Multi-person online battle program team forming method, device and equipment and medium

By displaying team invitation messages and providing team member information on the team page in social applications, the problem of low efficiency in team formation during multiplayer online battle games is solved, thereby improving the success rate and efficiency of team formation.

CN121754876APending Publication Date: 2026-03-31TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-30
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

The team-up process in existing multiplayer online battle games requires multiple redirects, resulting in low team-up efficiency and cumbersome steps, and users cannot promptly know the probability of a successful team-up.

Method used

Display team invitation messages in social applications and provide team-up functionality through team-up pages in the form of mini-programs or web pages, displaying information on the number of people currently browsing so that users can anticipate the likelihood of successfully forming a team before being redirected.

Benefits of technology

It improved the success rate and efficiency of team formation, reduced user operation steps, and enhanced human-computer interaction efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a team forming method, device and equipment for a multi-person online battle program and a medium, and belongs to the technical field of man-machine interaction. The method comprises the following steps: displaying a social message in a social application program, wherein the social message is a team invitation message of the multi-person online battle program; in response to a trigger operation on the social message, displaying a team page in a form of an applet or a webpage, the team page being used for providing a multi-person team function outside the multi-person online battle program; and displaying the information of the number of people in a predetermined area of the team page, wherein the information of the number of people is used for indicating the number of people browsing the team page at present. According to the team forming method for the multi-user online battle program, the player can pre-judge the team forming success rate before jumping to the multi-user online battle program from the social application program, and the team forming success rate and the team forming efficiency are improved.
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Description

Technical Field

[0001] This application relates to the field of human-computer interaction, and in particular to a method, apparatus, device and medium for forming teams in a multiplayer online battle program. Background Technology

[0002] Multiplayer Online Battle Arena (MOBA) is a very popular game format. In this format, users either form two teams or are assigned to two teams that compete against each other on a distributed game map. Each user controls a selected virtual character through a Real-Time Strategy (RTS) style interface, and users only need to control their chosen virtual character.

[0003] In related technologies, the user who initiates a team sends a team invitation to a contact or group in social software. The user who receives the team invitation clicks on the team invitation and is redirected to a team page outside the game client. On the team page, the user confirms joining the team and is then redirected to the game client to try to join the game team.

[0004] However, this team-up method requires multiple redirects. Before users complete all the redirects and reach the game client, they are uncertain about the probability of successfully forming a team, resulting in low team-up efficiency and numerous operation steps, leading to low human-computer interaction efficiency. Summary of the Invention

[0005] This application provides a method, apparatus, device, and medium for forming teams in a multiplayer online battle system, which can improve the efficiency of team formation before the start of the game, reduce the number of operation steps for players to form teams, and improve human-computer interaction efficiency. The technical solution is as follows:

[0006] According to one aspect of this application, a method for forming teams in a multiplayer online battle system is provided, the method comprising:

[0007] Display social messages in the social application, wherein the social messages are team invitation messages from the multiplayer online battle program;

[0008] In response to the triggering operation of the social message, a team-up page in the form of a mini-program or webpage is displayed, which is used to provide multiplayer team-up functionality outside of the multiplayer online battle program;

[0009] The number of people is displayed in a designated area of ​​the team-up page, indicating the number of people currently browsing the team-up page.

[0010] According to one aspect of this application, a method for forming teams in a multiplayer online battle system is provided, the method comprising:

[0011] Displays the chat conversation area in a social application;

[0012] In response to the operation of sending a team invitation in the chat dialog area, the team invitation message is displayed in the chat dialog area;

[0013] In response to the triggering operation of the team invitation message, a team page in the form of a mini-program or webpage is displayed, which is used to provide multiplayer team-up functionality outside of the multiplayer online battle program;

[0014] The number of people is displayed in a designated area of ​​the team-up page, indicating the number of people currently browsing the team-up page.

[0015] According to another aspect of this application, a team-up device for a multiplayer online battle program is provided, the device comprising:

[0016] The display module is used to display social messages in the social application, wherein the social messages are team invitation messages from the multiplayer online battle program;

[0017] The display module is used to display a team page in the form of a mini-program or webpage in response to the triggering operation of the social message. The team page is used to provide multiplayer team-up functionality in addition to the multiplayer online battle program.

[0018] The display module is used to display the number of people in a predetermined area of ​​the team page, and the number of people in the team page is used to indicate the number of people currently browsing the team page.

[0019] According to another aspect of this application, a team-up device for a multiplayer online battle program is provided, the device comprising:

[0020] The display module is used to display the chat conversation area in social applications;

[0021] The display module is used to display a team invitation message in the chat dialog area in response to the operation of sending a team invitation in the chat dialog area;

[0022] The display module is used to display a team page in the form of a mini-program or webpage in response to the triggering operation of the team invitation message. The team page is used to provide multiplayer team-up functionality in addition to the multiplayer online battle program.

[0023] The display module is used to display the number of people in a predetermined area of ​​the team page, and the number of people in the team page is used to indicate the number of people currently browsing the team page.

[0024] According to another aspect of this application, a computer device is provided, the computer device comprising: a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to implement the team formation method of the multiplayer online battle program as described above.

[0025] According to another aspect of this application, a computer-readable storage medium is provided, wherein at least one computer program is stored therein, the at least one computer program being loaded and executed by a processor to implement the team formation method of the multiplayer online battle program as described above.

[0026] According to another aspect of this application, a computer program product is provided, the computer program product comprising a computer program stored in a computer-readable storage medium; the computer program is read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform the team formation method of the multiplayer online battle program as described above.

[0027] The beneficial effects of the technical solutions provided in this application include at least the following:

[0028] By displaying the number of people browsing the team-up page on a separate page outside the multiplayer online battle arena, users can know the number of people browsing the team-up page before starting the multiplayer online battle arena. This allows them to predict the probability of successfully forming a team, improving the success rate and efficiency of team formation in the game. Users no longer need to jump from the team-up page to the multiplayer online battle arena every time they try to form a team to find out the team formation result, reducing user operation steps and improving human-computer interaction efficiency. Attached Figure Description

[0029] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0030] Figure 1 A schematic diagram of the interface for forming a team in a multiplayer online battle program in the related technology is shown.

[0031] Figure 2 A schematic diagram of the interface for forming a team in a multiplayer online battle program in the related technology is shown.

[0032] Figure 3 A schematic diagram of the interface of a team-up method for a multiplayer online battle program provided in an exemplary embodiment of this application is shown.

[0033] Figure 4 This application shows a structural block diagram of a computer system provided in an exemplary embodiment;

[0034] Figure 5 A flowchart illustrating a team-up method for a multiplayer online battle program provided in an exemplary embodiment of this application is shown;

[0035] Figure 6 This application illustrates a schematic diagram of an interface for providing number of people information in an exemplary embodiment.

[0036] Figure 7 This illustration shows a schematic diagram of an interface for canceling the display of the number of people provided in an exemplary embodiment of this application;

[0037] Figure 8 A flowchart illustrating a team-up method for a multiplayer online battle program provided in an exemplary embodiment of this application is shown;

[0038] Figure 9 A schematic diagram of the interface of a team-up method for a multiplayer online battle program provided in an exemplary embodiment of this application is shown.

[0039] Figure 10 A flowchart illustrating a team-up method for a multiplayer online battle program provided in an exemplary embodiment of this application is shown;

[0040] Figure 11 A schematic diagram of the interface of a team-up method for a multiplayer online battle program provided in an exemplary embodiment of this application is shown.

[0041] Figure 12 A flowchart illustrating a team-up method for a multiplayer online battle program provided in an exemplary embodiment of this application is shown;

[0042] Figure 13 A schematic diagram of a team-up device for a multiplayer online battle program provided in an exemplary embodiment of this application is shown;

[0043] Figure 14 This is a schematic diagram of the structure of a computer device provided in an exemplary embodiment of this application. Detailed Implementation

[0044] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0045] First, let me introduce some of the terms used in this application:

[0046] Multiplayer online tactical competition: This refers to a virtual environment where at least two opposing virtual teams occupy their respective map areas and compete against each other with a specific victory condition. This victory condition includes, but is not limited to: capturing or destroying enemy bases, eliminating enemy virtual characters, surviving within a specified time and scenario, capturing a resource, or achieving a higher score than the opponent within a specified time. Tactical competitions can be played in rounds, and each round may use the same or different maps. Each virtual team consists of one or more virtual characters, such as 1, 3, or 5.

[0047] MOBA (Multiplayer Online Battle Arena) games are a type of game where multiple virtual bases are provided in a virtual world. Players on opposing teams control virtual characters to battle against each other, capturing or destroying enemy bases. For example, a MOBA game can divide players into two opposing teams, distributing their virtual characters across the virtual world to compete, with the goal of destroying or capturing all of the enemy's bases to achieve victory. MOBA games are played in rounds, lasting from the start of the game until the victory condition is met.

[0048] A room (also called a "game team room," "team," or "team-up room") is a virtual room used for forming teams for matches. For example, user accounts in a room share the same room identifier. When team formation is complete and matchmaking begins, the server matches all user accounts with the same room identifier into a single match. For example, a room includes at least one user account position. After a user enters the room, their information, such as avatar and nickname, is displayed at that position. For example, user account positions in a room are divided into at least one faction. During matchmaking, the server matches all user accounts in the room with other user accounts according to their faction affiliation. For example, a room is used to determine the team relationships of user accounts; when multiple user accounts are in the same room, they are considered to be in a team relationship.

[0049] User Interface (UI) controls refer to any visual controls or elements that can be seen on the user interface of an application, such as images, input boxes, text boxes, buttons, labels, etc. Some UI controls respond to user actions; for example, when a user clicks the "join" control, it can send a request to the server to join a game.

