Resource processing method and related device

By displaying transfer request information and confirming transfer-out operations, the problem of unused idle game resources is solved, enabling rapid interaction and effective utilization of resources, and improving user experience and interaction rate.

CN121846684APending Publication Date: 2026-04-14TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-14
Publication Date
2026-04-14

AI Technical Summary

Technical Problem

Players' idle game resources cannot be effectively utilized, resulting in resource waste.

Method used

By displaying the transfer request information of the target game resource, indicating the transfer conditions, and responding to the confirmation of the transfer-out operation, the game resource is transferred to the second object.

Benefits of technology

It enables rapid interaction and effective utilization of idle game resources, meets the needs of both buyers and sellers, and improves user experience and resource interaction rate.

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Abstract

The embodiment of the invention discloses a resource processing method and a related device, and the method comprises the steps: responding to a roll-out operation triggered by a first object for a target game resource owned by the first object, and displaying roll-in request information corresponding to the target game resource; the transfer-in request information is used for indicating a second object to be a transfer-in condition given by the target game resource, and the second object is an object initiating a transfer-in request for the target game resource; and in response to a transfer-out confirmation operation triggered by the first object based on the transfer-in request information, transferring out the target game resource to the second object based on a transfer-in condition indicated by the transfer-in request information. According to the method, idle game resources can be effectively utilized so as to further play a role.
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Description

Technical Field

[0001] This application relates to the field of Internet technology, and in particular to a resource processing method and related apparatus. Background Technology

[0002] With the rapid development of computer and internet technologies, gaming applications have become one of the main forms of daily leisure and entertainment. To enhance the gaming experience, many gaming applications provide players with game resources to strengthen their virtual characters and give them special effects, such as game skins and items. Players can obtain these game resources through purchases, completing tasks, and lotteries.

[0003] Typically, players can only equip their virtual characters with a limited number of game resources. If a player possesses a large amount of game resources, some of these resources will remain idle and cannot be effectively utilized. How to handle these idle game resources and make them more useful has become an urgent problem to be solved. Summary of the Invention

[0004] This application provides a resource processing method and related apparatus, which enables idle game resources to be effectively utilized and further enhanced.

[0005] A first aspect of this application provides a resource processing method, the method comprising:

[0006] In response to a transfer-out operation triggered by a first object for a target game resource it owns, transfer-in request information corresponding to the target game resource is displayed; the transfer-in request information is used to indicate the transfer-in conditions given by a second object for the target game resource, and the second object is the object that initiates the transfer-in request for the target game resource;

[0007] In response to the confirmation transfer operation triggered by the first object based on the transfer-in request information, the target game resource is transferred to the second object based on the transfer-in conditions indicated by the transfer-in request information.

[0008] A second aspect of this application provides a resource processing apparatus, the apparatus comprising:

[0009] The display module is used to respond to a transfer-out operation triggered by a first object for a target game resource it owns, and to display transfer-in request information corresponding to the target game resource; the transfer-in request information is used to indicate the transfer-in conditions given by a second object for the target game resource, and the second object is the object that initiates the transfer-in request for the target game resource;

[0010] The transfer-out module is used to respond to the first object's confirmation transfer-out operation triggered by the transfer-in request information, and to transfer the target game resources to the second object based on the transfer-in conditions indicated by the transfer-in request information.

[0011] A third aspect of this application provides a computer device, the device comprising a processor and a memory:

[0012] The memory is used to store computer programs;

[0013] The processor is configured to perform the steps of the resource processing method as described in the first aspect above, according to the computer program.

[0014] A fourth aspect of this application provides a computer-readable storage medium for storing a computer program for performing the steps of the resource processing method described in the first aspect.

[0015] A fifth aspect of this application provides a computer program product or computer program including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the steps of the resource processing method described in the first aspect.

[0016] As can be seen from the above technical solutions, the embodiments of this application have the following advantages:

[0017] This application provides a resource processing method that enables rapid interaction of game resources. Specifically, the method includes: in response to a transfer-out operation triggered by a first object for a target game resource it owns, displaying transfer-in request information corresponding to the target game resource. This transfer-in request information indicates the transfer-in conditions provided by a second object for the target game resource. The second object is the object that initiated the transfer-in request for the target game resource. That is, when the first object wants to transfer out the target game resource it owns, the first object can trigger a transfer-out operation for the target game resource. In response to this transfer-out operation, the transfer-in conditions provided by the second object who wants to obtain the target game resource are displayed. The transfer-in conditions indicate the resources that the second object can provide to obtain the target game resource. Subsequently, in response to a confirmation transfer-out operation triggered by the first object based on the transfer-in request information, the target game resource is transferred to the second object based on the transfer-in conditions indicated by the transfer-in request information. In other words, when the first party agrees to transfer the target game resources according to the transfer conditions indicated in the transfer request information, a confirmation transfer operation can be triggered based on the transfer request information. In response to the confirmation transfer operation, the target game resources can be transferred to the second party based on the transfer conditions indicated in the transfer request information, and the second party can obtain the resources indicated by the transfer conditions, thereby completing the transfer of the target game resources. Through the above method, when the seller wants to transfer out its idle target game resources, it can directly conduct resource interaction based on the transfer conditions given by the buyer who previously initiated a transfer request for the target game resources. In this way, the buyer and seller can quickly complete the interaction of target game resources, and ensure that the seller can transfer out the target game resources based on the transfer conditions that satisfy them, and the buyer can obtain the target game resources they need, realizing the two-way fulfillment of the needs of both parties. Through the above interaction, idle target game resources can be further effectively utilized by the buyer and play their role. Attached Figure Description

[0018] Figure 1 This is a schematic diagram illustrating an application scenario of the resource processing method provided in the embodiments of this application;

[0019] Figure 2 A flowchart illustrating the resource processing method provided in an embodiment of this application;

[0020] Figure 3 A schematic diagram of the target game resources provided in the embodiments of this application;

[0021] Figure 4 This is a schematic diagram of the display interface for the transfer request information provided in an embodiment of this application;

[0022] Figure 5 This is a schematic diagram of the display interface for the transfer prompt information provided in an embodiment of this application;

[0023] Figure 6 A schematic diagram of the resource details interface of the target game resource provided in this application embodiment;

[0024] Figure 7 A schematic diagram of the transfer-out condition setting interface provided in an embodiment of this application;

[0025] Figure 8 A schematic diagram of the first resource collection interface provided in an embodiment of this application;

[0026] Figure 9 A schematic diagram of a display interface configured with associated resources provided in an embodiment of this application;

[0027] Figure 10 A schematic diagram of the transaction interface provided in an embodiment of this application;

[0028] Figure 11 A schematic diagram of the interface for determining the target entry conditions provided in an embodiment of this application;

[0029] Figure 12 A schematic diagram of a transition condition setting interface provided in an embodiment of this application;

[0030] Figure 13 A schematic diagram of the second resource collection interface provided in an embodiment of this application;

[0031] Figure 14 A schematic diagram of another entry condition setting interface provided in an embodiment of this application;

[0032] Figure 15 A schematic diagram of the validity period configuration interface for the target game resources provided in this application embodiment;

[0033] Figure 16 This is a flowchart illustrating the process of creating a lottery activity, as provided in an embodiment of this application.

[0034] Figure 17 This is a schematic diagram of the display interface for lottery initiation prompt information provided in an embodiment of this application;

[0035] Figure 18 A schematic diagram of the skin transfer process provided in an embodiment of this application;

[0036] Figure 19 This is a schematic diagram of the structure of the resource processing device provided in the embodiments of this application;

[0037] Figure 20 This is a schematic diagram of the structure of the terminal device provided in the embodiments of this application;

[0038] Figure 21 This is a schematic diagram of the server structure provided in an embodiment of this application. Detailed Implementation

[0039] To enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present application, and not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative effort are within the scope of protection of the present application.

[0040] The terms “first,” “second,” “third,” “fourth,” etc. (if present) in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a particular order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms “comprising” and “having,” and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0041] The resource processing method provided in this application can be executed by a computer device, which can be a terminal device or a server. The terminal device includes, but is not limited to, mobile phones, computers, smart voice interaction devices, smart home appliances, vehicle terminals, and aircraft. The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server.

[0042] It should be noted that the information, data and signals involved in the embodiments of this application are all authorized by the relevant parties or fully authorized by all parties, and the collection, use and processing of the relevant data comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0043] To facilitate understanding of the resource processing method provided in the embodiments of this application, the following example uses a terminal device as the executing subject of the resource processing method to illustrate the application scenarios of the resource processing method.

[0044] See Figure 1 , Figure 1 This is a schematic diagram illustrating an application scenario of the resource processing method provided in the embodiments of this application. For example... Figure 1As shown, the application scenario includes a terminal device 110, on which a game application runs. This game application supports the interaction of game resources between player objects. The game resources here are game resources published by the game platform, such as, but not limited to, game skins and game items.

[0045] In practical applications, the first object can trigger a transfer operation on the target game resources it owns within the game application. For example, see [reference needed]. Figure 1 In interface a, if the game application's backend system detects that the game resource "Skin A" owned by the first object has not been used by the first object for a long time (e.g., 30 days), the backend system can control the terminal device 110 to display a pop-up message in the game application: "The system has detected that your Skin A has not been worn for 30 days. Do you want to sell it?" If the first object chooses to sell the "Skin A", it can click the "Yes" control in the pop-up message, thereby triggering the transfer operation for the target game resource "Skin A".

[0046] In response to the transfer-out operation, terminal device 110 can display transfer-in request information corresponding to the target game resource. This transfer-in request information is used to indicate the transfer-in conditions given by the second object for the target game resource. The second object is the object that initiated the transfer-in request for the target game resource. For example, refer to... Figure 1 Interface b in the middle displays a transfer request message for the target game resource "Skin A": "Skin A is currently in high demand. A user has offered 300 gold coins. Want to sell it directly?" This transfer request message indicates that the transfer condition given for the second object "Skin A" is "300 gold coins".

