received second infrared signal groups is greater than or equal to 2. If yes, step S2506 is executed; otherwise, it continues to wait.

[0239] In step S2506, the infrared receiver decodes the received second infrared signal and saves the decoded settlement data locally. Until the number of received second infrared signal groups is greater than or equal to 2, the infrared receiver sends the settlement data to the server, which then generates the game's win / loss data.

[0240] The data interaction device in this application is described in detail below. Please refer to [link / reference]. Figure 26 , Figure 26 This is a schematic diagram of one embodiment of the data interaction device in this application. The data interaction device 2600 includes:

[0241] The determination module 2610 is used to determine, in response to N sets of first infrared signals, at least two mobile devices are successfully matched, wherein each mobile device sends a set of first infrared signals, the first infrared signals carry user identification information, the user identification information is used to uniquely indicate the user participating in the target game match, and N is an integer greater than or equal to 1;

[0242] The receiving module 2620 is configured to receive N sets of second infrared signals in response to at least two mobile devices playing a target game match, after the target game match ends, wherein each mobile device sends a set of second infrared signals, and the second infrared signals carry user identification information and settlement data.

[0243] The acquisition module 2630 is used to acquire at least two sets of settlement data based on N sets of second infrared signals, wherein the at least two sets of settlement data include the settlement data of each user participating in the target game, and the at least two sets of settlement data are used to display on at least two mobile devices.

[0244] Optionally, in the above Figure 26 Based on the corresponding embodiments, the data interaction device 2600 provided in this application can be applied to an infrared receiver. In another embodiment of the data interaction device 2600,

[0245] The determining module 2610 is specifically used to count down the matching duration in response to a set of first infrared signals sent by the first mobile device;

[0246] If at least two sets of first infrared signals are received before the end of the matching time, it is determined that at least two mobile devices have successfully matched, wherein the at least two sets of first infrared signals include the first infrared signal sent by the first mobile device, the at least two mobile devices include the first mobile device, and N is an integer greater than or equal to 2.

[0247] Optionally, in the above Figure 26 Based on the corresponding embodiments, the data interaction device 2600 provided in this application can be applied to an infrared receiver. In another embodiment of the data interaction device 2600, a matching module 2640 and a transmitting module 2650 are also included.

[0248] The matching module 2640 is used to restart the countdown of the matching time if at least two sets of first infrared signals are not received at the end of the matching time.

[0249] The sending module 2650 is used to send a matching failure message to the first mobile device if at least two sets of first infrared signals are not received by the end of the matching time and the retry count threshold has been reached.

[0250] Optionally, in the above Figure 26 Based on the corresponding embodiments, the data interaction device 2600 provided in this application can be applied to an infrared receiver. In another embodiment of the data interaction device 2600,

[0251] The receiving module 2620 is specifically used to determine the master mobile device from at least two mobile devices based on N sets of first infrared signals, wherein the first infrared signals also carry game mode information set by the mobile device;

[0252] Use the game mode information set on the main mobile device as the main mode information;

[0253] Send master mode information to the server so that the server sends master mode information to at least two mobile devices and causes at least two mobile devices to engage in target game matches based on the master mode information.

[0254] Optionally, in the above Figure 26 Based on the corresponding embodiments, the data interaction device 2600 provided in this application can be applied to an infrared receiver. In another embodiment of the data interaction device 2600,

[0255] The receiving module 2620 is specifically used to determine the master mobile device from at least two mobile devices based on N sets of first infrared signals, wherein the first infrared signals also carry game mode information set by the mobile device;

[0256] Use the game mode information set on the main mobile device as the main mode information;

[0257] Send master mode information to at least two mobile devices and enable at least two mobile devices to engage in a target game match based on the master mode information.

[0258] Optionally, in the above Figure 26 Based on the corresponding embodiments, the data interaction device 2600 provided in this application can be applied to an infrared receiver. In another embodiment of the data interaction device 2600,

[0259] The receiving module 2620 is specifically used to determine the first infrared signal that is received first from N groups of first infrared signals;

[0260] The mobile device that sends the first infrared signal that is received first is designated as the primary mobile device.

[0261] or,

[0262] The receiving module 2620 is specifically used to decode N groups of first infrared signals to obtain the transmission timestamp corresponding to each group of first infrared signals, wherein the transmission timestamp is the timestamp of sending the first infrared signal;

[0263] From the N groups of first infrared signals, determine the first infrared signal with the earliest transmission timestamp;

[0264] The mobile device that sends the first infrared signal with the earliest transmission timestamp is designated as the primary mobile device.