[0050] Virtual characters (also known as heroes): refer to movable objects in a virtual environment. These movable objects can be at least one of virtual characters, virtual animals, or anime characters. Optionally, when the virtual world is a three-dimensional virtual world, the virtual character can be a three-dimensional model, with each virtual character having its own shape and volume in the three-dimensional virtual world, occupying a portion of the space within the three-dimensional virtual world. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external appearances by wearing different skins. In some implementations, virtual characters can also be implemented using 2.5D or 2D models; this application does not limit this. In some embodiments of this application, a virtual character refers to a virtual character that can be controlled by the user in the virtual environment. Virtual characters that cannot be controlled by the user (such as minions, monsters, and non-player characters (NPCs)) can become auxiliary virtual characters.

[0051] Team up for multiplayer games: This refers to the activity of multiple players forming a team and playing games together in the same room in a multiplayer online battle arena (MOBA) program.

[0052] Team-up Page: This refers to a page outside of multiplayer online battle arena (MOBA) applications used to match friends for team play. For example, a team-up invitation message can be shared from within the game room to a social application outside the game client, inviting friends to team up. Invited players can then open the team-up invitation message in the social application outside the game client, see the team information on the team-up page, and use the app redirection provided by the mobile system to allow multiple players to directly enter the same game room and play together.

[0053] Figure 1 A schematic diagram of a team-up page in related technologies is shown. As shown, the team-up page 10 displays the current number of players in the room (number of players already in a team) 11, and information 12 of players who have joined the room; the information 12 of players who have joined the room includes their avatars, game nicknames, game ranks, and preferred heroes. In addition, the team-up page 10 may also include information such as room status and game mode.

[0054] Figure 2This diagram illustrates the process by which a team initiator shares a team invitation message to a social application outside of a multiplayer online battle arena (MOBA) program, according to relevant technologies. The team initiator creates a team room within the MOBA program, as shown in room interface 20. This room displays information 21 of players already in the room (e.g., avatars, nicknames, ranks, preferred heroes, game declarations, etc.), currently online friends 22, room information 23 (e.g., number of players, match level, game mode, etc.), chat controls 24 (e.g., text chat controls, voice chat controls, voice-to-text controls, etc.), and a team invitation sharing control 25. After creating the room, the team initiator can choose to match with other players (i.e., randomly match players or match players according to game level, etc.) or invite friends to join the team. When the team initiator clicks the share control 25 for the team invitation, they are redirected from the multiplayer online battle program to a social application. The social application interface 26 displays the team initiator's recent chat list 27. The team initiator selects a friend or group chat from the recent chat list 27 to invite to join the team and sends a team invitation message. As shown in the figure, after the team initiator selects a friend from the chat list 27, a confirmation pop-up window 28 appears on the social application interface 26. The team initiator sends the team invitation message to that friend by clicking the send control 29. The team invitation message 31 is then displayed on the chat page 30 between the team initiator and that friend. This team invitation message 31 may be in the form of a mini-program card or a web link card. Taking the team invitation message 31 as an example (as a mini-program card), the team initiator or the user who receives the team invitation message 31 can click on the team invitation message 31 on the chat page 30 to display the team page 32. This team page 32 displays information 33 about the current user's account (e.g., the user's avatar, nickname, and game rank in the multiplayer online battle arena), information 34 about players already in the room, room information 35 (e.g., room status, number of players, match level, game mode), and a join control 36. The invited user can then click on the join control 36 to be redirected from the social application to the multiplayer online battle arena and join the game room.

[0055] Depend on Figure 1 , Figure 2It can be seen that in the relevant technologies, players cannot determine whether they can successfully join a room before jumping from the social application to the multiplayer online battle arena. For example, if a team invitation message is sent to a group chat in the social application, and there are many people willing to team up (i.e., multiple people want to enter the room at the same time), players cannot judge whether they have a chance of successfully entering the room. Players can only find out the team-up result after jumping from the social application to the multiplayer online battle arena. This process requires multiple jumps, is lengthy, and has a long waiting time, resulting in low efficiency in obtaining feedback. Alternatively, if there are few people willing to team up, players also cannot judge the probability that they will meet the team-up requirement after entering the room. Players can only find out the team-up result after jumping from the social application to the multiplayer online battle arena. This process also requires multiple jumps, is lengthy, and has a long waiting time, resulting in low efficiency in obtaining feedback.

[0056] Figure 3 This diagram illustrates the interface of a team-up page in a multiplayer online battle arena (MOBA) program provided in an exemplary embodiment of this application. As shown, the team-up page 40 is a mini-program or webpage. The team-up page 40 displays brief information 41 (e.g., avatar, game nickname, game rank) of players already in the room, detailed information 43 (e.g., avatar, game nickname, game rank, win rate, frequently used heroes, frequently played lanes, etc.) of players already in the room, room information 42 (e.g., room status, number of players, match level, game mode, etc.), player count information 44, and a join control 45. The player count information 44 indicates the number of people currently browsing the team-up page 40. Through the player count information 44 displayed on the team-up page 40, players can know the number of users browsing the team-up page, understand the number of people willing to join a team, and predict whether a team can be successfully formed; that is, players do not need to jump from a social application to the MOBA program to estimate the likelihood of a successful team formation before deciding whether to jump. This approach not only reduces operational steps and improves human-computer interaction efficiency, but also increases the success rate of team formation and improves team formation efficiency.

[0057] Figure 4 A structural block diagram of a computer system provided in an exemplary embodiment of this application is shown. The computer system 100 includes: a first terminal 120, a server 140, and a second terminal 160.

[0058] The first terminal 120 has a first application (the first client of the first application) and a second application (the second client of the second application) installed and running.

[0059] The first application is an application with social functions. For example, the first application can be any of the following: social application, game forum application, game social application, game team application, and live streaming application.

[0060] The second application is an application with game team-up and game matchmaking functions. The second application is a game application, which can be any of the following: shooting game (STG), first-person shooter (FPS), third-person shooter (TPS), multiplayer online battle arena (MOBA), role-playing game (RPG), real-time strategy game (RTS), racing game (RCG), music game (MSC), competitive social networking application, social application, game team-up application, multiplayer shooting survival game, or puzzle game. For example, the second application can also be a non-game application with team-up functionality. For instance, the second application could be a live streaming application, a chat application with chat rooms, etc. For example, using the game team-up method provided in this application embodiment, user accounts from other application chat channels can be invited to enter the live room of a live streaming application; or, user accounts from other application chat channels can be invited to enter the chat room of a chat application.

[0061] For example, the first terminal 120 is a terminal used by the first user. The first user's account is logged into a first application on the first terminal, and a second user's account is logged into a second application on the first terminal. For example, the first user binds the first user's account and the second user's account in the first application.

[0062] The first terminal 120 is connected to the server 140 via a wireless or wired network. The server 140 includes a first server for a first application and a second server for a second application. The first server provides background services for the first application, and the second server provides background services for the second application.

[0063] Server 140 can be at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Illustratively, server 140 includes a processor 144 and a memory 142. Optionally, memory 142 includes a control module 1422, a display module 1421, and a receiving module 1423. Optionally, server 140 undertakes the primary computing task, while the first terminal 120 and the second terminal 160 undertake secondary computing tasks; or, server 140 undertakes secondary computing tasks, while the first terminal 120 and the second terminal 160 undertake the primary computing tasks; or, server 140, the first terminal 120, and the second terminal 160 collaborate on computing using a distributed computing architecture.

[0064] The second terminal 160 has a first application (the first client of the first application) and a second application (the second client of the second application) installed and running.

[0065] The first application is an application with social functions. For example, the first application can be any of the following: social application, game forum application, game social application, game team application, and live streaming application.

[0066] The second application is an application with game team-up and game match functions. The second application is a game application, which can be any of the following: shooting game, multiplayer survival game, multiplayer online tactical battle game, role-playing game, real-time strategy game, racing game, music game, or puzzle game. For example, the second application can also be a non-game application with team-up functionality. For instance, the second application can be a live streaming application, a chat application with chat rooms, etc. For example, using the game team-up method provided in this application embodiment, user accounts from other application chat channels can be invited to enter the live streaming room of a live streaming application; or, user accounts from other application chat channels can be invited to enter the chat room of a chat application.

[0067] For example, the second terminal 160 is a terminal used by the second user. A third user account is logged into the first application of the second terminal, and a fourth user account is logged into the second application of the second terminal. For example, the second user binds the third user account and the fourth user account in the first application.

[0068] Optionally, the first user account and the third user account are two user accounts in the same application; the second user account and the fourth user account are two user accounts in the same application.

[0069] Optionally, the applications installed on the first terminal 120 and the second terminal 160 are the same, or the applications installed on the two terminals are the same application from different control system platforms. The first terminal 120 can refer to one of multiple terminals, and the second terminal 160 can refer to one of multiple terminals; this embodiment only uses the first terminal 120 and the second terminal 160 as examples. The device types of the first terminal 120 and the second terminal 160 may be the same or different, and these device types include at least one of: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers. The following embodiment uses smartphones as an example.

[0070] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more. This application does not limit the number of terminals or the type of device.

[0071] This application uses the example of a first client being a social application and a second client being a multiplayer online battle arena program to illustrate the team formation method of a multiplayer online battle arena program.

[0072] Figure 5 A flowchart illustrating a team-up method for a multiplayer online battle program provided in an exemplary embodiment of this application is shown. This method can be derived from the above... Figure 4 The method is executed on any terminal in the system, which has a social application and a multiplayer online battle arena program. A first user account is logged in on the social application, and a second user account is logged in on the multiplayer online battle arena program. The first and second user accounts are linked. The method includes:

[0073] Step 220: Display social messages in the social application;

[0074] A social application is an application with chat functionality. For example, a social application can be any of the following: a social networking application, a team-up application, a dating application, an e-sports forum application, a live streaming application, or an e-sports game application.

[0075] For example, social applications provide chat channels (or "chat pages," "chat rooms," or "chat rooms"), which can accommodate at least two user accounts within the social application for communication. For instance, chat channels can be divided into one-on-one chat channels and group chat channels based on the number of users. One-on-one chat channels provide one-on-one chat for two user accounts, while group chat channels provide group chat for at least two user accounts. As another example, social applications provide at least one type of chat channel, including public chat channels, regional chat channels, world chat channels, team chat channels, squad chat channels, and friend chat channels. The chat channel in this embodiment can be any of these. Different chat channels are provided to different user accounts. For example, public chat channels allow user accounts from a specified virtual region to enter; regional chat channels allow user accounts located in a specified geographical location to enter; team chat channels allow members of a specific team to enter; and friend chat channels are provided to two user accounts that are friends.