[0047] Subsequently, the first object can trigger a confirmation transfer operation based on the transfer request information. For example, the first object can click the "Sell" control in interface b to trigger the confirmation transfer operation. In response to the confirmation transfer operation, the terminal device 110 can transfer the target game resource to the second object based on the transfer conditions indicated by the transfer request information. That is, the first object can transfer "Skin A" to the second object according to the "300 gold coins" indicated in interface b, and the first object will receive the 300 gold coins.

[0048] It should be understood that Figure 1 The application scenarios shown are merely examples. In practical applications, the resource processing method provided in this application embodiment can also be applied to other scenarios. No limitations are made here on the application scenarios of the resource processing method provided in this application embodiment.

[0049] The resource processing method provided in this application will be described in detail below through method embodiments.

[0050] See Figure 2 , Figure 2This is a flowchart illustrating the resource processing method provided in an embodiment of this application. For ease of description, the following description uses a terminal device as the executing entity of this resource processing method. Figure 2 As shown, the resource processing method includes the following steps:

[0051] S201: In response to the transfer-out operation triggered by the first object for the target game resource it owns, display the transfer-in request information corresponding to the target game resource; the transfer-in request information is used to indicate the transfer-in conditions given by the second object for the target game resource, and the second object is the object that initiates the transfer-in request for the target game resource.

[0052] The target game resource refers to game resources within a game application that support interaction between player objects. Target game resources can include, but are not limited to, game skins and game items. The first object refers to the object that owns the target game resource and wants to transfer it; that is, the first object is the seller. Taking a game skin as an example, see... Figure 3 , Figure 3 This is a schematic diagram of the target game resources provided in an embodiment of this application. Figure 3 Interface 'a' in the text represents the interface before the player equips their virtual character with game skins. Figure 3 Interface 'b' in the text shows the interface after the player equips the virtual character with a game skin. After equipping the game skin, the virtual character will have special display effects. In addition, the game skin can also provide other ability support for the virtual character, such as improving defense and attack capabilities.

[0053] The first object can trigger a transfer operation on a target game resource it owns. This transfer operation is used to transfer the target game resource by interacting with other objects in the game application, and in return for the corresponding resources. For example, the transfer operation can be triggered as follows: the target game resource is associated with a "Sell" control; the first object can click the "Sell" control associated with the target game resource to trigger a transfer operation on that target game resource. This application does not specifically limit the triggering method of the transfer operation.

[0054] In response to the aforementioned transfer-out operation, the terminal device can display the transfer-in request information corresponding to the target game resource. This transfer-in request information indicates the transfer conditions offered by the second object for the target game resource. The second object is the one that initiates the transfer-in request for the target game resource; that is, the second object is the buyer. The transfer conditions are the conditions offered by the second object to obtain the target game resource, specifically indicating the exchange resources the second object can offer to obtain the target game resource. For example, see [reference needed]. Figure 4 , Figure 4This is a schematic diagram of the display interface of the transfer request information provided in this application embodiment. Taking the target game resource as "Skin A" as an example, the transfer request information corresponding to the target game resource is "Skin A is currently in high demand. A user has offered 300 gold coins. Should I sell it directly?". The transfer request information is used to indicate the transfer condition "300 gold coins" given by the second object "Skin A".

[0055] It should be noted that in practical applications, the resources indicated by the transfer conditions can be money or virtual resources in game applications, such as virtual coins, virtual diamonds, game experience points, game items, and game skins, as mentioned above. Figure 4 The "300 gold coins" in the transfer request information shown in this application embodiment does not limit the form of the resource indicated by the transfer conditions.

[0056] In one possible implementation, the above-mentioned S201 "in response to a transfer-out operation triggered by a first object for a target game resource it owns, displaying transfer-in request information corresponding to the target game resource" may include:

[0057] If the detection determines that the first object possesses target game resources that meet the resource idle conditions, the transfer-out prompt information corresponding to the target game resources is displayed; in response to the transfer-out operation triggered by the first object based on the transfer-out prompt information, the transfer-in request information corresponding to the target game resources is displayed.

[0058] Resource idle conditions are used to detect whether game resources are idle. For example, a resource idle condition can be that a resource has not been used by a player object for 30 days. If a game resource owned by the first object meets the resource idle condition, then the game resource can be determined to be an idle target game resource.

[0059] The game application's backend system can periodically check the game resources owned by the first object. If it determines that the first object possesses target game resources that meet the conditions for resource idleness, it can control the game application on the terminal device to display a transfer prompt message corresponding to the target game resource. This transfer prompt message indicates that the target game resource is idle and can be transferred out. For example, the game application's backend system can control the terminal device to display a pop-up window in the game application to show the transfer prompt message corresponding to the target game resource.

[0060] For example, you can refer to Figure 5 , Figure 5 This is a schematic diagram of the display interface for the transfer prompt information provided in this application embodiment. After background detection determines that the game resources owned by the first object include the idle target game resource "Skin A", the transfer prompt information corresponding to the target game resource "Skin A" can be displayed, such as... Figure 5 The message "The system has detected that your A skin has not been worn for 30 days. Do you want to sell it?" indicates that the target game resource "A skin" is idle and you can choose to sell it.

[0061] When the terminal device displays a transfer-out prompt for the target game resource, the first object can trigger a transfer-out operation for the target game resource based on this prompt. Correspondingly, the terminal device, in response to this transfer-out operation, will display a transfer-in request for the target game resource. (Continuing with...) Figure 5 Taking the interface diagram shown as an example, the first object can be clicked. Figure 5 The "Yes" button in the transfer-out prompt message triggers the transfer-out operation. In response to this operation, the terminal device can display the transfer-in request information corresponding to the target game resource, for example, it can display... Figure 4 The transfer request information shown.

[0062] As can be seen, when the system detects that the first user possesses game resources that meet the criteria for being idle, it can automatically push a transfer prompt message for the target game resource to the first user, indicating that the first user can choose to transfer the target game resource. This helps the first user sell idle game resources in a timely manner, avoids resource waste, and improves the user's gaming experience. Furthermore, this method of automatically detecting idle game resources and automatically displaying relevant transfer prompt messages can promote the interaction of idle game resources without affecting the first user's gaming experience, thus helping to increase the interaction rate of idle game resources among players.

[0063] Optionally, the game application's backend system can detect the demand for game resources within the application. If the demand for a particular game resource is determined to be greater than or equal to a preset demand threshold, the game resource can be identified as a popular game resource. Furthermore, the game application's backend system can detect whether the aforementioned popular game resource exists among the various game resources owned by the first user. If it is determined that the first user owns the popular game resource, it can be identified as the target game resource. Subsequently, the system can control the terminal device to display a transfer prompt message corresponding to the target game resource, prompting the first user to choose to transfer the target game resource.

[0064] The demand for game resources can be determined by the number of transfer requests made for that resource. Specifically, it can be represented by the number of players making transfer requests. For example, if 100 players have made transfer requests for the game resource "Skin A," then the demand for "Skin A" is determined to be 100. A preset demand threshold is used to determine whether a game resource is considered a popular resource. If the demand for a game resource is greater than or equal to the preset threshold, it is considered a popular resource; conversely, if the demand is less than the preset threshold, it is considered not a popular resource. For example, assuming a preset threshold of 90, comparing the demand for "Skin A" with this threshold determines that "Skin A" is a popular resource. Accordingly, if the first user owns the game resource "Skin A", then "Skin A" can be identified as a recommended game resource to transfer. The terminal device can display a transfer prompt message for the target game resource, such as "Currently, 100 players are looking to purchase this skin. Do you wish to sell?". It is evident that, through the above method, when the first user possesses a target game resource with high demand, a transfer prompt message can be automatically displayed to indicate that the first user can choose to transfer the target game resource and obtain a better exchange resource, thereby improving the first user's resource interaction experience and facilitating higher returns during resource exchange. Furthermore, the above method of automatically detecting popular game resources and automatically displaying relevant transfer prompt messages can promote the interaction of popular game resources among players without affecting the first user's gaming experience, thus helping to increase the interaction rate of popular game resources among players.

[0065] In one possible implementation, after displaying the exit prompt information corresponding to the target game resource, the method provided in this application embodiment may further include:

[0066] In response to the first object's rejection of transfer operation triggered by the transfer prompt information, the transfer condition setting interface corresponding to the target game resource is displayed; the transfer conditions set by the first object for the target game resource through the transfer condition setting interface are received.

[0067] When displaying a transfer prompt message corresponding to the target game resource, the first object can not only trigger a transfer operation based on the transfer prompt message, but also trigger a rejection transfer operation based on the transfer prompt message. The rejection transfer operation is used to instruct the first object to currently refuse to transfer the target game resource indicated by the transfer prompt message. Still using... Figure 5 As shown in the example, the first object can be clicked. Figure 5 Use the "No" control in the transfer notification message to trigger a rejection of the transfer operation.

[0068] In response to the rejected outbound operation, the terminal device can display the resource details interface of the target game resource. For example, see... Figure 6 , Figure 6 This is a schematic diagram of the resource details interface of the target game resource provided in this application embodiment. When the first object triggers the refuse transfer operation, the terminal device can display the resource details interface of the target game resource, which may include relevant information of the target game resource "Skin A" (such as name, thumbnail, etc.), a "wear" control for controlling the virtual character to wear the "Skin A", and a "list price" control for triggering the display of the transfer condition setting interface. The first object can trigger the transfer condition setting operation by clicking the "list price" control. In response to the transfer condition setting operation, the terminal device can display the transfer condition setting interface corresponding to the target game resource.

[0069] The transfer condition settings interface for the target game resource refers to the interface used to set the conditions required for the first object to transfer the target game resource. The first object can set transfer conditions for the target game resource in the transfer condition settings interface. These transfer conditions are the conditions that the first object can accept for transferring the target game resource. For example, see... Figure 7 , Figure 7 This is a schematic diagram of the transfer condition setting interface provided in the embodiments of this application, which includes a "listed price amount" control. The first object can use this control to set a corresponding amount for the target game resource as the transfer condition for the target game resource. It should be understood that the transfer condition set through the transfer condition setting interface can also be a virtual resource in the game application, such as virtual gold coins, virtual diamonds, game props, etc. In this regard, this application does not specifically limit the type of transfer condition that can be set for the target game resource.