[0265] Optionally, in the above Figure 26 Based on the corresponding embodiments, the data interaction device 2600 provided in this application can be applied to an infrared receiver. In another embodiment of the data interaction device 2600,

[0266] The acquisition module 2630 is specifically used to decode N sets of second infrared signals to obtain the settlement data corresponding to each user identification information in N user identification information, where N is an integer greater than or equal to 2;

[0267] The sending module 2650 is also used to send the settlement data corresponding to each user identification information to the server after obtaining at least two sets of settlement data based on N sets of second infrared signals, so that the server sends (N-1) sets of settlement data to each of the at least two mobile devices;

[0268] Alternatively, the server may send settlement data corresponding to each user identifier to the server, so that the server sends a settlement summary result to each of at least two mobile devices, wherein the settlement summary result is generated by the server based on the settlement data corresponding to each user identifier.

[0269] Optionally, in the above Figure 26 Based on the corresponding embodiments, the data interaction device 2600 provided in this application can be applied to an infrared receiver. In another embodiment of the data interaction device 2600,

[0270] The acquisition module 2630 is specifically used to decode N sets of second infrared signals to obtain the settlement data corresponding to each user identification information in N user identification information, where N is an integer greater than or equal to 2;

[0271] The sending module 2650 is also used to obtain at least two sets of settlement data based on N sets of second infrared signals, and then send (N-1) sets of settlement data to each of the at least two mobile devices based on the settlement data corresponding to each user identification information.

[0272] Alternatively, a settlement summary result may be sent to each of at least two mobile devices, wherein the settlement summary result is generated by the infrared receiver based on the settlement data corresponding to each user identification information.

[0273] Optionally, in the above Figure 26 Based on the corresponding embodiments, the data interaction device 2600 provided in this application can be applied to a first mobile device. In another embodiment of the data interaction device 2600,

[0274] The determination module 2610 is specifically used to count down the match duration in response to a match command for a target game match;

[0275] If at least one set of first infrared signals is received before the end of the matching time, it is determined that at least two mobile devices have successfully matched, wherein the at least two mobile devices include the first mobile device.

[0276] Optionally, in the above Figure 26 Based on the corresponding embodiments, the data interaction device 2600 provided in this application can be applied to a first mobile device. In another embodiment of the data interaction device 2600, a timing module 2660 and an interaction module 2670 are also included.

[0277] The timing module 2660 is used to restart the countdown of the matching time if at least one set of first infrared signals is not received when the matching time ends.

[0278] If at least one set of first infrared signals is not received by the end of the matching time, and the retry threshold has been reached, a matching failure message will be displayed.

[0279] Optionally, in the above Figure 26 Based on the corresponding embodiments, the data interaction device 2600 provided in this application can be applied to a first mobile device. In another embodiment of the data interaction device 2600,

[0280] The receiving module 2620 is specifically used to take the game mode information set by the first mobile device as the main mode information;

[0281] Send master mode information to at least one mobile device, wherein at least one mobile device has been successfully matched with the first mobile device;

[0282] The system responds to at least two mobile devices engaging in a target game match based on the main mode information.

[0283] Optionally, in the above Figure 26 Based on the corresponding embodiments, the data interaction device 2600 provided in this application can be applied to a first mobile device. In another embodiment of the data interaction device 2600,

[0284] The acquisition module 2630 is specifically used to decode N sets of second infrared signals to obtain the settlement data corresponding to each user identification information in N user identification information;

[0285] The acquisition module 2630 is also used to acquire target settlement data after acquiring at least two sets of settlement data based on N sets of second infrared signals;

[0286] The sending module 2650 is also used to send N sets of settlement data to each of the N mobile devices, wherein the N sets of settlement data include target settlement data;

[0287] The interaction module 2670 is also used to display the settlement data corresponding to each user's identification information.

[0288] Optionally, in the above Figure 26 Based on the corresponding embodiments, the data interaction device 2600 provided in this application can be applied to a first mobile device. In another embodiment of the data interaction device 2600, a generation module 2680 is also included.

[0289] The acquisition module 2630 is specifically used to decode N sets of second infrared signals to obtain the settlement data corresponding to each user identification information in N user identification information;

[0290] The acquisition module 2630 is also used to acquire target settlement data after acquiring at least two sets of settlement data based on N sets of second infrared signals;

[0291] The generation module 2680 is used to generate and display the settlement summary results based on the settlement data corresponding to each user's identification information and the target settlement data;

[0292] The sending module 2650 is also used to send the settlement summary results to each of the N mobile devices.