[0076] For example, a social application may have at least one of the following: adding friends, chatting, live streaming, sharing updates, and teaming up for matches.

[0077] A social message is displayed in a social application. This message is a team invitation message from a multiplayer online battle arena (MOBA) program, used to invite the recipient of the social message to join a team room in the MOBA program. For example, the social message may be displayed on the chat page of the social application, which can be any of the following: a chat channel interface, a floating chat window, a message pop-up, or a half-screen chat page. Another example is the social message being displayed on the dynamic sharing page of the social application, and so on. This application does not limit the display location or method of the social message.

[0078] For example, a chat channel interface in a social application includes a message input box and a message display area. The message input box receives user input, displays the entered information, and sends the information to the message display area after the user clicks the send control. The message display area displays the sent message. For example, the social message is displayed in the message display area of ​​the chat channel interface of the social application.

[0079] Step 240: In response to a triggered action on a social message, display the team-up page in the form of a mini-program or webpage;

[0080] The triggering operation can be at least one of the following: click operation, drag operation, double-click operation, voice operation, pressure touch operation, eye control, and motion control; this application does not limit it in this regard.

[0081] Users can access a team-up page in the form of a mini-program or webpage by clicking on a social message in a social application. This team-up page provides multiplayer team-up functionality outside of the multiplayer online battle arena (MOBA) program. By selecting "Join Team" on this team-up page, users can be redirected to the MOBA program and enter a game room.

[0082] For example, the team-up page displays at least one of the following: brief information of players who have joined the room (e.g., avatar, game nickname, game rank), detailed information of players who have joined the room (e.g., avatar, game nickname, game rank, game win rate, frequently used heroes, frequently played lanes, etc.), room information (e.g., room status, number of players in the room, match level, game mode, etc.), and a join control.

[0083] In some embodiments, the social message is a mini-program card. When a user clicks on the social message, a team-up page in the form of a mini-program is displayed. This mini-program is a lightweight application form based on the social application ecosystem. The social application manages and runs the mini-program through the mini-program framework, meaning that the service of the mini-program is provided by the mini-program platform of the social application itself.

[0084] In other embodiments, the social message is a webpage link. After the user clicks on the social message, a team-up page in webpage form is displayed. The team-up page is loaded and displayed by the terminal's default browser or the browser built into the social application.

[0085] Step 260: Display the number of participants in the designated area on the team-up page.

[0086] The number of people information indicates the number of people currently browsing the team page.

[0087] The designated area for displaying the number of participants can be any location on the team-up page, such as the top or bottom of the page, or near the number of participants already in the team, etc. This application does not limit the designated area for displaying the number of participants. For example, such as... Figure 3 As shown, the number of participants 44 is displayed in the area above the join control 45 on the team page 40.

[0088] For example, the number of participants displayed in a designated area of ​​the team-up page includes at least one of the following:

[0089] • The number of people currently browsing the team page;

[0090] • A selection control used to cancel the display of number of people information;

[0091] • Preset image content;

[0092] • Preset text content.

[0093] Figure 6This illustrates one possible display of the number of participants. This includes: a preset image 55 indicating that friends can be invited to join a team; the number of people currently browsing the team page 56, as shown in the image, "5 people are browsing this page"; a preset text 58, as shown in the image, "Quickly enter the room to grab a spot"; and a selection control 57 for canceling the display of the participant information, as shown in the image, represented by an "X" icon. Users can click this control to turn off the display of the participant information.

[0094] In some embodiments, the number of players displayed on the team-up page may also include game data statistics of the user currently browsing the team-up page, which may include at least one of the following: player rank statistics, win rate statistics, frequently played lane statistics, and frequently played hero class statistics. The statistics on rank are used to indicate the current game rank of the user browsing the team-up page, such as "2 people are in Bronze, 1 person is in Silver," or "1 person is in a higher rank than you, 1 person is in the same rank as you." Win rate statistics indicate the win rate distribution of the users browsing the team-up page, such as "2 people have a win rate over 60%," or "1 person has a higher win rate than you, 2 people have a lower win rate than you." Frequently played lane statistics indicate the distribution of the frequently played lanes of the users browsing the team-up page, such as "1 person frequently plays mid lane, 3 people frequently play top lane." Frequently played hero class statistics indicate the distribution of the frequently played hero classes of the users browsing the team-up page, such as "1 person frequently plays assassin, 2 people frequently play support," and so on. Based on the game data statistics on the team-up page, users can better judge the probability of successfully joining a team and finding their desired team position.

[0095] In other embodiments, in response to a triggering operation on the number of players information on the team-up page, game data information of the user currently browsing the team-up page is displayed. This game data information includes at least one of the following: player rank, win rate, frequently played lane, and frequently played hero class. Specifically, the rank indicates the current player's rank; the win rate indicates the player's win rate in historical matches; the frequently played lane indicates the player's frequently played lane in historical matches; and the frequently played hero class statistics indicate the player's frequently played hero class in historical matches. For example, the team-up page displays the number of players information "2 people are browsing the team-up page"; after clicking on the number of players information, the game data information of the user browsing the team-up page is displayed, such as "User 1: Bronze, Win Rate 60%+, Frequently plays Support, Frequently plays Top Lane". Based on this game data information, the user can better determine the probability of successfully joining a team and finding their desired team position.

[0096] If the conditions for displaying the number of participants are met, the participant information will be displayed in a predetermined area of ​​the team-up page. The conditions for displaying the number of participants include team status conditions and / or, the number of viewers conditions; wherein, the team status condition indicates that the team is available for joining a team, and the number of viewers conditions indicate the number of people currently viewing the team-up page that triggers the display of the participant information. That is, the display of the participant information is triggered if either the team status condition or the number of viewers condition is met; or, the display of the participant information is triggered if both the team status condition and the number of viewers condition are met simultaneously.

[0097] In some embodiments, if the teams displayed on the team-up page meet the team status conditions, the number of participants is displayed in a predetermined area of ​​the team-up page. The team status conditions are used to indicate that the team is in a state where it can join a team.

[0098] For example, team status conditions include at least one of the following:

[0099] • The team shown on the team page is not full; that is, there are still spots available for joining the team.

[0100] • The team displayed on the team page is in a waiting-to-be-teamed state; that is, the team is currently being formed.

[0101] • The team shown on the team page is not in a game; that is, the team has not started a game yet.

[0102] • The team shown on the team page has not been disbanded; that is, the team is still active.

[0103] In other embodiments, if the number of people currently browsing the team page meets the browsing number condition, the number of people information is displayed in a predetermined area of ​​the team page. The browsing number condition is used to indicate the number of people currently browsing the team page to trigger the display of the number of people information.

[0104] Taking the condition of the number of people currently viewing the team page being greater than a first threshold as an example, that is, when the number of people currently viewing the team page is greater than the first threshold, the number of people information is displayed in a predetermined area of ​​the team page. For example, if the first threshold is set to 1, then when the number of people currently viewing the team page is greater than 1, the number of people information is displayed in a predetermined area of ​​the team page. In other words, if there are other users besides the user currently viewing the team page, the number of people information is displayed.

[0105] If the conditions for canceling the display of the number of participants are met, the number of participants information will be canceled on the team page.

[0106] For example, the conditions for canceling the display of the number of people include at least one of the following:

[0107] • The system received an order from the first user account to cancel displaying the number of participants. The first user account is the user account logged into the social application; that is, the user manually selected to cancel displaying the number of participants, for example, by clicking [the button]. Figure 6 The selection control 57 shown is used to cancel the display of the number of people information;

[0108] • The team shown on the team page is full; that is, there are no available rooms for the team.

[0109] • The team displayed on the team-up page is in a game; that is, the team has started the game and is no longer in a waiting-to-team-up state.

[0110] The team displayed on the team page has been disbanded; that is, the team has been destroyed and cannot be joined.

[0111] • The number of people currently browsing the team page is less than the second threshold; for example, if the second threshold is set to 2, then the number of people will not be displayed if only the user using the current terminal is currently browsing the team page.

[0112] Figure 7 The screenshot shows the interface for canceling the display of the number of people information. Figure 7 As shown in (a), the team-up page 50 displays team-up status information 50 and users who have joined the team 52. This means that although the team is still in the process of forming, it is already full. Therefore, the number of members is no longer displayed on the team-up page 50. Figure 7 As shown in (b), if the team formation page 50 displays team formation status information 53, indicating that the team is already in a game, then the player count information will be removed from the team formation page 50; Figure 7 As shown in (c), if the team disbandment information 54 is displayed on the team page 50, then the number of players will be removed from the team page 50.

[0113] If the conditions for displaying the number of participants are met, the number of participants will be displayed again in the designated area of ​​the team page.

[0114] For example, the number of people condition may again include at least one of the following:

[0115] • No action was taken from the first user account to cancel the display of the number of participants; that is, the user did not manually cancel the display of the number of participants.

[0116] • The team displayed on the team page changes from full to partially full; that is, there are available spots in the team, and you can join another team.

[0117] • The team page displays that the team has finished the game; that is, after the game ends, the team changes from the game state to the waiting to be teamed up state.

[0118] • The team shown on the team page has not been disbanded; that is, the team has not been destroyed.

[0119] • The number of users currently browsing the team page is greater than the third threshold; the third threshold may be equal to or different from the first threshold; for example, setting the third threshold to 1 means that if there are other users browsing the team page besides the user currently using the terminal, the number of users will be displayed on the team page.

[0120] For example, the team-up page also includes a "Join Team" control. By clicking this control, users are redirected from the social application to the multiplayer online battle arena (MOBA) and join a team room within the MOBA. That is, in response to selecting the "Join Team" control on the team-up page, a team room within the MOBA is displayed; this team room is a virtual team room created by the MOBA.