[0070] After the terminal device receives the transfer conditions set by the first object through the transfer condition setting interface, it can provide the transfer conditions to the background system of the game application. Accordingly, the background system can search based on the transfer conditions to find the transfer conditions that meet the transfer conditions.

[0071] Therefore, by using the above method, after the first object triggers the rejection operation based on the transfer prompt information, the transfer condition setting interface corresponding to the target game resource can be displayed. Thus, the transfer conditions for the target game resource can be set through the transfer condition setting interface, that is, the transfer conditions that meet the seller's needs can be set, which helps the seller to sell the target game resource according to their own needs.

[0072] It should be understood that in practical applications, after the terminal device detects that the first object has triggered a rejection operation based on the rejection prompt information, it can also directly close the rejection prompt information, thereby reducing the disturbance of pop-up reminders to users and improving the user's gaming experience.

[0073] In one possible implementation, the above-mentioned S201 "in response to a transfer-out operation triggered by a first object for a target game resource it owns, displaying transfer-in request information corresponding to the target game resource" may include:

[0074] Display the first resource collection interface, which includes at least one game resource, and each game resource owned by the first object is associated with a transfer control; in response to the operation triggered by the first object through the transfer control associated with the target game resource, display the transfer request information corresponding to the target game resource.

[0075] The first resource collection interface refers to the interface used to centrally display game resources. It typically includes at least one game resource. For example, the first resource collection interface could be a game resource shop interface. Taking a skin shop as an example, the first resource collection interface could include various game skins provided by the game application, including skins owned by the first object and skins not owned by the first object; see reference. Figure 8 , Figure 8 A schematic diagram of the first resource collection interface provided in the embodiments of this application, as shown below. Figure 8 As shown, "Skin 1" and "Skin 2" are game skins owned by the first object, while "Skin 3" is a game skin not owned by the first object. Alternatively, the first resource collection interface could also be the first object's personal resource pack interface. Taking game resources as game skins as an example, the first resource collection interface includes all game skins owned by the first object.

[0076] In the first resource collection interface, each game resource owned by the first object is associated with a transfer control. This transfer control is used to support triggering a transfer operation for its associated game resource. For example... Figure 8 As shown, both "Skin 1" and "Skin 2" are associated with a "Sell" control, which is the aforementioned transfer control.

[0077] The first object can select any game resource from its owned game resources as the target game resource. Once the target game resource is determined, the first object can click the transfer control associated with the target game resource to trigger a transfer operation for that target game resource. In response to the transfer operation, the terminal device can display the transfer request information corresponding to the target game resource.

[0078] Therefore, by using the above method, the first object can choose to transfer any target game resource it owns, which helps users transfer game resources more flexibly, thereby improving the user's gaming experience. At the same time, it also helps users obtain the corresponding resources.

[0079] As an example, "displaying the transfer request information corresponding to the target game resource" in S201 above may include:

[0080] Displays transfer request information indicating the optimal transfer conditions corresponding to the target game resource; the optimal transfer conditions are selected from the transfer conditions given by each candidate object for the target game resource. The candidate object is the object that initiates the transfer request for the target game resource, and the second object is the candidate object that gives the optimal transfer conditions.

[0081] The optimal transfer condition refers to the condition that maximizes the benefit of the first object when transferring out the target game resource. Taking money as an example, its value can be measured by the amount, with higher amounts indicating higher value. For virtual resources, their value can be measured by their type, quantity, and level. Specifically, value measurement standards can be set for virtual resources according to actual needs.

[0082] Candidate objects are those that initiate transfer requests for target game resources; that is, objects that want to acquire target game resources transferred from other objects. Each candidate object must specify corresponding transfer conditions when initiating a transfer request for the target game resource. Taking virtual coins as an example, each candidate object can specify a corresponding amount of virtual coins to purchase for the target game resource. This represents the amount of virtual coins a candidate object is willing to pay to acquire the target game resource. The largest amount of virtual coins offered can be selected as the optimal transfer condition, and the candidate object offering the largest amount is designated as the second object. If two of the candidate objects offer the same and largest amount of virtual coins for the target game resource, further judgment can be made based on the time the transfer request was initiated. The candidate object that initiated the transfer request earlier can be selected as the optimal transfer condition, and that candidate object will be designated as the second object.

[0083] In response to a transfer-out operation, the terminal device can display transfer-in request information indicating the optimal transfer-in conditions corresponding to the target game resource. That is, the transfer-in conditions indicated by the transfer-in request information are the optimal conditions selected from multiple purchase conditions provided by buyers, so that the seller can obtain the highest profit.

[0084] As can be seen, when displaying transfer request information through the terminal device, the optimal transfer condition that allows the first object to obtain the highest benefit can be selected from the transfer conditions given by each candidate object for the target game resource. Then, the optimal transfer condition can be displayed through the transfer request information. In this way, the profit value that the seller can obtain can be protected, which helps to improve the game experience of the first object.

[0085] As another example, "displaying the transfer request information corresponding to the target game resource" in S201 above can include:

[0086] The transfer request information is displayed to indicate multiple candidate transfer conditions; the multiple candidate transfer conditions are selected from the transfer conditions given by each candidate object for the target game resource according to the condition selection rules, and the candidate object is the object that initiates the transfer request for the target game resource.

[0087] Condition selection rules refer to the filtering rules used to determine candidate transfer conditions from the transfer conditions given by each candidate for the target game resource. As an example, a condition selection rule could be: randomly select multiple transfer conditions from the transfer conditions given by each candidate for the target game resource, as multiple candidate transfer conditions indicated in the transfer request information. For example, if virtual coins, skins, and game items are all supported as transfer conditions, and candidate A gives a transfer condition of 330 coins, candidate B gives a transfer condition of "Skin B", and candidate C gives a transfer condition of "Item X", then according to the above condition selection rule, two transfer conditions can be randomly selected from these three conditions as candidate transfer conditions.

[0088] As another example, the condition selection rule can also be: select candidate transfer conditions from different types of transfer conditions according to specific rules (the rules can be set from dimensions such as the time of initiation of the transfer request, the value of the resource indicated by the transfer request, etc.). For example, when virtual coins, skins, and game items are supported as transfer conditions at the same time, one transfer condition can be selected from each of the above types as a candidate transfer condition. For example, the transfer condition of 330 coins given by candidate A, the transfer condition "B skin" given by candidate B, and the transfer condition "item X" given by candidate C can all be selected as candidate transfer conditions.

[0089] It should be understood that the above condition selection rules are merely examples, and the embodiments of this application do not impose any limitations on the condition selection rules.

[0090] After selecting multiple candidate transfer conditions according to the condition selection rules, the terminal device can display transfer request information indicating the multiple candidate transfer conditions when responding to the transfer-out operation.

[0091] Therefore, as can be seen from the above method, the transfer request information can also indicate multiple candidate transfer conditions, that is, it can provide the seller with a variety of transfer options, so that the seller can choose the option that best suits its own needs from a wider range of transfer options as the target transfer condition based on when finally transferring out the target game resources, thereby improving the seller's transfer experience.

[0092] In one possible implementation, the method provided in this application embodiment may further include:

[0093] In response to the condition setting operation triggered by the first object based on the transfer request information, the transfer-out condition setting interface corresponding to the target game resource is displayed; the transfer-out conditions set by the first object for the target game resource through the transfer-out condition setting interface are received.

[0094] The condition setting operation refers to the operation that triggers the setting of transfer conditions for a target game resource. Typically, if a first object is dissatisfied with the transfer conditions indicated in the transfer request information and does not wish to transfer the target game resource to a second object based on those conditions, the first object can trigger the condition setting operation based on the transfer request information to set its own required transfer conditions for the target game resource. In response to this condition setting operation, the terminal device can display the transfer condition setting interface corresponding to the target game resource. This interface allows the first object to set the conditions required for transferring out the target game resource.

[0095] As an example, the first object is clickable. Figure 4 The "List Price" control in the interface shown triggers a condition setting operation. In response to this condition setting operation, the terminal device can display the transfer condition setting interface corresponding to the target game resource, for example, it can display... Figure 7 The interface for setting the transfer conditions is shown.

[0096] The first user can set corresponding transfer conditions for the target game resource in the transfer condition settings interface. The transfer conditions are the conditions that the first user can accept to transfer the target game resource. After receiving the transfer conditions set through the condition settings interface, the terminal device can send the transfer conditions to the game application's backend system. Accordingly, the backend system can search based on the transfer conditions to find transfer conditions that meet the transfer conditions.

[0097] Therefore, through the above method, it can be seen that the first object can trigger the condition setting operation based on the transfer request information, thereby triggering the display of the transfer-out condition setting interface corresponding to the target game resource. Accordingly, the first object can set transfer-out conditions that meet its own needs for the target game resource in the transfer-out condition setting interface, which helps the seller to transfer out the target game resource in accordance with its needs, thereby improving the seller's game experience.

[0098] It should be noted that, in addition to being displayed when the transfer-out condition setting interface is received from the first object based on the transfer-out prompt information, and when the condition setting interface is received from the first object based on the transfer-in request information, it can also be displayed in the following situations:

[0099] Scenario 1: After receiving the first object triggering a transfer-out operation for the target game resource, if the game application's backend detects that there is currently no object initiating a transfer-in request for the target game resource, it can directly jump to and display the transfer-out condition settings interface corresponding to the target game resource.

[0100] Scenario 2: When displaying the first resource collection interface, each game resource owned by the first object is associated with a transfer condition setting control. This transfer condition setting control is used to trigger the display of the transfer condition setting interface, such as a "list price" control. The first object can arbitrarily select one game resource from its owned resources as the target game resource. The first object can click the transfer condition setting control associated with the target game resource to trigger the condition setting operation. The terminal device responds to this condition setting operation and can display the transfer condition setting interface.

[0101] In one possible implementation, the aforementioned "receiving the transfer conditions set by the first object for the target game resource through the transfer condition setting interface" includes at least one of the following methods one and two:

[0102] Method 1: Receive resource transfer conditions set for the target game resource through the transfer condition settings interface; the resource transfer conditions are used to indicate the resources that the first object expects to receive when transferring out the target game resource.