[0293] Figure 27 This is a schematic diagram of an electronic device structure provided in an embodiment of this application. The electronic device 2700 can vary significantly due to different configurations or performance characteristics. It may include one or more central processing units (CPUs) 2722 (e.g., one or more processors) and a memory 2732, and one or more storage media 2730 (e.g., one or more mass storage devices) for storing application programs 2742 or data 2744. The memory 2732 and storage media 2730 can be temporary or persistent storage. The program stored in the storage media 2730 may include one or more modules (not shown in the diagram), each module including a series of instruction operations on the electronic device. Furthermore, the CPU 2722 may be configured to communicate with the storage media 2730 and execute the series of instruction operations in the storage media 2730 on the electronic device 2700.

[0294] Electronic device 2700 may also include one or more power supplies 2727, one or more wired or wireless network interfaces 2750, one or more input / output interfaces 2758, and / or one or more operating systems 2741, such as Windows Server. TM Mac OS X TM Unix TM Linux TM FreeBSD TM etc.

[0295] The steps performed by the electronic device in the above embodiments can be based on this Figure 27 The electronic device structure shown.

[0296] This application also provides a computer-readable storage medium storing a computer program thereon, which, when executed by a processor, implements the steps of the methods described in the foregoing embodiments.

[0297] This application also provides a computer program product, including a computer program that, when executed by a processor, implements the steps of the methods described in the foregoing embodiments.

[0298] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0299] In this application embodiment, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0300] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection between apparatuses or units through some interfaces, and may be electrical, mechanical, or other forms.

[0301] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0302] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0303] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a server or terminal device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing computer programs, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0304] The above-described embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application.

Claims

1. A method of data interaction, characterized by, The method comprises: determining that at least two mobile devices are matched successfully in response to N groups of first infrared signals, wherein each mobile device sends a group of first infrared signals carrying user identification information used for uniquely indicating a user participating in a target game session, and N is an integer greater than or equal to 1; in response to the at least two mobile devices playing the target game session, receiving N groups of second infrared signals in the case that the target game session ends, wherein each mobile device sends a group of second infrared signals carrying user identification information and settlement data; obtaining at least two groups of settlement data from the N groups of second infrared signals, wherein the at least two groups of settlement data comprise settlement data of each user participating in the target game session, and the at least two groups of settlement data are used for display on the at least two mobile devices.

2. The method of claim 1, wherein, The method is applied to an infrared receiver. The method of determining that at least two mobile devices are matched successfully in response to N groups of first infrared signals comprises: counting down a matching duration in response to a group of first infrared signals sent by a first mobile device; in the case that at least two groups of first infrared signals are received before the matching duration ends, determining that at least two mobile devices are matched successfully, wherein the at least two groups of first infrared signals comprise the first infrared signal sent by the first mobile device, the at least two mobile devices comprise the first mobile device, and N is an integer greater than or equal to 2.

3. The method of claim 2, wherein, The method further comprises: in the case that at least two groups of first infrared signals are not received when the matching duration ends, re-counting down the matching duration; if at least two groups of first infrared signals are still not received when the matching duration ends, and a retry number threshold has been reached, sending a matching failure message to the first mobile device.

4. The method of claim 1, wherein, The method is applied to an infrared receiver. The method of responding to the at least two mobile devices playing the target game session comprises: determining a master mobile device from the at least two mobile devices according to the N groups of first infrared signals, wherein the first infrared signals further carry game mode information set by a mobile device; taking the game mode information set by the master mobile device as master mode information; sending the master mode information to a server, so that the server sends the master mode information to the at least two mobile devices, and the at least two mobile devices play the target game session based on the master mode information.

5. The method of claim 1, wherein, The method is applied to an infrared receiver. The method of responding to the at least two mobile devices playing the target game session comprises: determining a master mobile device from the at least two mobile devices according to the N groups of first infrared signals, wherein the first infrared signals further carry game mode information set by a mobile device; taking the game mode information set by the master mobile device as master mode information; sending the master mode information to the at least two mobile devices, and making the at least two mobile devices play the target game session based on the master mode information.

6. The method according to claim 4 or 5, characterized in that, The method further comprises: determining a first infrared signal received earliest from the N groups of first infrared signals; taking the mobile device sending the first infrared signal received earliest as the master mobile device. Or, The method further comprises: decoding the N groups of first infrared signals to obtain a transmission timestamp corresponding to each group of first infrared signals, wherein the transmission timestamp is a timestamp of sending the first infrared signal; determining a first infrared signal with the earliest transmission timestamp from the N groups of first infrared signals; taking the mobile device sending the first infrared signal with the earliest transmission timestamp as the master mobile device.