[0121] That is, in response to the selection operation of the "Join Team" control on the team page, the social application sends a jump command to the multiplayer online battle arena; in response to the multiplayer online battle arena receiving the jump command, it jumps from the social application to the multiplayer online battle arena; the multiplayer online battle arena controls the second user account to enter the team room, the second user account is the user account logged in to the multiplayer online battle arena; the team room in the multiplayer online battle arena is displayed.

[0122] It should be noted that the method provided in this embodiment can not only be applied to the jump from social applications to multiplayer online battle applications, but can also be extended to jump scenarios between applications that require a fixed number of people to complete tasks and require a limit on the number of people; users can see the number of people who are willing to jump to a team before jumping, and then decide whether to jump, which saves time and operation steps on the one hand, and improves the success rate of team formation after jumping.

[0123] In summary, the method provided in this embodiment displays the number of users browsing the team-up page on a separate page outside the multiplayer online battle arena program. This allows users to predict the probability of successfully forming a team based on the number of users browsing the team-up page before jumping to the multiplayer online battle arena program, thus improving the team-up success rate. Users can also receive feedback more promptly and quickly, improving team-up efficiency. Furthermore, if users predict a low probability of successfully forming a team, they do not need to jump to the multiplayer online battle arena program, reducing the cumbersome steps of multiple jumps and improving human-computer interaction efficiency.

[0124] Figure 8 A flowchart illustrating a team-up method for a multiplayer online battle program provided in an exemplary embodiment of this application is shown. This method can be derived from the above... Figure 4The method is executed on any terminal in the system, which has a social application and a multiplayer online battle arena program. A first user account is logged in on the social application, and a second user account is logged in on the multiplayer online battle arena program. The first and second user accounts are linked. The method includes:

[0125] Step 320: Display social messages in the social application;

[0126] A social application is an application with chat functionality. For example, a social application can be any of the following: a social networking application, a team-up application, a dating application, an e-sports forum application, a live streaming application, or an e-sports game application.

[0127] For example, a social application may have at least one of the following: adding friends, chatting, live streaming, sharing updates, and teaming up for matches.

[0128] A social message is displayed in a social application. This message is a team invitation message from a multiplayer online battle arena (MOBA) program, used to invite the recipient of the social message to join a team room in the MOBA program. For example, the social message may be displayed on the chat page of the social application, which can be any of the following: a chat channel interface, a floating chat window, a message pop-up, or a half-screen chat page. Another example is the social message being displayed on the dynamic sharing page of the social application, and so on. This application does not limit the display location or method of the social message.

[0129] For example, a chat channel interface in a social application includes a message input box and a message display area. The message input box receives user input, displays the entered information, and sends the information to the message display area after the user clicks the send control. The message display area displays the sent message. For example, the social message is displayed in the message display area of ​​the chat channel interface of the social application.

[0130] Step 340: In response to the triggered action of social messages, display the team page in the form of a mini-program or webpage;

[0131] The triggering operation can be at least one of the following: click operation, drag operation, double-click operation, voice operation, pressure touch operation, eye control, and motion control; this application does not limit it in this regard.

[0132] Users can access a team-up page in the form of a mini-program or webpage by clicking on a social message in a social application. This team-up page provides multiplayer team-up functionality outside of the multiplayer online battle arena (MOBA) program. By selecting "Join Team" on this team-up page, users can be redirected to the MOBA program and enter a game room.

[0133] For example, the team-up page displays at least one of the following: brief information of players who have joined the room (e.g., avatar, game nickname, game rank), detailed information of players who have joined the room (e.g., avatar, game nickname, game rank, game win rate, frequently used heroes, frequently played lanes, etc.), room information (e.g., room status, number of players in the room, match level, game mode, etc.), and a join control.

[0134] In some embodiments, the social message is a mini-program card. When a user clicks on the social message, a team-up page in the form of a mini-program is displayed. This mini-program is a lightweight application form based on the social application ecosystem. The social application manages and runs the mini-program through the mini-program framework, meaning that the service of the mini-program is provided by the mini-program platform of the social application itself.

[0135] In other embodiments, the social message is a webpage link. After the user clicks on the social message, a team-up page in webpage form is displayed. The team-up page is loaded and displayed by the terminal's default browser or the browser built into the social application.

[0136] Step 362: Obtain the team status information displayed on the team formation page;

[0137] Team status information includes at least one of the following: number of players already in a team, team game status, and team existence status. The number of players already in a team refers to the number of players who have joined the team, i.e., the number of players who have joined the game's team room. The team game status indicates the stage of the game, such as during a match, while waiting to form a team, or during the results process. The team existence status indicates whether the team still exists; for example, if the team has disbanded, the team room has been closed.

[0138] For example, a mini-program or webpage front-end used to display the team formation page sends a request to the server of the multiplayer online battle arena program to obtain the team status information of the teams on the team formation page; the mini-program or webpage front-end receives the team status information sent by the server of the multiplayer online battle arena program.

[0139] For example, the mini-program or web front-end periodically sends requests to the server of the multiplayer online battle arena program to obtain the latest team status information in a polling manner; or, the mini-program or web front-end establishes a persistent connection with the server of the multiplayer online battle arena program, so that the server actively pushes updates when the team status information changes.

[0140] Step 364: If the team status information meets the team status conditions, display the number of players in the designated area of ​​the team formation page;

[0141] The number of people information indicates the number of people currently browsing the team page.

[0142] For example, team status conditions include at least one of the following:

[0143] • The team shown on the team page is not full; that is, there are still spots available for joining the team.

[0144] • The team displayed on the team page is in a waiting-to-be-teamed state; that is, the team is currently being formed.

[0145] • The team shown on the team page is not in a game; that is, the team has not started a game yet.

[0146] • The team shown on the team page has not been disbanded; that is, the team is still active.

[0147] For example, the number of participants displayed in a designated area of ​​the team-up page includes at least one of the following:

[0148] • The number of people currently browsing the team page;

[0149] • A selection control used to cancel the display of number of people information;

[0150] • Preset image content;

[0151] • Preset text content.

[0152] In some embodiments, if the team status information meets any one of the team status conditions, the number of participants is displayed in a predetermined area of ​​the team-up page; in other embodiments, if the team status information meets at least two of the team status conditions, the number of participants is displayed in a predetermined area of ​​the team-up page. This application does not limit the individual use or combination of team status conditions.

[0153] Step 366: Obtain the number of users currently browsing the team page;

[0154] In some embodiments, the team-up page is a page of a mini-program provided by a social application. When a user enters the team-up page, the social application identifies the user based on the user account uniquely associated with that user; the social application counts the number of people browsing the team-up page based on the number of user accounts that have entered the team-up page and have not logged out.

[0155] In other embodiments, the team-up page is in the form of a webpage, which is loaded and displayed by the built-in browser of the social application or the default browser of the terminal. When a user opens the webpage, the front end sends statistical information about the user's access to the server via events; the server records these requests and counts the number of people browsing the team-up page based on access time, user ID, etc.

[0156] Step 368: If the number of users exceeds the first threshold, display the number of users in the designated area of ​​the team-up page;

[0157] The number of people information indicates the number of people currently browsing the team page.

[0158] For example, a first threshold is set to 1, meaning that if the number of people currently browsing the team page is greater than 1, the number of people is displayed in a predetermined area of ​​the team page. In other words, if there are other users browsing the team page at the same time besides the user currently using the terminal, the number of people is displayed.

[0159] For example, the number of participants displayed in a designated area of ​​the team-up page includes at least one of the following:

[0160] • The number of people currently browsing the team page;

[0161] • A selection control used to cancel the display of number of people information;

[0162] • Preset image content;

[0163] • Preset text content.

[0164] It should be noted that steps 362 to 364 and steps 366 to 368 can be performed individually or simultaneously. That is, the number of participants can be displayed based solely on the team status condition; or, based solely on the number of viewers; or, if both the team status condition and the number of viewers are met, the number of participants can be displayed.

[0165] Step 380: In response to the selection operation of the join team control on the team page, display the team room in the multiplayer online battle program;

[0166] The selection operation can be at least one of the following: click operation, drag operation, double-click operation, voice operation, pressure touch operation, eye control, and motion control; this application does not limit it in this regard.

[0167] For example, by clicking the "Join Team" control, a user is redirected from the social application to a multiplayer online battle arena (MOBA) application and joins a team room within the MOBA application. That is, in response to selecting the "Join Team" control on the team-up page, a team room is displayed within the MOBA application; this team room is a virtual team room created by the MOBA application.

[0168] In some embodiments, the team-up page is loaded and displayed by a mini-program or a built-in browser provided by the social application. In response to a selection operation on the "Join Team" control on the team-up page, the social application sends a redirection command to the multiplayer online battle arena (MOBA); in response to receiving the redirection command, the MOBA redirects from the social application to the MOBA; the MOBA controls a second user account to enter the team room, the second user account being the user account logged into the MOBA; the team room in the MOBA is then displayed.

[0169] In other embodiments, the team-up page is loaded and displayed by a browser other than the social application; this browser can be the default browser of the terminal system or a user-specified redirect browser. In response to a selection operation of the "Join Team" control on the team-up page, the browser sends a redirect instruction to the multiplayer online battle arena (MOBA) program; in response to receiving the redirect instruction, the MOBA program redirects to the MOBA program; the MOBA program controls a second user account to enter the team room, the second user account being the user account logged into the MOBA program; the team room in the MOBA program is then displayed.

[0170] The redirection instruction carries user identity information and / or team information. User identity information includes at least one of the user's first user account in the social application and the user's second user account in the multiplayer online battle arena (MOBA) application; optionally, the user's first user account in the social application and the user's second user account in the MOBA application are linked. Team information is a unique identifier used to indicate the team displayed on the team-up page, and to indicate the team or room the user wants to join in the MOBA application.

[0171] For example, the team room page in a multiplayer online battle arena program displays at least one of the following: player information who has joined the room, an invite friend control, a match control, a start control, and a text / voice chat control.