[0103] As an example, in the transfer condition settings interface, the first object can set resource transfer conditions for the target game resource. These conditions indicate the resources the first object expects to receive when transferring the target game resource. The receiving resource is the resource the first object expects to obtain by transferring the target game resource. For example, the receiving resource can be money or virtual resources, such as game skins and game items. This application does not specifically limit the type of receiving resource.

[0104] The transfer condition setting interface includes a control for receiving resource transfer conditions. The first object can use this control to set resource transfer conditions for the target game resource in the transfer condition setting interface. The terminal device can receive the resource transfer conditions set for the target game resource through the control.

[0105] For example, you can refer to Figure 7 The “Listing Price Amount” control in the transfer condition settings interface shown above is the control used to receive resource transfer conditions. The first object can click the “Listing Price Amount” control to trigger the input of the listing price amount of the target game resource, which is the resource transfer condition of the target game resource.

[0106] Method 2: Receive associated resources configured for the target game resource through the transfer condition settings interface; the associated resources are displayed when the second object uses the target game resource.

[0107] As another example, in the transfer condition settings interface, the first object can configure associated resources for the target game resource. These associated resources refer to media resources provided by the first object and displayed when the second object uses the target game resource. These media resources include, but are not limited to, text resources, image resources, video resources, and web link resources (which can redirect to a specific webpage, such as a live stream). This application does not specifically limit the type of media resource. For example, the associated resource can be text resources and video resources created by the first object, or it can be a web link resource provided by the first object. Since the associated resource is displayed when the second object uses the target game resource, it can serve a promotional function and can act as an advertisement associated with the target game resource.

[0108] The transfer condition settings interface includes a control for receiving associated resources. The first object can use this control to configure associated resources for the target game resource in the transfer condition settings interface. The terminal device can receive the associated resources configured for the target game resource through this control.

[0109] For example, you can refer to Figure 7 The "Insert Ad" control in the transfer condition settings interface shown is the same control mentioned above used to receive associated resources. The first object can click the "Insert Ad" control to trigger the configuration of associated resources for the target game resource to be transferred. Further details can be found in... Figure 9 , Figure 9 This is a schematic diagram of a display interface configured with associated resources provided in an embodiment of this application. Taking the associated resource as the entry link resource of the live broadcast room as an example, when the first object passes through... Figure 7 Once the transfer condition settings interface shown has configured the entry link resource for guiding users into the live stream for the target game resource, the second object can associate and display the entry link of the live stream when using the target game resource.

[0110] In addition, if the first object has associated resources configured with the target game resource, then the second object will display the associated resources when using the target game resource. If the second object believes that the associated resources violate relevant policies, it can send an appeal request to the backend system to block the associated resources. After receiving the appeal request, the backend system can check the associated resources. If the check result shows that the associated resources violate relevant policies, the backend system can issue a penalty to the first object and a reward to the second object, while blocking the associated resources to maintain network security.

[0111] In practical applications, the first object can set resource transfer conditions and associated resources for the target game resource in the transfer condition setting interface, or it can set resource transfer conditions for the target game resource only in the transfer condition setting interface, or it can configure associated resources for the target game resource only in the transfer condition setting interface. In this regard, this application does not specifically limit the content in the transfer condition setting interface.

[0112] As can be seen from the above method, the transfer condition settings interface allows setting at least one of the following for the target game resource: resource transfer conditions and associated resources. This enables the seller to set resource transfer conditions and / or associated resources for the target game resource according to their own needs, thereby improving the seller's transfer experience. At the same time, the associated resources configured by the seller for the target game resource can also play a promotional role, increasing the exposure of the associated resources.

[0113] Optionally, if the first party configures associated resources for the target game resource in the transfer condition settings interface, and after the first party successfully transfers the target game resource to the second party, the backend system can detect the exposure count of the associated resources. If the exposure count of the associated resources exceeds a preset value, the backend can send a pop-up notification to the first party, indicating that the promotional effect of the associated resources is excellent and that a reward can be sent to the second party. For example, the pop-up notification could be, "The associated resources of the target game resource have received significant exposure, and the promotional effect is excellent. It is recommended to pay a reward to the second party." The first party can then choose to pay the reward to the second party, such as money or virtual resources. This application does not specifically limit the type of reward. Therefore, through the above reward mechanism, the exposure of associated resources is further improved, enabling them to better play their promotional role and increasing the enthusiasm of both buyers and sellers to interact based on game resources.

[0114] S202: In response to the confirmation transfer operation triggered by the first object based on the transfer request information, the target game resources are transferred to the second object based on the transfer conditions indicated by the transfer request information.

[0115] The confirmation transfer operation is used to instruct the first recipient to agree to the transfer of the target game resources based on the transfer conditions indicated in the transfer request information. For example, it can be referred to... Figure 4 The first party can click the "Sell" control to trigger a confirmation transfer operation, indicating that the first party agrees to transfer the target game resources based on the transfer conditions "300 gold coins" indicated in the transfer request information. This application does not specifically limit the triggering method for the confirmation transfer operation.

[0116] Upon receiving the confirmation transfer operation, the terminal device can transfer the target game resource to the second object based on the transfer conditions indicated in the transfer request information. For example, if the target game resource is "Skin A", please refer to... Figure 10 , Figure 10 This is a schematic diagram of the transaction interface provided in the embodiments of this application. In response to the confirmation of the transfer operation, the terminal device can proceed according to... Figure 4 The displayed "300 gold coins" successfully sell "Skin A" to the second party, who can then use "Skin A". Correspondingly, after the first party successfully transfers the target game resource to the second party, the first party can no longer use the target game resource, and the right to use the target game resource belongs to the second party.

[0117] Correspondingly, when the displayed transfer request information is used to indicate multiple candidate transfer conditions, the above-mentioned S202 "in response to the confirmation transfer operation triggered by the first object based on the transfer request information, the target game resources are transferred to the second object based on the transfer conditions indicated by the transfer request information" may include:

[0118] Receive the selection operation triggered by the first object among multiple candidate transfer conditions, and determine the candidate transfer condition selected by the selection operation as the target transfer condition; in response to the confirmation transfer operation triggered by the first object based on the target transfer condition, transfer the target game resource to the second object that gave the target transfer condition based on the target transfer condition.

[0119] The first object can select one candidate transition condition from multiple candidate transition conditions to trigger a selection operation. After receiving the selection operation triggered by the first object, the terminal device can determine the candidate transition condition selected by the selection operation as the target transition condition. In this regard, this application does not specifically limit the triggering method of the selection operation.

[0120] For example, you can refer to Figure 11 , Figure 11 This is a schematic diagram of an interface for determining target entry conditions provided in an embodiment of this application. The interface includes candidate entry conditions provided by different candidate objects, such as "bid 330 gold coins to buy skin A" provided by candidate object A, "exchange skin B for skin A" provided by candidate object B, and "exchange item X for skin A" provided by candidate object C. The first object triggers a selection operation by clicking "bid 330 gold coins to buy skin A" provided by candidate object A. The terminal device responds to the selection operation and then takes "bid 330 gold coins to buy skin A" as the target entry condition.

[0121] The target transfer condition refers to the transfer conditions agreed upon by the first party when transferring the target game resources to the second party. As an example, see [link to example]. Figure 11Once the target transfer conditions are determined, the first object can click the "Sell" control to trigger a confirmation transfer operation. In response to this confirmation transfer operation, the terminal device can transfer the target game resources to the second object that provided the target transfer conditions.

[0122] In the resource processing method provided in this application embodiment, rapid interaction of game resources can be achieved. Specifically, the method includes: in response to a transfer-out operation triggered by a first object for a target game resource it owns, displaying transfer-in request information corresponding to the target game resource. This transfer-in request information is used to indicate the transfer-in conditions given by a second object for the target game resource. The second object is the object that initiated the transfer-in request for the target game resource. That is, when the first object wants to transfer out the target game resource it owns, the first object can trigger a transfer-out operation for the target game resource. In response to the transfer-out operation, the transfer-in conditions given by the second object who wants to obtain the target game resource for the target game resource are displayed. The transfer-in conditions can indicate the resources that the second object can provide to obtain the target game resource. Then, in response to a confirmation transfer-out operation triggered by the first object based on the transfer-in request information, the target game resource is transferred to the second object based on the transfer-in conditions indicated by the transfer-in request information. In other words, when the first party agrees to transfer the target game resources according to the transfer conditions indicated in the transfer request information, a confirmation transfer operation can be triggered based on the transfer request information. In response to the confirmation transfer operation, the target game resources can be transferred to the second party based on the transfer conditions indicated in the transfer request information, and the second party can obtain the resources indicated by the transfer conditions, thereby completing the transfer of the target game resources. Through the above method, when the seller wants to transfer out its idle target game resources, it can directly conduct resource interaction based on the transfer conditions given by the buyer who previously initiated a transfer request for the target game resources. In this way, the buyer and seller can quickly complete the interaction of target game resources, and ensure that the seller can transfer out the target game resources based on the transfer conditions that satisfy them, and the buyer can obtain the target game resources they need, realizing the two-way fulfillment of the needs of both parties. Through the above interaction, idle target game resources can be further effectively utilized by the buyer and play their role.

[0123] In one possible implementation, when displaying the transfer condition setting interface corresponding to the target game resource in response to a related operation of the first object, and receiving the transfer conditions set by the first object for the target game resource through the transfer condition setting interface, the method provided in this application embodiment may further include:

[0124] When the detection determines that the transfer-in conditions given by the third object are consistent with the transfer-out conditions of the target game resource, a condition matching prompt message is displayed; the third object is the object that initiated the transfer-in request for the target game resource.

[0125] In response to a confirmation transfer operation triggered by the first object based on condition matching prompt information, the target game resources are transferred to the third object based on the transfer conditions given by the third object; or, in response to a rejection transfer operation triggered by the first object based on condition matching prompt information, the transfer of the target game resources to the third object is rejected.

[0126] The third object refers to the object that initiates a transfer request for the target game resource. For example, when the transfer conditions given by an object for the target game resource match the transfer conditions set by the first object in the transfer condition settings interface, the object can be identified as the third object. That is, the third object is the buyer matched based on the transfer conditions set by the seller.