7. The method according to any one of claims 1 to 6, characterized in that, The method is applied to an infrared receiver. The method further comprises: decoding the N groups of second infrared signals to obtain settlement data corresponding to each user identification information in N user identification information, wherein N is an integer greater than or equal to 2; After the step of obtaining at least two groups of settlement data according to the N groups of second infrared signals, the method further comprises: sending the settlement data corresponding to each user identification information to a server, so that the server sends (N-1) groups of settlement data to each mobile device in the at least two mobile devices; Or, sending the settlement data corresponding to each user identification information to the server, so that the server sends a settlement summary result to each mobile device in the at least two mobile devices, wherein the settlement summary result is generated by the server based on the settlement data corresponding to each user identification information.

8. The method according to any one of claims 1 to 6, characterized in that, The method is applied to an infrared receiver. The method further comprises: decoding the N groups of second infrared signals to obtain settlement data corresponding to each user identification information in N user identification information, wherein N is an integer greater than or equal to 2; After the step of obtaining at least two groups of settlement data according to the N groups of second infrared signals, the method further comprises: sending (N-1) groups of settlement data to each mobile device in the at least two mobile devices according to the settlement data corresponding to each user identification information; Or, sending a settlement summary result to each mobile device in the at least two mobile devices, wherein the settlement summary result is generated by the infrared receiver based on the settlement data corresponding to each user identification information.

9. The method of claim 1, wherein, The method is applied to a first mobile device. The method further comprises: performing countdown of a matching duration in response to a matching instruction for the target game session; determining that the at least two mobile devices are matched successfully in a case where at least one group of first infrared signals is received before the matching duration ends, wherein the at least two mobile devices include the first mobile device.

10. The method of claim 9, wherein, The method further comprises: in the case that at least one set of first infrared signals is not received at the end of the matching duration, re-counting down the matching duration; if at least one set of first infrared signals is still not received at the end of the matching duration, and a retry number threshold has been reached, a prompt message of a matching failure is displayed.

11. The method of claim 1, wherein, The method is applied to a first mobile device; The method includes: setting game mode information of the first mobile device as master mode information; sending the master mode information to at least one mobile device that has matched successfully with the first mobile device; responding to the at least two mobile devices to perform the target game session based on the master mode information.

12. The method of any one of claims 1, 9-11, wherein, The method is applied to a first mobile device; The method includes: decoding the N sets of second infrared signals to obtain settlement data corresponding to each user identification information in N user identification information; After the method obtains the at least two sets of settlement data according to the N sets of second infrared signals, the method further includes: obtaining target settlement data; sending N sets of settlement data to each mobile device in the N mobile devices, wherein the N sets of settlement data include the target settlement data; displaying the settlement data corresponding to each user identification information.

13. The method of any one of claims 1, 9-11, wherein, The method is applied to a first mobile device; The method includes: decoding the N sets of second infrared signals to obtain settlement data corresponding to each user identification information in N user identification information; After the method obtains the at least two sets of settlement data according to the N sets of second infrared signals, the method further includes: obtaining target settlement data; generating and displaying a settlement summary result according to the settlement data corresponding to each user identification information and the target settlement data; sending the settlement summary result to each mobile device in the N mobile devices.

14. The method according to any one of claims 1 to 13, characterized in that, The first infrared signal includes a target user code and a first data code, and the second infrared signal includes the target user code and a second data code; The target user code is used to indicate a target application program, and the target application program is an application program for performing the target game session. The first data code is obtained by encoding user identification information; The second data code is obtained by encoding user identification information and settlement data.

15. A data interaction device, characterized by The method includes: a determination module configured to determine that at least two mobile devices have matched successfully in response to N sets of first infrared signals, wherein each mobile device sends a set of first infrared signals, the first infrared signals carry user identification information, the user identification information is used to uniquely indicate a user participating in a target game session, and the N is an integer greater than or equal to 1. receive a second infrared signal from each of the at least two mobile devices, the second infrared signal carrying user identification information and settlement data; obtain at least two groups of settlement data according to the N groups of second infrared signals, wherein the at least two groups of settlement data comprise settlement data of each user participating in the target game session, and the at least two groups of settlement data are used to display on the at least two mobile devices. 16.A computer device, comprising a memory and a processor, wherein the memory stores a computer program, and the computer device is configured to perform the method according to any one of claims 1-14 when the computer program is executed by the processor. The processor executes the computer program to implement the steps of the method in any one of claims 1 to 14.

17. A computer readable storage medium having stored thereon a computer program, characterized in that The computer program is executed by the processor to implement the steps of the method in any one of claims 1 to 14.

18. A computer program product comprising a computer program, characterized in that, The computer program is executed by the processor to implement the steps of the method in any one of claims 1 to 14.