[0172] In summary, the method provided in this embodiment displays the number of people browsing the team-up page on a separate page outside the multiplayer online battle program. This allows users to predict the probability of successfully forming a team based on the number of people browsing the team-up page before jumping to the multiplayer online battle program, thus improving the team-up success rate. Users can also receive feedback information more promptly and quickly, thereby improving team-up efficiency.

[0173] In addition, if users anticipate that the probability of successfully forming a team is low, they can choose not to be redirected to the multiplayer online battle program, reducing the tedious steps of multiple redirects and improving the efficiency of human-computer interaction.

[0174] In addition, by setting team status conditions and number of viewers conditions, the conditions for displaying number of people can be flexibly adjusted, helping users to better understand the number of people who are willing to form a team, and further improving team formation efficiency and human-computer interaction efficiency.

[0175] Figure 9 This diagram illustrates an interface schematic of a team-up method for a multiplayer online battle arena program provided in an exemplary embodiment of this application. The team initiator sends a team-up invitation to a user of the terminal via a chat channel interface 80. The chat message area 81 on the chat channel interface 80 contains a text message 82 and a team-up invitation message 83, as shown in the diagram. The team-up invitation message 83 is in the form of a mini-program card. By clicking the team-up invitation 83, the user is redirected to a team-up page 84 provided by the mini-program. This team-up page 84 displays brief information 85 of players who have joined the room, detailed information 86 of players who have joined the room, number of players, and a join control 88. By clicking the join control 88 on the team-up page 84, a pop-up message 89 and a confirmation control 90 are displayed on the team-up page 84. The pop-up message 89 indicates that the user will be redirected to a transit page, which is used to launch the multiplayer online battle arena program or other applications. This transit page can be a mini-program page. The user clicks the confirmation control 90, which redirects to a transit page 91. This page displays a redirection information pop-up window 92, indicating the query status. After a scheduled time, the pop-up window disappears. The transit page 91 displays a multiplayer online battle arena program 93 and a "Enter Game" control 94. Clicking the "Enter Game" control 94 causes a "Start Game" information pop-up window 95 to appear on the transit page 91, indicating that the user is being redirected to the multiplayer online battle arena program. After the redirection is complete, the multiplayer online battle arena program's startup interface 96 is displayed. This interface includes a game channel selection control 97, allowing users to log in through different channels and play with friends from different channels. After selecting a game channel, the startup interface 96 displays a "Start Game" control 98. After the user triggers the start game control 98, the team room interface 99 of the multiplayer online battle program is displayed. This team room interface displays information of players who have joined the room, an invite friend control, a match control, a start control, a text / voice chat control, and so on.

[0176] Figure 10 A flowchart illustrating a team-up method for a multiplayer online battle program provided in an exemplary embodiment of this application is shown. This method can be derived from the above... Figure 4 The method is executed on any terminal in the system, which has a social application and a multiplayer online battle arena program. A first user account is logged in on the social application, and a second user account is logged in on the multiplayer online battle arena program. The first and second user accounts are linked. The method includes:

[0177] Step 420: Display the chat conversation area in the social application;

[0178] A social application is an application with chat functionality. For example, a social application can be any of the following: a social networking application, a team-up application, a dating application, an e-sports forum application, a live streaming application, or an e-sports game application.

[0179] For example, social applications provide chat channels (or "chat pages," "chat rooms," or "chat rooms"), which can accommodate at least two user accounts within the social application for communication. For instance, chat channels can be divided into one-on-one chat channels and group chat channels based on the number of users. One-on-one chat channels provide one-on-one chat for two user accounts, while group chat channels provide group chat for at least two user accounts. As another example, social applications provide at least one type of chat channel, including public chat channels, regional chat channels, world chat channels, team chat channels, squad chat channels, and friend chat channels. The chat channel in this embodiment can be any of these. Different chat channels are provided to different user accounts. For example, public chat channels allow user accounts from a specified virtual region to enter; regional chat channels allow user accounts located in a specified geographical location to enter; team chat channels allow members of a specific team to enter; and friend chat channels are provided to two user accounts that are friends.

[0180] For example, a social application may have at least one of the following: adding friends, chatting, live streaming, sharing updates, and teaming up for matches.

[0181] The chat dialogue area in a social application can be any of the following: a chat channel interface, a floating chat window, a message pop-up, or a half-screen chat page. For example, a chat dialogue area in a social application is displayed, showing a social message. This social message is a team invitation message from a multiplayer online battle arena (MOBA) program, used to invite the recipient of the social message to join a team room in the MOBA program. For instance, this social message is displayed in the chat dialogue area of ​​the social application.

[0182] Step 440: In response to the action of sending a team invitation in the chat dialog area, display the team invitation message in the chat dialog area;

[0183] Users send team invitations to the chat area of ​​the social application, where the team invitation message is displayed.

[0184] In some embodiments, users share team invitations from multiplayer online battle arena programs to social applications. For example... Figure 2As shown, the room interface 20 in the multiplayer online battle program displays a sharing control 25 for team invitations. Users can send team invitations to social applications and display the team invitation message in the chat area by clicking the sharing control 25.

[0185] In other embodiments, users in social applications send team invitation messages directly to the chat dialogue area via an input method, based on a preset association between the input method and the multiplayer online battle arena program. For example, the chat page includes a chat dialogue area and a message input area; in response to inputting preset keywords in the message input area of ​​the social application using a first input method, a preview of the team invitation is displayed in a predetermined area of ​​the chat page, where the first input method is one that supports associating preset keywords with team invitations; in response to selecting the preview of the team invitation, the team invitation message is displayed in the dialogue area of ​​the chat page.

[0186] First Input Method supports the technology of quickly sending mini-program cards in social applications via input method. That is, after the user enters a preset keyword through First Input Method, it triggers a quick sending method to send the mini-program corresponding to that preset keyword.

[0187] In some embodiments, the mini-program providing the team-up page prepares rooms in advance, each with a unique room identification code. Users send a team-up invitation message directly to the chat area of ​​the social application using a first input method; this invitation message carries the corresponding room identification code. After the user sends the team-up invitation message, the server of the multiplayer online battle arena program also generates a room with the same room identification code to ensure that users entering a room through the team-up invitation message can enter the correct room corresponding to that invitation message.

[0188] In other embodiments, the user sends a team invitation message directly to the chat area of ​​the social application using a first input method. This invitation message carries the user identification code of the user initiating the invitation. This user identification code is either a first user account used to log in to the social application or a second user account used to log in to the multiplayer online battle arena (MOBA) application, and the first and second user accounts are bound together. After the user sends the team invitation message, the MOBA server also generates a room corresponding to the user identification code to ensure that users entering the room via the invitation message can successfully join the room created by the user who initiated the invitation, and that no room conflicts occur.

[0189] Optionally, the first input method application and the social application share the same user account database. That is, the user can log in to the first input method application using the first user account used to log in to the social application. This first user account is bound to the second user account used by the user to log in to the multiplayer online battle program.

[0190] For example, a preview of a group invitation can be displayed in a designated area of ​​a social application. For instance, a preview of a group invitation can be displayed in the keyboard area.

[0191] For example, when a user enters a preset keyword using the first input method, a team invitation initiation link control is displayed in the message input area; in response to the user clicking the team invitation initiation link control, a preview of the team invitation is displayed in a designated area of ​​the social application; in response to the selection operation of the preview of the team invitation, a team invitation message is displayed in the dialogue area of ​​the chat page.

[0192] like Figure 11 As shown, the chat page 60 in the social application includes a chat dialogue area 61 and a message input area 62. The chat dialogue area 61 includes text chat messages 70. When a user enters a preset keyword, such as "play together," in the message input area 62, a team invitation initiation link control 63 appears below the message input area. In response to the user clicking the team invitation initiation link control 63, a preview 64 of the team invitation is displayed in the keyboard area. In response to selecting the preview 64, a team invitation message 65 is displayed in the chat dialogue area of ​​the chat page. This team invitation message 65 is displayed in the chat dialogue area 61 in the form of a mini-program card.

[0193] Step 460: In response to the triggered action of the team invitation message, display the team page in the form of a mini-program or webpage;

[0194] The triggering operation can be at least one of the following: click operation, drag operation, double-click operation, voice operation, pressure touch operation, eye control, and motion control; this application does not limit it in this regard.

[0195] Users can click on a team invitation message in a social application, and a team page in the form of a mini-program or webpage will be displayed on the user interface. This team page is used to provide multiplayer team-up functionality outside of the multiplayer online battle arena program. By selecting to join a team on this team page, users can be redirected to the multiplayer online battle arena program to enter the game room.

[0196] For example, the team-up page displays at least one of the following: brief information of players who have joined the room (e.g., avatar, game nickname, game rank), detailed information of players who have joined the room (e.g., avatar, game nickname, game rank, game win rate, frequently used heroes, frequently played lanes, etc.), room information (e.g., room status, number of players in the room, match level, game mode, etc.), and a join control.

[0197] In some embodiments, the social message is a mini-program card. When a user clicks on the social message, a team-up page in the form of a mini-program is displayed. This mini-program is a lightweight application form based on the social application ecosystem. The social application manages and runs the mini-program through the mini-program framework, meaning that the service of the mini-program is provided by the mini-program platform of the social application itself.

[0198] In other embodiments, the social message is a webpage link. After the user clicks on the social message, a team-up page in webpage form is displayed. The team-up page is loaded and displayed by the terminal's default browser or the browser built into the social application.

[0199] like Figure 11 As shown, by clicking the team invitation message 65 on the chat page 60, the user can display a team page 66 in the form of a mini-program. The team page 66 includes brief information 67 of the players who have joined the room, detailed information 68 of the players who have joined the room, and a join control 70.

[0200] Step 480: Display the number of participants in the designated area on the team-up page.

[0201] The number of people information indicates the number of people currently browsing the team page.