[0127] The condition matching prompt information is used to indicate to the first object that a transfer-in condition matching the transfer-out condition given for the target game resource has been detected. For example, whether the transfer-in condition and the transfer-out condition match can be determined by preset rules. Taking virtual coins as an example, the preset rule can be that the amount of virtual coins in the transfer-in condition must be greater than or equal to the amount of virtual coins in the transfer-out condition. When multiple transfer-in conditions have virtual coin amounts greater than or equal to the amounts in the transfer-out conditions, the transfer-in condition with the largest amount is determined to match the transfer-out condition. Taking game items as an example, the preset rule can be that the item level in the transfer-in condition must be greater than or equal to the item level in the transfer-out condition. When multiple transfer-in conditions have item levels greater than or equal to the item levels in the transfer-out conditions, the transfer-in condition with the highest level is determined to match the transfer-out condition. In this regard, this application does not specifically limit the method of determining the matching status or the specific content of the preset requirements.

[0128] When a third party initiates a transfer request for a target game resource, it can specify corresponding transfer conditions. These conditions are uploaded to the backend system. Once the first party publishes its own transfer conditions for the target game resource, the backend system can search for matching transfer conditions based on those conditions. When a match is found between the third party's transfer conditions and the transfer conditions specified in the preset rules, a matching message is displayed. For example, if the transfer condition is virtual coins, the matching message could be: "User C bids 400 coins. User C is currently the highest bidder among all buyers. Do you wish to sell the target game resource to User C?"

[0129] When the first object triggers a confirmation transfer operation based on the displayed condition matching prompt, it indicates that the first object agrees to transfer the target game resource based on the transfer conditions given by the third object. In response to this confirmation transfer operation, the terminal device can transfer the target game resource to the third object based on the transfer conditions given by the third object. Alternatively, when the first object triggers a rejection transfer operation based on the displayed condition matching prompt, it indicates that the first object refuses to transfer the target game resource based on the transfer conditions given by the third object. In response to this rejection transfer operation, the terminal device refuses to transfer the target game resource to the third object.

[0130] For example, the interface displaying the condition matching prompt in the terminal device also includes a "Yes" control. This control is used to indicate that the first object agrees to transfer the target game resources to the third object based on the transfer conditions given by the third object. The first object can click the "Yes" control to trigger the confirmation transfer operation. In response to the confirmation transfer operation, the terminal device can sell the target game resources to the third object according to the transfer conditions given by the third object ("User C"), namely "User C bids 400 gold coins" with "400 gold coins".

[0131] For example, the interface displaying the condition matching prompt in the terminal device also includes a "No" control. This control is used to instruct the first object to refuse to transfer the target game resources to the third object based on the transfer conditions given by the third object. The first object can click the "No" control to trigger the refusal to transfer operation. In response to the refusal to transfer operation, the terminal device refuses to transfer the target game resources to the third object.

[0132] Therefore, using the above method, when it is determined that the transfer-in conditions given by the third party for the target game resource match the transfer-out conditions set by the first party for the target game resource, a condition matching prompt message is displayed. This prompts the first party to indicate that a transfer-in condition matching the transfer-out conditions has been detected, allowing the first party to choose whether to transfer the target game resource to the third party based on the currently detected transfer-in conditions. It is evident that the condition matching prompt message not only promptly reminds the seller that the target game resource can be transferred out according to its given transfer-in conditions, but also provides the seller with different options, thereby improving the seller's transfer-out experience.

[0133] In one possible implementation, the method provided in this application further includes:

[0134] When the detection determines that the transfer conditions given by each candidate requesting the transfer of the target game resource do not match the transfer conditions, the resource transfer information corresponding to the target game resource is published on the resource transfer platform based on the transfer conditions.

[0135] A resource transfer platform refers to a platform that provides a channel for transferring game resources. The game resources on the resource transfer platform can be transferred by the object who owns the game resources (i.e., the game resources being transferred), or they can be released by the publisher of the game resources. In this regard, this application does not specifically limit the source of the game resources on the resource transfer platform.

[0136] Resource transfer information refers to transfer information that includes the target game resource and the transfer conditions of the target game resource. For example, the resource transfer information may include the basic information of the target game resource and the transfer conditions set by the seller for the target game resource.

[0137] When the backend system searches for matching transfer-in conditions based on the transfer-out conditions of the target game resource, if it detects that the transfer-in conditions offered by all candidate parties making transfer-in requests for the target game resource do not match the transfer-out conditions of the target game resource, it means that the transfer-in conditions offered by the buyer currently seeking to transfer the target game resource do not meet the transfer-out conditions offered by the seller. In this case, resource transfer information corresponding to the target game resource can be published on the resource transfer platform based on the transfer-out conditions of the target game resource. That is, when the transfer-in conditions offered by each buyer do not meet the transfer-out conditions offered by the seller, resource transfer information corresponding to the target game resource can be constructed based on the transfer-out conditions of the target game resource and detailed information about the target game resource, such as the attribute information and validity period of the target game resource, and then published on the resource transfer platform.

[0138] As can be seen, by using the above method, when the transfer conditions given by the buyer who initiates the transfer request for the target game resource do not meet the transfer conditions given by the seller, the transfer information corresponding to the target game resource can be generated based on the transfer conditions given by the seller for the target game resource and the detailed information of the target game resource. This transfer information corresponding to the target game resource can then be published on the resource transfer platform, so that the target game resource can be transferred out through the resource transfer platform. This provides another feasible way to transfer the target game resource.

[0139] In one possible implementation, the buyer (i.e., the candidate mentioned above; the second and third candidates are also candidates) can initiate a transfer request for the target game resources in the following manner:

[0140] In response to a request to transfer a target game resource triggered by a candidate, display the transfer condition setting interface for the target game resource; receive the transfer conditions given by the candidate for the target game resource through the transfer condition setting interface; and in response to a pre-ordered resource payment operation triggered by the candidate through the transfer condition setting interface, initiate a transfer request for the target game resource.

[0141] The request to transfer is an operation that triggers a transfer request for the target game resource. When a candidate object triggers a request to transfer for the target game resource, the terminal device responds to the request to transfer and can display the transfer condition setting interface corresponding to the target game resource. This transfer condition setting interface is used to support the candidate object in setting the conditions it can provide for transferring to the target game resource.

[0142] For example, you can refer to Figure 12 , Figure 12 This is a schematic diagram of a transition condition setting interface provided in an embodiment of this application. Candidate objects can be clicked. Figure 12 The "Request to Purchase" control on interface A triggers a request to transfer the game resource. In response to this request, the terminal device can display the transfer condition settings interface corresponding to the target game resource, for example, it can display... Figure 12 The "Skin Purchase Page" shown in interface b is the interface for setting the entry conditions for "Skin A".

[0143] As an example, the aforementioned "receiving a request to transfer to the target game resource in response to a candidate object's request for that resource, and displaying the transfer condition settings interface corresponding to the target game resource" may include:

[0144] The second resource collection interface is displayed, which includes multiple game resources. Each game resource that the candidate does not own is associated with a request transfer control. In response to the operation triggered by the candidate through the request transfer control associated with the target game resource, the transfer condition setting interface corresponding to the target game resource is displayed.

[0145] The second resource collection interface refers to the interface used to centrally display game resources. This interface includes multiple game resources, specifically those not owned by the candidate. For example, the second resource collection interface could be a game resource shop interface. Taking a skin shop as an example, the second resource collection interface could include various game skins provided by the game application. These skins could include those already owned by the candidate, or those not owned. (See reference...) Figure 13 , Figure 13 This is a schematic diagram of the second resource collection interface provided in an embodiment of this application, as shown below. Figure 13 As shown, "Skin 5" and "Skin A" are skins that the candidate does not own, while "Skin 6" is a skin that the candidate already owns.

[0146] In the second resource collection interface, each game resource that the candidate does not own is associated with a request-to-transfer control. This request-to-transfer control is used to initiate a transfer request for the associated game resource, that is, to trigger a request-to-transfer operation for the associated game resource. For example Figure 13 As shown, both "Skin 5" and "Skin A" are associated with a "Request to Buy" control, which is the same control that redirects the aforementioned request.

[0147] Candidates can choose any game resource from those they do not own as the target game resource. Once the target game resource is determined, the candidate can click the request transfer control associated with the target game resource to trigger a request transfer operation for that target game resource. In response to the request transfer operation, the terminal device can display the transfer condition setting interface corresponding to the target game resource.

[0148] Therefore, through the above method, the candidate can arbitrarily select a game resource they want to transfer into in the second resource collection interface as the target game resource. Then, by triggering the transfer request control associated with the target game resource, the transfer condition setting interface corresponding to the target game resource can be displayed. This helps the buyer to more flexibly select the target game resource they want to transfer into from the second resource collection interface, which includes a wealth of game resources, thereby improving the buyer's transfer experience.

[0149] Candidates can set corresponding transfer conditions for the target game resource in the transfer condition settings interface. These transfer conditions are the conditions that the candidate can provide in order to obtain the target game resource. The terminal device can receive the transfer conditions set by the candidate through the transfer condition settings interface.

[0150] For example, it can still be referred to Figure 12 , Figure 12 The "Skin Purchase Page" shown in interface b is the interface for setting the transfer conditions for the target game resource "Skin A". Candidates can be clicked. Figure 12 The “Purchase Amount” control shown in interface b allows you to set the corresponding transfer conditions for the target game resources.

[0151] In one possible implementation, the aforementioned "receiving the transfer conditions given by the candidate object for the target game resource through the transfer condition setting interface" includes at least one of the following methods one and two:

[0152] Method 1: Receive resource transfer conditions set for the target game resource through the transfer condition settings interface; the resource transfer conditions are used to indicate the transfer-out resources that the candidate object can pay to obtain the target game resource.

[0153] As an example, in the transfer condition settings interface, a candidate can set resource transfer conditions for the target game resource. These conditions indicate the resources the candidate can pay to acquire the target game resource. The transfer-out resource is the resource the candidate needs to pay to acquire the target game resource; for example, the transfer-out resource can be money or virtual resources such as game skins and game items. This application does not specifically limit the type of transfer-out resource.

[0154] The transfer condition setting interface includes a control for receiving resource transfer conditions. Candidate objects can use this control to set resource transfer conditions for the target game resource in the transfer condition setting interface. Terminal devices can receive the resource transfer conditions set for the target game resource through this control.

[0155] For example, you can refer to Figure 14 , Figure 14 A schematic diagram of another entry condition setting interface provided in this application embodiment can be referred to. Figure 14 The “Request for Purchase Amount” control is the same control mentioned above used to receive resource transfer conditions. Candidates can click the “Request for Purchase Amount” control to trigger the input of the request amount for the target game resource, which is the resource transfer condition for the target game resource.

[0156] Method 2: Receive the associated resource preference set for the target game resource through the transfer condition settings interface; the associated resource preference is used to indicate whether the candidate accepts that the target game resource is configured with associated resources, which are the resources that are displayed when the target game resource is used.

[0157] As another example, in the entry condition settings interface, the candidate can set the associated resource preference for the target game resource. The associated resource preference is used to indicate whether the candidate accepts that the target game resource is configured with associated resources. That is, when the associated resource preference is yes, it means that the candidate accepts that the corresponding associated resources are displayed when using the target game resource; when the associated resource preference is no, it means that the candidate does not accept that the corresponding associated resources are displayed when using the target game resource.

[0158] The entry condition setting interface includes a control for receiving associated resource preferences. Candidates can use this control to set associated resource preferences for the target game resource in the entry condition setting interface. Terminal devices can receive the associated resource preferences set for the target game resource through this control.

[0159] For example, you can refer to Figure 14The "Yes" and "No" controls in the transition condition setting interface shown are the controls mentioned above used to receive the intention to receive associated resources. The candidate can click the "Yes" control, and the terminal device will receive the intention to receive associated resources, which instructs the candidate to accept the associated resources of the target game resource configuration; or, the candidate can click the "No" control, and the terminal device will receive the intention to receive associated resources, which instructs the candidate not to accept the associated resources of the target game resource configuration.

[0160] In practical applications, candidates can set resource transfer conditions and associated resource intentions for the target game resource in the transfer condition setting interface, or they can set resource transfer conditions for the target game resource only in the transfer condition setting interface, or they can set associated resource intentions for the target game resource only in the transfer condition setting interface. In this regard, this application does not specifically limit the content in the transfer condition setting interface.

[0161] As can be seen from the above method, the transfer condition setting interface allows setting at least one of the following: resource transfer conditions and associated resource intentions for the target game resource. This enables the buyer to set resource transfer conditions for the target game resource according to their own capabilities, and the buyer to set associated resource intentions for the target game resource according to their own needs, thereby improving the buyer's transfer experience.

[0162] Candidates can trigger a pre-payment operation in the transfer-in condition settings interface. This pre-payment operation is to pre-pay a portion of the resources transferred out according to the preset payment requirements. For example, if the transferred-out resource is virtual gold coins, the preset payment requirement can be 30% of the total amount paid in advance. If the target game resources are not successfully obtained within one week, a refund will be issued.

[0163] When a terminal device responds to the pre-defined resource payment operation, it can initiate a transfer request for the target game resource. That is, it can send the transfer conditions to the game application's backend system. Accordingly, the backend system can search for transfer requests related to the target game resource based on the transfer conditions.

[0164] For example, candidates can be clicked. Figure 12 Interface b or Figure 14 The “Pay Deposit” control in the interface shown triggers a pre-ordered resource payment operation. This pre-ordered resource payment operation allows the candidate to complete the payment for the pre-ordered resource. In response to this pre-ordered resource payment operation, the terminal device can initiate a transfer request for the target game resource.

[0165] As can be seen, through the above method, the buyer can trigger a transfer request operation for the target game resources, and then set transfer conditions for the target game resources in the displayed transfer condition setting interface. That is, the buyer can set transfer conditions that meet their expectations in the transfer condition setting interface. Afterwards, the buyer can also pay part of the resources in advance after setting transfer conditions for the target game resources to increase the probability of the buyer obtaining the target game resources, thereby improving the buyer's transfer experience.

[0166] In one possible implementation, after transferring the target game resources to the second object based on the transfer conditions indicated by the transfer request information, the method provided in this application embodiment may further include:

[0167] When a second party uses the target game resource, it checks whether the target game resource is within its corresponding validity period. The validity period is set by the resource publisher of the target game resource for the resale of the target game resource. If the target game resource is within its validity period, the second party is allowed to use the target game resource. If the target game resource has expired, it is determined that the target game resource is invalid and the second party is not allowed to use the target game resource.

[0168] When a target game resource transferred from another player is resold to a second player, it will have a corresponding expiration date. This expiration date is set by the resource publisher for the resold target game resource. For example, when the resource publisher publishes the target game resource, they will configure a corresponding resale expiration date for it. For instance, the expiration date for the first resale might be 6 months, and for the second resale, it might be 4 months. This application does not specifically limit the expiration date of the target game resource.

[0169] For reference Figure 15 , Figure 15 This is a schematic diagram of the validity period configuration interface for the target game resources provided in this application embodiment. The resource publisher of the game application can... Figure 15The interface shown allows you to configure the validity period for the transfer of a target game resource. For example, you can configure the validity period after the transfer in the control corresponding to "Transfer Validity Period". You can also configure whether the target game resource supports configuring associated resources in this interface. For example, you can configure whether the target game resource supports configuring associated resources in the control corresponding to "Whether to Support Ads". If configured as "No", it means that the target game resource cannot be configured with corresponding associated resources; if configured as "Yes", it means that the target game resource can be configured with corresponding associated resources. After configuration, the resource publisher can click the "Publish" control to publish the transfer information of the target game resource. It should be noted that when adjusting the validity period and whether to support configuring associated resources in the validity period configuration interface, the adjustment operation requires a waiting period before it takes effect. For example, the waiting time can be 30 seconds; that is, after the adjustment is completed, wait 30 seconds before the adjusted validity period and whether to support configuring associated resources are applied. This application does not specifically limit the waiting time.

[0170] After the first object transfers the target game resource to the second object, when the second object uses the target game resource, the backend system can detect the validity period of the target game resource and determine whether the target game resource is within the corresponding validity period. For example, it can be determined by the interval between the transfer completion time and the time the second object is currently using the target game resource. That is, if the interval between the transfer completion time and the time the second object is currently using the target game resource is less than the corresponding validity period of the target game resource, it means that the target game resource is within the corresponding validity period; if the interval between the transfer completion time and the time the second object is currently using the target game resource exceeds the corresponding validity period of the target game resource, it means that the target game resource has exceeded the corresponding validity period.

[0171] If the target game resource is determined to be within its validity period, the second object is allowed to use the target game resource; if the target game resource is determined to be expired, the target game resource is determined to be invalid, and the second object is not allowed to use the target game resource.

[0172] As can be seen from the above method, when a second object uses the target game resource, it is necessary to check in advance whether the target game resource is within its corresponding validity period. If the target game resource is within its validity period, the second object is allowed to use the target game resource; if the target game resource has expired, it means that the target game resource is in an invalid state and the second object is not allowed to use the target game resource, thereby ensuring the application security of such transferred target game resources.

[0173] In one possible implementation, the method provided in this application embodiment can also distribute game resources through a live-stream lottery, that is, the method provided in this application embodiment can further include:

[0174] Create a lottery event corresponding to the target game resources in the target live stream room; receive the event participation resources from the participants of the lottery event; determine the winners among the participants of the lottery event and distribute the target game resources to the winners.

[0175] A target live stream room refers to a live stream room that broadcasts gameplay based on a game application. For example, a target live stream room is a live stream room that broadcasts gameplay within a game application. In this embodiment of the application, in the target live stream room, the streamer can use target game resources to play the game through the game application. For example, taking skin A as the target game resource, the target live stream room can broadcast the process of streamer A playing the game using a game character wearing skin A.

[0176] A lottery activity corresponding to a target game resource refers to an activity that uses the target game resource as a prize. This lottery activity involves the target game resource as the prize and the participation conditions of the lottery activity. That is, only the audience who meet the participation conditions can participate in the lottery activity. Accordingly, the audience who meet the participation conditions are the participants of the lottery activity.

[0177] As an example, the aforementioned "creating a lottery event corresponding to the target game resource in the target live stream room" can include:

[0178] Retrieve the text of messages in the target live stream; when the demand for the target game resources from the audience in the target live stream reaches the conditions for initiating a lottery activity based on the text of messages, display a lottery initiation prompt; in response to the lottery initiation operation triggered by the streamer in the target live stream based on the lottery initiation prompt, create a lottery activity corresponding to the target game resources in the target live stream.

[0179] The text messages in the target live stream refer to the text information sent by viewers of the target live stream. These messages can be, for example, bullet comments (or "bullet comments") within the target live stream. For instance, the backend system of a live streaming application can obtain the text messages in the target live stream through bullet comment detection.

[0180] The conditions for initiating a lottery event refer to the conditions that must be met to initiate a lottery event. Specifically, a lottery event can only be automatically initiated when the demand for the target game resource among the viewers in the target live stream meets these conditions. For example, the conditions for initiating a lottery event could be: when the backend system detects that the number of times the target game resource appears in the comment text exceeds a preset number, then the lottery event can be initiated.

[0181] The demand for the target game resource among viewers in the target live stream can be determined by the frequency of its appearance in the comments. When the demand for the target game resource among viewers in the target live stream meets the conditions for initiating a lottery activity based on the obtained comments, a lottery initiation prompt message is displayed. This prompt message informs the streamer that a lottery activity can be created based on the target game resource.

[0182] For reference Figure 16 , Figure 16 The following is a flowchart illustrating the process of creating a lottery activity provided in this application embodiment. The backend system of the live streaming application can detect the bullet comments in the target live streaming room. If the detection result meets the conditions for initiating a lottery activity, such as the conditions for initiating a lottery activity being that the target game resource appears more than 5 times in the bullet comments, then a lottery initiation prompt message is displayed on the streamer's side. Based on the lottery initiation prompt message, the streamer can create a lottery activity corresponding to the target game resource in the target live streaming room.