[0202] The designated area for displaying the number of participants can be any location on the team-up page, such as the top or bottom of the page, or near the number of participants already in the team, etc. This application does not limit the designated area for displaying the number of participants. For example, such as... Figure 3 As shown, the number of participants 44 is displayed in the area above the join control 45 on the team page 40.

[0203] For example, the number of participants displayed in a designated area of ​​the team-up page includes at least one of the following:

[0204] • The number of people currently browsing the team page;

[0205] • A selection control used to cancel the display of number of people information;

[0206] • Preset image content;

[0207] • Preset text content.

[0208] In some embodiments, the number of players displayed on the team-up page may also include game data statistics of the user currently browsing the team-up page, which may include at least one of the following: player rank statistics, win rate statistics, frequently played lane statistics, and frequently played hero class statistics. The statistics on rank are used to indicate the current game rank of the user browsing the team-up page, such as "2 people are in Bronze, 1 person is in Silver," or "1 person is in a higher rank than you, 1 person is in the same rank as you." Win rate statistics indicate the win rate distribution of the users browsing the team-up page, such as "2 people have a win rate over 60%," or "1 person has a higher win rate than you, 2 people have a lower win rate than you." Frequently played lane statistics indicate the distribution of the frequently played lanes of the users browsing the team-up page, such as "1 person frequently plays mid lane, 3 people frequently play top lane." Frequently played hero class statistics indicate the distribution of the frequently played hero classes of the users browsing the team-up page, such as "1 person frequently plays assassin, 2 people frequently play support," and so on. Based on the game data statistics on the team-up page, users can better judge the probability of successfully joining a team and finding their desired team position.

[0209] In other embodiments, in response to a triggering operation on the number of players information on the team-up page, game data information of the user currently browsing the team-up page is displayed. This game data information includes at least one of the following: player rank, win rate, frequently played lane, and frequently played hero class. Specifically, the rank indicates the current player's rank; the win rate indicates the player's win rate in historical matches; the frequently played lane indicates the player's frequently played lane in historical matches; and the frequently played hero class statistics indicate the player's frequently played hero class in historical matches. For example, the team-up page displays the number of players information "2 people are browsing the team-up page"; after clicking on the number of players information, the game data information of the user browsing the team-up page is displayed, such as "User 1: Bronze, Win Rate 60%+, Frequently plays Support, Frequently plays Top Lane". Based on this game data information, the user can better determine the probability of successfully joining a team and finding their desired team position.

[0210] If the conditions for displaying the number of participants are met, the participant information will be displayed in a predetermined area of ​​the team-up page. The conditions for displaying the number of participants include team status conditions and / or, the number of viewers conditions; wherein, the team status condition indicates that the team is available for joining a team, and the number of viewers conditions indicate the number of people currently viewing the team-up page that triggers the display of the participant information. That is, the display of the participant information is triggered if either the team status condition or the number of viewers condition is met; or, the display of the participant information is triggered if both the team status condition and the number of viewers condition are met simultaneously.

[0211] In some embodiments, if the teams displayed on the team-up page meet the team status conditions, the number of participants is displayed in a predetermined area of ​​the team-up page. The team status conditions are used to indicate that the team is in a state where it can join a team.

[0212] For example, team status conditions include at least one of the following:

[0213] • The team shown on the team page is not full; that is, there are still spots available for joining the team.

[0214] • The team displayed on the team page is in a waiting-to-be-teamed state; that is, the team is currently being formed.

[0215] • The team shown on the team page is not in a game; that is, the team has not started a game yet.

[0216] • The team shown on the team page has not been disbanded; that is, the team is still active.

[0217] In other embodiments, if the number of people currently browsing the team page meets the browsing number condition, the number of people information is displayed in a predetermined area of ​​the team page. The browsing number condition is used to indicate the number of people currently browsing the team page to trigger the display of the number of people information.

[0218] Taking the condition of the number of people currently viewing the team page being greater than a first threshold as an example, that is, when the number of people currently viewing the team page is greater than the first threshold, the number of people information is displayed in a predetermined area of ​​the team page. For example, if the first threshold is set to 1, then when the number of people currently viewing the team page is greater than 1, the number of people information is displayed in a predetermined area of ​​the team page. In other words, if there are other users besides the user currently viewing the team page, the number of people information is displayed.

[0219] like Figure 11 As shown, when both the team status condition and the number of viewers are met, the chat page 60 displays the number of viewers 69.

[0220] If the conditions for canceling the display of the number of participants are met, the number of participants information will be canceled on the team page.

[0221] For example, the conditions for canceling the display of the number of people include at least one of the following:

[0222] • The system received an order from the first user account to cancel displaying the number of participants. The first user account is the user account logged into the social application; that is, the user manually selected to cancel displaying the number of participants, for example, by clicking [the button]. Figure 6 The selection control 57 shown is used to cancel the display of the number of people information;

[0223] • The team shown on the team page is full; that is, there are no available rooms for the team.

[0224] • The team displayed on the team-up page is in a game; that is, the team has started the game and is no longer in a waiting-to-team-up state.

[0225] The team displayed on the team page has been disbanded; that is, the team has been destroyed and cannot be joined.

[0226] • The number of people currently browsing the team page is less than the second threshold; for example, if the second threshold is set to 2, then the number of people will not be displayed if only the user using the current terminal is currently browsing the team page.

[0227] Figure 7 The screenshot shows the interface for canceling the display of the number of people information. Figure 7 As shown in (a), the team-up page 50 displays team-up status information 50 and users who have joined the team 52. This means that although the team is still in the process of forming, it is already full. Therefore, the number of members is no longer displayed on the team-up page 50. Figure 7 As shown in (b), if the team formation page 50 displays team formation status information 53, indicating that the team is already in a game, then the player count information will be removed from the team formation page 50; Figure 7 As shown in (c), if the team disbandment information 54 is displayed on the team page 50, then the number of players will be removed from the team page 50.

[0228] If the conditions for displaying the number of participants are met, the number of participants will be displayed again in the designated area of ​​the team page.

[0229] For example, the number of people condition may again include at least one of the following:

[0230] • No action was taken from the first user account to cancel the display of the number of participants; that is, the user did not manually cancel the display of the number of participants.

[0231] • The team displayed on the team page changes from full to partially full; that is, there are available spots in the team, and you can join another team.

[0232] • The team page displays that the team has finished the game; that is, after the game ends, the team changes from the game state to the waiting to be teamed up state.

[0233] • The team shown on the team page has not been disbanded; that is, the team has not been destroyed.

[0234] • The number of users currently browsing the team page is greater than the third threshold; the third threshold may be equal to or different from the first threshold; for example, setting the third threshold to 1 means that if there are other users browsing the team page besides the user currently using the terminal, the number of users will be displayed on the team page.

[0235] For example, the team-up page also includes a "Join Team" control. By clicking this control, users are redirected from the social application to the multiplayer online battle arena (MOBA) and join a team room within the MOBA. That is, in response to selecting the "Join Team" control on the team-up page, a team room within the MOBA is displayed; this team room is a virtual team room created by the MOBA.

[0236] That is, in response to the selection operation of the "Join Team" control on the team page, the social application sends a jump command to the multiplayer online battle arena; in response to the multiplayer online battle arena receiving the jump command, it jumps from the social application to the multiplayer online battle arena; the multiplayer online battle arena controls the second user account to enter the team room, the second user account is the user account logged in to the multiplayer online battle arena; the team room in the multiplayer online battle arena is displayed.

[0237] In summary, the method provided in this embodiment displays the number of people browsing the team-up page on a separate page outside the multiplayer online battle program. This allows users to predict the probability of successfully forming a team based on the number of people browsing the team-up page before jumping to the multiplayer online battle program, thus improving the team-up success rate. Users can also receive feedback information more promptly and quickly, thereby improving team-up efficiency.

[0238] In addition, when users anticipate that the probability of successfully forming a team is low, they do not need to switch to a multiplayer online battle program, reducing the tedious steps of multiple jumps and improving the efficiency of human-computer interaction.

[0239] Furthermore, even if a user has already started a multiplayer online battle program and created a room, the user can still judge the probability of successfully forming a team based on the number of players on the team-up page, reducing unnecessary waiting time and improving team-up efficiency.

[0240] In addition, users can quickly send team invitations to social contacts by entering preset keywords in social applications based on the input method associated with the multiplayer online battle arena program, without having to switch to the multiplayer online battle arena program, saving time and interaction steps, and further improving team formation efficiency and human-computer interaction efficiency.

[0241] Figure 12 A flowchart illustrating a team-up method for a multiplayer online battle program provided in an exemplary embodiment of this application is shown. This method can be derived from the above... Figure 4 The method is executed on any terminal in the system, which has a social application and a multiplayer online battle arena program. A first user account is logged in on the social application, and a second user account is logged in on the multiplayer online battle arena program. The first and second user accounts are linked. The method includes:

[0242] Step 501: Players enter the team-up page outside the multiplayer online battle program;

[0243] The team-up page is a mini-program page provided by the social application; or, the team-up page is a webpage loaded and opened by the built-in browser of the social application; or, the team-up page is a webpage loaded and opened by the system browser or a browser of the user's choice.

[0244] Step 502: Determine if the room is in a waiting-to-join state and is not full;

[0245] If the room displayed on the team-up page is in a waiting-to-join state and is not full, proceed to step 503; otherwise, proceed to step 510.

[0246] Step 503: Determine if the number of people currently browsing the team page is greater than or equal to 2;

[0247] Set the first threshold to 1. That is, if the number of people currently browsing the team page is greater than or equal to 2, proceed to step 504; otherwise, proceed to step 510.

[0248] Step 504: Display the number of people;

[0249] If the team status conditions in step 502 and the number of visitors conditions in step 503 are met, this step is performed to display the number of visitors information in a predetermined area on the team page. This number of visitors information is used to indicate the number of people currently browsing the team page.

[0250] Once the system enters the state of displaying the number of people, the display of the number of people will be cancelled if the user manually cancels the display.