[0183] The lottery initiation prompt includes a "Confirm" control. This "Confirm" control triggers the lottery initiation operation, instructing the streamer to confirm the creation of the corresponding lottery activity based on the target game resources. For example, see [reference needed]. Figure 17 , Figure 17 This is a schematic diagram of the display interface for lottery initiation prompt information provided in an embodiment of this application, such as... Figure 17 As shown in interface a, the lottery initiation prompt message could be, "Many viewers currently want to win skin A. Should we initiate a lottery for skin A?" The streamer in the target livestream room can click the "Yes" control to trigger a confirmation action. The terminal device responds to this action by displaying... Figure 17 On interface b, the streamer can set the conditions for participating in the lottery. After setting, click the "Confirm" control to trigger the lottery activity. The terminal device responds to the lottery activity triggered by the streamer based on the lottery activity prompt information and can create a lottery activity corresponding to the target game resource in the target live room.

[0184] As can be seen from the above method, the audience's demand for the target game resources can be detected based on the comments in the target live stream. If the audience's demand for the target game resources meets the conditions for initiating a lottery activity, a lottery initiation prompt message can be displayed to inform the streamer that a lottery activity corresponding to the target game resources can be created. Thus, the target live stream can not only promote the target game resources, but also enhance the interactive experience between the streamer and the audience.

[0185] Activity participation resources refer to the resources provided by the audience to participate in the lucky draw, that is, the resources provided by the audience to meet the participation conditions of the lucky draw. For example, the participation conditions of the lucky draw may be following the streamer of the target live stream and paying 20% ​​of the total amount of the target game resources. The activity participation resources provided by the audience are 20% of the amount of the target game resources, and they need to follow the streamer of the target live stream. In this regard, this application does not specifically limit the activity participation resources.

[0186] After creating a lottery event corresponding to the target game resource in the target live stream room, each viewer can participate in the lottery event by paying for the event participation resource. The viewer who pays for the event participation resource can be used as a participant in the lottery event, and the terminal device can then receive the event participation resource provided by the participant in the lottery event.

[0187] Subsequently, one participant can be randomly selected from all participants in the lottery to be the winner, or the winner can be determined from all participants according to a pre-set lottery mechanism. The winner is the one who can obtain the target game resources. This application does not specifically limit the lottery mechanism for determining the winner.

[0188] Once the winner is identified, the target game resource will be distributed to them as a prize in the lucky draw. It should be noted that if the streamer in the target livestream room owns the target game resource, they can directly transfer it to the winner; if the streamer does not own the target game resource, the streamer will need to purchase the skin for the winner.

[0189] Therefore, as can be seen from the above method, a lottery activity corresponding to the target game resource can be created in the target live broadcast room. Only viewers who meet the participation conditions are eligible to participate in the lottery. After the terminal device receives the activity participation resource provided by the participants, it can determine the winner from among the participants and then distribute the target game resource as a lottery reward to the winner. It is evident that in this embodiment, the target game resource can also be distributed by creating a lottery activity, which not only brings revenue to the streamer but also increases the exposure of the target game resource. Furthermore, even if the streamer does not own the target game resource, they can purchase it from the game application, thereby increasing the sales of the target game resource within the game application.

[0190] Finally, the resource processing method provided in this application embodiment is introduced as an example, taking the target game resource as a skin as an example, which can be referred to... Figure 18 , Figure 18This is a schematic diagram of the skin transfer process provided in this application embodiment. When user A owns multiple skins, the game application's backend system can detect the wearing time of the skins owned by user A. If the detection determines that a certain skin has not been used for a long time, the backend system can send a transfer prompt message to user A, i.e., control the terminal facing user A to display a bubble containing the transfer prompt message. Then, user A can set transfer conditions for the skin through the transfer condition settings interface, thereby publishing the transfer conditions on the resource transfer platform. When user B wants to purchase the skin, they can set corresponding transfer conditions for the skin through the transfer condition settings interface. When a matching transfer condition and transfer condition are detected, a condition matching prompt message can be sent to user A to indicate that the skin can be transferred based on the transfer condition given by user B. If user A triggers the confirmation transfer operation, the skin can be transferred to user B based on the transfer condition given by user B. Additionally, user A can configure associated resources for the skin in the transfer condition settings interface. If the skin has corresponding associated resources configured, then user B will display the corresponding associated resources when using the skin. If the skin does not have associated resources configured, then user B will not display the associated resources when using the skin.

[0191] Based on the resource processing method provided in the foregoing embodiments, this application also provides a resource processing apparatus. The following, in conjunction with... Figure 19 To explain, Figure 19 This is a schematic diagram of the structure of the resource processing apparatus 1900 provided in an embodiment of this application. The apparatus includes:

[0192] Display module 1901 is used to respond to a transfer-out operation triggered by a first object for a target game resource it owns, and to display transfer-in request information corresponding to the target game resource; the transfer-in request information is used to indicate the transfer-in conditions given by a second object for the target game resource, and the second object is the object that initiates the transfer-in request for the target game resource;

[0193] The transfer module 1902 is used to respond to the confirmation transfer operation triggered by the first object based on the transfer request information, and to transfer the target game resource to the second object based on the transfer conditions indicated by the transfer request information.

[0194] Optionally, the display module 1901 is specifically used for:

[0195] If the detection determines that the first object possesses the target game resource that meets the resource idle condition, the corresponding transfer prompt information for the target game resource is displayed;

[0196] In response to the transfer operation triggered by the first object based on the transfer prompt information, the transfer-in request information corresponding to the target game resource is displayed.

[0197] Optionally, the display module 1901 is further configured to display the transfer condition setting interface corresponding to the target game resource in response to the first object's rejection of transfer operation triggered by the transfer prompt information;

[0198] The device further includes a first receiving module, used to receive the transfer conditions set by the first object for the target game resource through the transfer condition setting interface.

[0199] Optionally, the display module 1901 is specifically used for:

[0200] Display the first resource collection interface; the first resource collection interface includes at least one game resource, and each game resource owned by the first object is associated with a transfer control;

[0201] In response to the operation triggered by the first object through the transfer control associated with the target game resource, the transfer request information corresponding to the target game resource is displayed.

[0202] Optionally, the display module 1901 is specifically used for:

[0203] The transfer request information is displayed to indicate the optimal transfer conditions corresponding to the target game resource; the optimal transfer conditions are selected from the transfer conditions given by each candidate object for the target game resource, the candidate object is the object that initiates the transfer request for the target game resource, and the second object is the candidate object that gives the optimal transfer conditions.

[0204] Optionally, the display module 1901 is specifically used for:

[0205] The transfer request information is displayed to indicate multiple candidate transfer conditions; the multiple candidate transfer conditions are selected from the transfer conditions given by each candidate object for the target game resource according to the condition selection rules, and the candidate object is the object that initiates the transfer request for the target game resource;

[0206] Correspondingly, the transfer module 1902 includes:

[0207] The selection unit is configured to receive a selection operation triggered by the first object among the plurality of candidate entry conditions, and determine the candidate entry condition selected by the selection operation as the target entry condition.

[0208] The first transfer-out unit is configured to, in response to a confirmation transfer-out operation triggered by the first object based on the target transfer-in condition, transfer the target game resource to the second object that provided the target transfer-in condition.

[0209] Optionally, the display module 1901 is further configured to display the transfer-out condition setting interface corresponding to the target game resource in response to the condition setting operation triggered by the first object based on the transfer-in request information;

[0210] The device further includes a second receiving module, used to receive the transfer conditions set by the first object for the target game resource through the transfer condition setting interface.

[0211] Optionally, the second receiving module includes at least one of the following units:

[0212] The first receiving unit is configured to receive resource transfer conditions set for the target game resource through the transfer condition setting interface; the resource transfer conditions are used to indicate the transfer-in resources that the first object expects to obtain when transferring out the target game resource;

[0213] The second receiving unit is used to receive associated resources configured for the target game resource through the transfer condition setting interface; the associated resources are displayed when the second object uses the target game resource.

[0214] Optionally, the display module 1901 is further configured to display a condition matching prompt when the transfer-in condition given by the third object to the target game resource matches the transfer-out condition; the third object is the object that initiates the transfer-in request for the target game resource;

[0215] The transfer-out module 1902 is further configured to, in response to a confirmation transfer-out operation triggered by the first object based on the condition matching prompt information, transfer the target game resource to the third object based on the transfer-in conditions given by the third object; or, in response to a rejection transfer-out operation triggered by the first object based on the condition matching prompt information, refuse to transfer the target game resource to the third object.

[0216] Optionally, the device further includes:

[0217] The publishing module is used to publish resource transfer information corresponding to the target game resource on the resource transfer platform based on the transfer conditions when it is determined that the transfer conditions given by each candidate object that initiates a transfer request for the target game resource do not match the transfer conditions.

[0218] Optionally, the display module 1901 is further configured to display the entry condition setting interface corresponding to the target game resource in response to a request to enter the target game resource triggered by a candidate object.

[0219] The device further includes a third receiving module, used to receive the transfer conditions given by the candidate object for the target game resource through the transfer condition setting interface;

[0220] The device further includes a request initiation module, used to initiate the transfer request for the target game resource in response to a predetermined resource payment operation triggered by the candidate through the transfer condition setting interface.

[0221] Optionally, the display module 1901 is specifically used for:

[0222] The second resource collection interface is displayed; the second resource collection interface includes multiple game resources, and each game resource that the candidate does not own is associated with a request to transfer control;

[0223] In response to the operation triggered by the request transfer control associated with the target game resource, the transfer condition setting interface corresponding to the target game resource is displayed.

[0224] Optionally, the third receiving module includes at least one of the following components:

[0225] The third receiving unit is used to receive resource transfer conditions set for the target game resource through the transfer condition setting interface; the resource transfer conditions are used to indicate the transfer-out resources that the candidate object can pay to obtain the target game resource;

[0226] The fourth receiving unit is used to receive the associated resource intention set for the target game resource through the transfer condition setting interface; the associated resource intention is used to indicate whether the candidate object accepts that the target game resource is configured with associated resources, and the associated resources are resources that are displayed in association when using the target game resource.