[0251] Optionally, if the user manually cancels the display of the number of participants and remains on the team page, then the display of the number of participants will remain on the team page; if the user manually cancels the display of the number of participants and exits the team page, and then re-enters the team page, then the process returns to step 501 to determine the display of the number of participants.

[0252] Step 505: Determine if the room is full;

[0253] Get the updated team status information for the room; determine whether the room is full based on the updated team status information.

[0254] If the room is full, proceed to step 510; otherwise, proceed to step 506.

[0255] Step 506: Determine if the game has entered a match;

[0256] The game is entered into based on the updated team status information.

[0257] If the game has entered a match, proceed to step 510; otherwise, proceed to step 507.

[0258] Step 507: Determine if the player has clicked the close button;

[0259] If the player clicks the close button, proceed to step 510; otherwise, proceed to step 508.

[0260] Step 508: Determine if the room has been destroyed;

[0261] Determine whether the room has been destroyed based on the updated team status information.

[0262] If the room is destroyed, proceed to step 510 and the number of participants will no longer be displayed; otherwise, proceed to step 504, that is, if the updated information of the team status still meets the team status conditions, the number of participants will continue to be displayed.

[0263] Step 509: The player leaves the team-up page;

[0264] The team page will be disabled if the player leaves the team page.

[0265] Step 510: Do not display the number of people.

[0266] If the teams on the team-up page do not meet the team status requirements or the number of people currently browsing the team-up page does not meet the number of viewers, the number of people displayed on the team-up page will be removed.

[0267] Optionally, the servers of social applications and multiplayer online battle arena programs continuously monitor the team-up page and room status. If the team status information on the team-up page and / or the number of people browsing the team-up page meet the conditions for re-displaying the number of players, the player count information will be displayed again on the team-up page.

[0268] Figure 13 This is a schematic diagram of a team-up device for a multiplayer online battle program provided in an exemplary embodiment of this application. The device includes:

[0269] Display module 620 is used to display social messages in a social application, wherein the social messages are team invitation messages from the multiplayer online battle program;

[0270] The display module 620 is used to display a team page in the form of a mini-program or webpage in response to the triggering operation of the social message. The team page is used to provide multiplayer team-up functionality in addition to the multiplayer online battle program.

[0271] The display module 620 is used to display the number of people in a predetermined area of ​​the team page, and the number of people in the team page is used to indicate the number of people currently browsing the team page.

[0272] In one possible design, the display module 620 is used to display the number of people information in a predetermined area of ​​the team page when the display number of people condition is met.

[0273] In one possible design, the display module 620 is configured to display the number of participants in a predetermined area of ​​the team-up page when the teams displayed on the team-up page meet the team status conditions, wherein the team status conditions are used to indicate that the teams are in a team-up-available state; and / or, the display module 620 is configured to display the number of participants in a predetermined area of ​​the team-up page when the number of participants currently browsing the team-up page meets the number of participants browsing conditions, wherein the number of participants browsing the team-up page is used to instruct the number of participants currently browsing the team-up page to trigger the display of the number of participants information.

[0274] In one possible design, the team status conditions include at least one of the following: the team displayed on the team-up page is not full; the team displayed on the team-up page is waiting to be teamed up; the team displayed on the team-up page is not in a game; the team displayed on the team-up page has not disbanded.

[0275] In one possible design, the acquisition module 640 is used to acquire team status information of the teams displayed on the team-up page, the team status information including at least one of the number of players in the team, the team's game status, and the team's ongoing status; the display module 620 is used to display the number of players information in a predetermined area of ​​the team-up page when the team status information meets the team status conditions.

[0276] In one possible design, the display module 620 is configured to display the number of people browsing the team page in a predetermined area of ​​the team page when the number of people currently browsing the team page is greater than a first threshold.

[0277] In one possible design, the acquisition module 640 is used to acquire the number of users currently browsing the team page; the display module 620 is used to display the number of users in a predetermined area of ​​the team page when the number of users is greater than the first threshold.

[0278] In one possible design, the display module 620 is used to cancel the display of the number of participants on the team page when the conditions for canceling the display of participants are met.

[0279] In one possible design, the conditions for canceling the display of the number of participants include at least one of the following: receiving an operation from a first user account to cancel the display of the number of participants, the first user account being a user account logged into the social application; the team displayed on the team page being full; the team displayed on the team page being in a game; the team displayed on the team page being disbanded; and the number of people currently browsing the team page being less than a second threshold.

[0280] In one possible design, the display module 620 is configured to restore the display of the number of people information in a predetermined area of ​​the team page when the conditions for displaying the number of people again are met.

[0281] In one possible design, the conditions for re-displaying the number of players include at least one of the following: no cancellation of the display of player numbers has been received from the first user account; the team displayed on the team page changes from a full state to a partially full state; the team displayed on the team page ends the game; the team displayed on the team page has not disbanded; the number of users currently browsing the team page is greater than a third threshold.

[0282] In one possible design, the number of people displayed in the predetermined area of ​​the team-up page includes at least one of the following: the number of people currently browsing the team-up page; a selection control for canceling the display of the number of people information; preset image content; preset text content.

[0283] In one possible design, the team-up page also includes a join team control; the display module 620 is configured to display a team room in the multiplayer online battle arena program in response to a selection operation of the join team control on the team-up page, the team room being a virtual team room created by the multiplayer online battle arena program.

[0284] In one possible design, the display module 620 is configured to, in response to the selection operation of the "Join Team" control on the team-up page, send a jump command to the multiplayer online battle arena program; the display module 620 is configured to, in response to the multiplayer online battle arena program receiving the jump command, jump from the social application to the multiplayer online battle arena program; the display module 620 is configured to, in the multiplayer online battle arena program, control a second user account to enter the team room, the second user account being the user account logged into the multiplayer online battle arena program; the display module 620 is configured to, display the team room in the multiplayer online battle arena program.

[0285] In another embodiment, the display module 620 is used to display a chat conversation area in a social application;

[0286] The display module 620 is used to display the team invitation message in the chat dialog area in response to the operation of sending a team invitation in the chat dialog area;

[0287] The display module 620 is used to display a team page in the form of a mini-program or webpage in response to the triggering operation of the team invitation message. The team page is used to provide multiplayer team-up functionality in addition to the multiplayer online battle program.

[0288] The display module 620 is used to display the number of people in a predetermined area of ​​the team page, and the number of people in the team page is used to indicate the number of people currently browsing the team page.

[0289] In one possible design, the display module 620 is configured to display a preview of the team invitation in a predetermined area of ​​the chat page in response to inputting a preset keyword in the message input area of ​​the social application using a first input method, wherein the first input method is an input method that supports associating the preset keyword with the team invitation; the display module 620 is configured to display the team invitation message in the dialogue area of ​​the chat page in response to selecting the preview of the team invitation.

[0290] In one possible design, the display module 620 is used to display the number of people information in a predetermined area of ​​the team page when the display number of people condition is met.

[0291] In one possible design, the display module 620 is configured to display the number of participants in a predetermined area of ​​the team-up page when the teams displayed on the team-up page meet the team status conditions, wherein the team status conditions are used to indicate that the teams are in a team-up-available state; and / or, the display module 620 is configured to display the number of participants in a predetermined area of ​​the team-up page when the number of participants currently browsing the team-up page meets the number of participants browsing conditions, wherein the number of participants browsing the team-up page is used to indicate that the number of participants currently browsing the team-up page triggers the condition for displaying the number of participants information.

[0292] Figure 14A structural block diagram of a computer device 1900 provided in an exemplary embodiment of this application is shown. The computer device 1900 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1900 may also be referred to as a user device, portable terminal, or other names.

[0293] Typically, computer device 1900 includes a processor 1901 and a memory 1902.

[0294] Processor 1901 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1901 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1901 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1901 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1901 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0295] The memory 1902 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1902 is used to store at least one instruction, which is executed by the processor 1901 to implement the team-up method of the multiplayer online battle program provided in the embodiments of this application.

[0296] In some embodiments, the computer device 1900 may also optionally include: a peripheral device interface 1903 and at least one peripheral device. Specifically, the peripheral device includes at least one of: a radio frequency interface 1904, a touch display screen 1905, a camera assembly 1906, an audio circuit 1907, and a power supply 1908.

[0297] Peripheral interface 1903 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1901 and memory 1902. In some embodiments, processor 1901, memory 1902 and peripheral interface 1903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1901, memory 1902 and peripheral interface 1903 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0298] The radio frequency (RF) interface 1904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF interface 1904 communicates with communication networks and other communication devices via electromagnetic signals. The RF interface 1904 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the RF interface 1904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF interface 1904 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF interface 1904 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0299] The touch display screen 1905 is used to display a user interface (UI). This UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1905 also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to the processor 1901 for processing. The touch display screen 1905 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1905, located on the front panel of the computer device 1900; in other embodiments, there may be at least two touch display screens, respectively located on different surfaces of the computer device 1900 or in a folded design; in some embodiments, the touch display screen 1905 may be a flexible display screen, located on a curved or folded surface of the computer device 1900. Furthermore, the touch display screen 1905 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The touch display screen 1905 may be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).

[0300] The camera assembly 1906 is used to acquire images or videos. Optionally, the camera assembly 1906 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is used for video calls or selfies, and the rear-facing camera is used for taking photos or videos. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, and a wide-angle camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, and panoramic shooting and VR (Virtual Reality) shooting by fusion of the main camera and the wide-angle camera. In some embodiments, the camera assembly 1906 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash is a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.

[0301] Audio circuitry 1907 provides an audio interface between the user and computer device 1900. Audio circuitry 1907 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to processor 1901 for processing, or input to radio frequency interface 1904 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different location on computer device 1900. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from processor 1901 or radio frequency interface 1904 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, audio circuitry 1907 may also include a headphone jack.

[0302] Power supply 1908 is used to supply power to the various components in computer device 1900. Power supply 1908 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1908 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0303] In some embodiments, the computer device 1900 further includes one or more sensors 1909. The one or more sensors 1909 include, but are not limited to, an accelerometer 1910, a gyroscope 1911, a pressure sensor 1912, an optical sensor 1913, and a proximity sensor 1914.

[0304] Accelerometer 1910 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by computer device 1900. For example, accelerometer 1910 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 1901 can control touchscreen display 1905 to display the user interface in landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1910. Accelerometer 1910 can also be used for games or for acquiring user motion data.

[0305] The gyroscope sensor 1911 can detect the orientation and rotation angle of the computer device 1900. The gyroscope sensor 1911 can work in conjunction with the accelerometer sensor 1910 to acquire the user's 3D movements of the computer device 1900. Based on the data acquired by the gyroscope sensor 1911, the processor 1901 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0306] The pressure sensor 1912 can be disposed on the side bezel of the computer device 1900 and / or on the lower layer of the touch display screen 1905. When the pressure sensor 1912 is disposed on the side bezel of the computer device 1900, it can detect the user's grip signal on the computer device 1900 and perform left / right hand recognition or quick operation based on the grip signal. When the pressure sensor 1912 is disposed on the lower layer of the touch display screen 1905, it can control operable controls on the UI interface based on the user's pressure operation on the touch display screen 1905. Operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0307] An optical sensor 1913 is used to collect ambient light intensity. In one embodiment, the processor 1901 can control the display brightness of the touch screen 1905 based on the ambient light intensity collected by the optical sensor 1913. Specifically, when the ambient light intensity is high, the display brightness of the touch screen 1905 is increased; when the ambient light intensity is low, the display brightness of the touch screen 1905 is decreased. In another embodiment, the processor 1901 can also dynamically adjust the shooting parameters of the camera assembly 1906 based on the ambient light intensity collected by the optical sensor 1913.

[0308] The proximity sensor 1914, also known as a distance sensor, is typically located on the front of the computer device 1900. The proximity sensor 1914 is used to detect the distance between the user and the front of the computer device 1900. In one embodiment, when the proximity sensor 1914 detects that the distance between the user and the front of the computer device 1900 is gradually decreasing, the processor 1901 controls the touchscreen display 1905 to switch from a screen-on state to a screen-off state; when the proximity sensor 1914 detects that the distance between the user and the front of the computer device 1900 is gradually increasing, the processor 1901 controls the touchscreen display 1905 to switch from a screen-off state to a screen-on state.

[0309] Those skilled in the art will understand that Figure 14 The structure shown does not constitute a limitation on the computer device 1900, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0310] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the team formation method of the multiplayer online battle program as described above.

[0311] This application also provides a computer program product comprising a computer program stored in a computer-readable storage medium; the computer program is read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform the team formation method of the multiplayer online battle program as described above.

[0312] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.

[0313] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0314] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A team-up method of a multi-player online battle program, characterized by, The method comprises: displaying a social message in a social application, the social message being a team invitation message of the multi-player online game program; in response to a triggering operation on the social message, displaying a team page in the form of an applet or a webpage, the team page being used to provide a multi-player team function outside the multi-player online game program; displaying, in a predetermined area of the team page, a number of people information, the number of people information being used to indicate a number of people currently browsing the team page.

2. The method of claim 1, wherein, The displaying, in a predetermined area of the team page, of the number of people information comprises: displaying, in a predetermined area of the team page, the number of people information in a case where a number of people display condition is met.

3. The method of claim 2, wherein, The displaying, in a predetermined area of the team page, of the number of people information in a case where a number of people display condition is met comprises: displaying, in a predetermined area of the team page, the number of people information in a case where a team state condition is met, the team state condition being used to indicate that the team is in a joinable team state; and / or, displaying, in a predetermined area of the team page, the number of people information in a case where a browsing number condition is met, the browsing number condition being used to indicate that the number of people currently browsing the team page triggers the display of the number of people information.

4. The method of claim 3, wherein, The team state condition comprises at least one of: the team displayed on the team page is in a non-full state; the team displayed on the team page is in a waiting team state; the team displayed on the team page is not in a game session; the team displayed on the team page is not dissolved.

5. The method of claim 4, wherein, The displaying, in a predetermined area of the team page, of the number of people information in a case where a team state condition is met comprises: obtaining team state information of the team displayed on the team page, the team state information comprising at least one of a number of people in the team, a team game state, and a team survival state; displaying, in a predetermined area of the team page, the number of people information in a case where the team state information meets the team state condition.

6. The method of claim 3, wherein, The displaying, in a predetermined area of the team page, of the number of people information in a case where a browsing number condition is met comprises: displaying, in a predetermined area of the team page, the number of people information in a case where the number of people currently browsing the team page is greater than a first threshold.

7. The method of claim 6, wherein, The displaying, in a predetermined area of the team page, of the number of people information in a case where the number of people currently browsing the team page is greater than a first threshold comprises: obtaining a number of users currently browsing the team page; displaying, in a predetermined area of the team page, the number of people information in a case where the number of users meets the condition of being greater than the first threshold.

8. The method according to any one of claims 1 to 7, characterized in that, The method further comprises: canceling the display of the number of people information on the team page in a case where a number of people display canceling condition is met.

9. The method of claim 8, wherein, The number of people display canceling condition comprises at least one of: receiving a number of people display canceling operation of a first user account, the first user account being a user account logged into the social application; the team displayed on the team page is in a full state; the team displayed on the team page is in a game session; the team displayed on the team page is dissolved; the team displayed on the team page is not dissolved. The number of people currently browsing the team page is less than a second threshold value.

10. The method according to claim 8 or 9, characterized in that, The method further comprises: In the case that a re-displaying number condition is met, the number information is resumed to be displayed in a predetermined area of the team page.

11. The method of claim 10, wherein, The re-displaying number condition comprises at least one of: No operation of canceling display of the number of people is received for the first user account; The team displayed by the team page changes from a full state to a non-full state; The team displayed by the team page ends a game session; The team displayed by the team page is not dissolved; The number of users currently browsing the team page is greater than a third threshold value.

12. The method according to any one of claims 1 to 11, characterized in that, The number information displayed in the predetermined area of the team page comprises at least one of: The number of people currently browsing the team page; A selection control for canceling display of the number information; A preset picture content; A preset text content.

13. The method according to any one of claims 1 to 11, characterized in that, The team page further comprises a team joining control; The method further comprises: In response to a selection operation on the team joining control of the team page, a team room in the multi-player online battle program is displayed, the team room being a virtual team room created by the multi-player online battle program.

14. The method of claim 13, wherein, The response to the selection operation on the team joining control of the team page to display the team room in the multi-player online battle program comprises: In response to the selection operation on the team joining control of the team page, the social application program sends a jump instruction to the multi-player online battle program; In response to the multi-player online battle program receiving the jump instruction, the multi-player online battle program is jumped from the social application program; The multi-player online battle program controls a second user account to enter the team room, the second user account being a user account logged in the multi-player online battle program; The team room in the multi-player online battle program is displayed.

15. A team-up method of a multi-player online battle program, characterized by, The method comprises: A chat conversation area in a social application program is displayed; In response to an operation of sending a team invitation in the chat conversation area, a team invitation message is displayed in the chat conversation area; In response to a triggering operation on the team invitation message, a team page in the form of an applet or a webpage is displayed, the team page being used to provide a multi-player team forming function outside the multi-player online battle program; Number information is displayed in a predetermined area of the team page, the number information being used to indicate the number of people currently browsing the team page.

16. The method of claim 15, wherein, The response to the operation of sending a team invitation in the chat page to display the team invitation message in the conversation area of the chat page comprises: In response to an input operation of a preset keyword in a message input area of the social application program by using a first input method, a preview of the team invitation is displayed in a predetermined area of the chat page, the first input method being an input method supporting association between the preset keyword and the team invitation; In response to a selection operation on the preview of the team invitation, the team invitation message is displayed in the conversation area of the chat page.

17. The method of claim 15, wherein, The number information displayed in the predetermined area of the team page comprises: In the case that a display number condition is met, the number information is displayed in a predetermined area of the team page.

18. The method of claim 17, wherein, In the case that the display number condition is met, display the number information in a predetermined area of the team page, including: In the case that the team displayed on the team page meets the team state condition, display the number information in a predetermined area of the team page, the team state condition being used to indicate that the team is in a joinable team state; and / or, In the case that the number of people currently browsing the team page meets the browsing number condition, display the number information in a predetermined area of the team page, the browsing number condition being used to indicate that the number of people currently browsing the team page triggers the condition of displaying the number information.

19. A team-up device of a multi-player online battle program, characterized by comprising: The device comprises: a display module, configured to display a social message in a social application, the social message being a team invitation message of the multi-player online battle program; the display module, configured to display a team page in the form of an applet or a webpage in response to a triggering operation on the social message, the team page being used to provide a multi-player team function outside the multi-player online battle program; the display module, configured to display number information in a predetermined area of the team page, the number information being used to indicate the number of people currently browsing the team page.

20. A team-up device of a multi-player online battle program, characterized by comprising: The device comprises: a display module, configured to display a chat conversation area in a social application; the display module, configured to display a team invitation message in the chat conversation area in response to an operation of sending a team invitation in the chat conversation area; the display module, configured to display a team page in the form of an applet or a webpage in response to a triggering operation on the team invitation message, the team page being used to provide a multi-player team function outside the multi-player online battle program; the display module, configured to display number information in a predetermined area of the team page, the number information being used to indicate the number of people currently browsing the team page.

21. A computer device, comprising: The computer device comprises a processor and a memory, and the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the team method of the multi-player online battle program according to any one of claims 1 to 14 or the team method of the multi-player online battle program according to any one of claims 15 to 18.

22. A computer storage medium, comprising, The computer readable storage medium stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the team method of the multi-player online battle program according to any one of claims 1 to 14 or the team method of the multi-player online battle program according to any one of claims 15 to 18.

23. A computer program product, characterised in that, The computer program product comprises a computer program stored in a computer readable storage medium; the computer program is read and executed by the processor of the computer device from the computer readable storage medium, so that the computer device executes the team method of the multi-player online battle program according to any one of claims 1 to 14 or the team method of the multi-player online battle program according to any one of claims 15 to 18.