[0227] Optionally, the device further includes:

[0228] The detection module is used to detect whether the target game resource is within its corresponding validity period when the second object uses the target game resource; the validity period is set by the resource publisher of the target game resource for the purpose of reselling the target game resource;

[0229] The control module is used to allow the second object to use the target game resource if it is within the validity period; if the target game resource has expired, the target game resource is determined to be invalid and the second object is not allowed to use it.

[0230] Optionally, the device further includes:

[0231] The activity creation module is used to create a lottery activity corresponding to the target game resource in the target live streaming room;

[0232] The fourth receiving module is used to receive the activity participation resources provided by the participants of the lottery activity;

[0233] The distribution module is used to identify the winners among the participants in the lottery activity and distribute the target game resources to the winners.

[0234] Optionally, the activity creation module includes:

[0235] The acquisition unit is used to acquire the text of messages in the target live streaming room;

[0236] The information display unit is used to display a lottery initiation prompt when, based on the message text, it is detected that the demand for the target game resources by the audience in the target live broadcast room meets the conditions for initiating a lottery activity.

[0237] The activity creation unit is used to respond to the lottery activity initiation operation triggered by the anchor object in the target live room based on the lottery initiation prompt information, and to create a lottery activity corresponding to the target game resource in the target live room.

[0238] This application also provides a computer device, which may specifically be a terminal device or a server. The terminal device and server provided in this application will be described below from the perspective of hardware implementation.

[0239] See Figure 20 , Figure 20 This is a schematic diagram of the structure of the terminal device provided in the embodiments of this application. For example... Figure 20 As shown, for ease of explanation, only the parts related to the embodiments of this application are shown. For specific technical details not disclosed, please refer to the method section of the embodiments of this application. The terminal can be any terminal device including mobile phones, tablets, personal digital assistants (PDAs), point-of-sale (POS) terminals, in-vehicle computers, etc. Taking a computer as an example:

[0240] Figure 20This is a block diagram illustrating a portion of the structure of a computer associated with the terminal provided in an embodiment of this application. (Reference) Figure 20 The computer includes: a radio frequency (RF) circuit 1210, a memory 1220, an input unit 1230 (including a touch panel 1231 and other input devices 1232), a display unit 1240 (including a display panel 1241), a sensor 1250, an audio circuit 1260 (connected to a speaker 1261 and a microphone 1262), a wireless fidelity (WiFi) module 1270, a processor 1280, and a power supply 1290, etc. Those skilled in the art will understand that... Figure 20 The computer architecture shown does not constitute a limitation on the computer and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0241] The memory 1220 can be used to store software programs and modules. The processor 1280 executes various computer functions and data processing by running the software programs and modules stored in the memory 1220. The memory 1220 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, application programs required for at least one function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the computer (such as audio data, telephone directory, etc.). In addition, the memory 1220 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0242] The processor 1280 is the control center of the computer, connecting various parts of the computer through various interfaces and lines. It performs various computer functions and processes data by running or executing software programs and / or modules stored in the memory 1220, and by calling data stored in the memory 1220. Optionally, the processor 1280 may include one or more processing units; preferably, the processor 1280 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the modem processor may also not be integrated into the processor 1280.

[0243] In this embodiment of the application, the processor 1280 included in the terminal is used to execute the steps in the resource processing methods described in the foregoing embodiments.

[0244] See Figure 21 , Figure 21This is a schematic diagram of the structure of a server 1300 provided in an embodiment of this application. The server 1300 can vary significantly due to different configurations or performance, and may include one or more central processing units (CPUs) 1322 (e.g., one or more processors) and memory 1332, and one or more storage media 1330 (e.g., one or more mass storage devices) for storing application programs 1342 or data 1344. The memory 1332 and storage media 1330 can be temporary or persistent storage. The program stored in the storage media 1330 may include one or more modules (not shown in the diagram), each module including a series of instruction operations on the server. Furthermore, the CPU 1322 may be configured to communicate with the storage media 1330 and execute the series of instruction operations stored in the storage media 1330 on the server 1300.

[0245] Server 1300 may also include one or more power supplies 1326, one or more wired or wireless network interfaces 1350, one or more input / output interfaces 1358, and / or one or more operating systems, such as Windows Server. TM Mac OS X TM Unix TM Linux TM FreeBSD TM etc.

[0246] The steps performed by the server in the above embodiments can be based on this Figure 21 The server structure shown is illustrated. The CPU 1322 is used to execute the steps in the resource processing methods described in the foregoing embodiments.

[0247] This application also provides a computer-readable storage medium for storing a computer program that performs the steps in the resource processing methods described in the foregoing embodiments.

[0248] This application also provides a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the steps of the resource processing methods described in the foregoing embodiments.

[0249] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0250] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection between apparatuses or units through some interfaces, and may be electrical, mechanical, or other forms.

[0251] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0252] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0253] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing computer programs, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0254] It should be understood that in this application, "at least one (item)" means one or more, and "more than" means two or more. "And / or" is used to describe the relationship between related objects, indicating that three relationships can exist. For example, "A and / or B" can represent three cases: only A exists, only B exists, and both A and B exist simultaneously, where A and B can be singular or plural. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. "At least one (item) of the following" or similar expressions refer to any combination of these items, including any combination of single or plural items. For example, at least one (item) of a, b, or c can represent: a, b, c, "a and b", "a and c", "b and c", or "a and b and c", where a, b, and c can be single or multiple.

[0255] In this application embodiment, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0256] The above-described embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application.

Claims

1. A resource processing method, characterized in that, The method includes: In response to a transfer-out operation triggered by a first object for a target game resource it owns, transfer-in request information corresponding to the target game resource is displayed; the transfer-in request information is used to indicate the transfer-in conditions given by a second object for the target game resource, and the second object is the object that initiates the transfer-in request for the target game resource; In response to the confirmation transfer operation triggered by the first object based on the transfer-in request information, the target game resource is transferred to the second object based on the transfer-in conditions indicated by the transfer-in request information.

2. The method according to claim 1, characterized in that, The response to a transfer-out operation triggered by a first object for a target game resource it owns, displaying transfer-in request information corresponding to the target game resource, includes: If the detection determines that the first object possesses the target game resource that meets the resource idle condition, the corresponding transfer prompt information for the target game resource is displayed; In response to the transfer operation triggered by the first object based on the transfer prompt information, the transfer-in request information corresponding to the target game resource is displayed.

3. The method according to claim 2, characterized in that, The method further includes: In response to the first object's rejection operation triggered by the transfer prompt information, the transfer condition setting interface corresponding to the target game resource is displayed; Receive the transfer conditions set by the first object for the target game resource through the transfer condition setting interface.

4. The method according to claim 1, characterized in that, The response to a transfer-out operation triggered by a first object for a target game resource it owns, displaying transfer-in request information corresponding to the target game resource, includes: Display the first resource collection interface; the first resource collection interface includes at least one game resource, and each game resource owned by the first object is associated with a transfer control; In response to the operation triggered by the first object through the transfer control associated with the target game resource, the transfer request information corresponding to the target game resource is displayed.

5. The method according to any one of claims 1 to 4, characterized in that, The process of displaying the transfer request information corresponding to the target game resource includes: The transfer request information is displayed to indicate the optimal transfer conditions corresponding to the target game resource; the optimal transfer conditions are selected from the transfer conditions given by each candidate object for the target game resource, the candidate object is the object that initiates the transfer request for the target game resource, and the second object is the candidate object that gives the optimal transfer conditions.

6. The method according to any one of claims 1 to 4, characterized in that, The process of displaying the transfer request information corresponding to the target game resource includes: The transfer request information is displayed to indicate multiple candidate transfer conditions; the multiple candidate transfer conditions are selected from the transfer conditions given by each candidate object for the target game resource according to the condition selection rules, and the candidate object is the object that initiates the transfer request for the target game resource; The step of responding to the confirmation transfer operation triggered by the first object based on the transfer-in request information, and transferring the target game resource to the second object based on the transfer-in conditions indicated by the transfer-in request information, includes: The first object receives a selection operation triggered by the first object among the plurality of candidate entry conditions, and determines the candidate entry condition selected by the selection operation as the target entry condition. In response to the confirmation transfer operation triggered by the first object based on the target transfer condition, the target game resource is transferred to the second object that provided the target transfer condition.

7. The method according to any one of claims 1 to 6, characterized in that, The method further includes: In response to the condition setting operation triggered by the first object based on the transfer request information, the transfer-out condition setting interface corresponding to the target game resource is displayed; Receive the transfer conditions set by the first object for the target game resource through the transfer condition setting interface.

8. The method according to claim 3 or 7, characterized in that, The receiving of the transfer conditions set by the first object for the target game resource through the transfer condition setting interface includes at least one of the following: The system receives resource transfer conditions set for the target game resource through the transfer condition setting interface; the resource transfer conditions are used to indicate the incoming resources that the first object expects to obtain when transferring out the target game resource. Receive associated resources configured for the target game resource through the transfer condition setting interface; the associated resources are displayed when the second object uses the target game resource.

9. The method according to any one of claims 3, 7 and 8, characterized in that, The method further includes: When the detection determines that the transfer-in conditions given by the third object (the target game resource) match the transfer-out conditions, a condition matching prompt message is displayed; the third object is the object that initiates the transfer-in request for the target game resource. In response to the confirmation transfer operation triggered by the first object based on the condition matching prompt information, the target game resource is transferred to the third object based on the transfer-in conditions given by the third object; or, in response to the rejection transfer operation triggered by the first object based on the condition matching prompt information, the transfer of the target game resource to the third object is rejected.

10. The method according to any one of claims 3, 7, and 8, characterized in that, The method further includes: When it is determined that the transfer conditions given by each candidate object that initiates a transfer request for the target game resource do not match the transfer conditions, the resource transfer information corresponding to the target game resource is published on the resource transfer platform based on the transfer conditions.

11. The method according to any one of claims 1 to 10, characterized in that, The transfer request is initiated for the target game resource in the following manner: In response to a request to transfer to the target game resource triggered by a candidate object, the transfer condition setting interface corresponding to the target game resource is displayed; Receive the transfer conditions given by the candidate object for the target game resource through the transfer condition setting interface; In response to the predetermined resource payment operation triggered by the candidate through the transfer condition setting interface, the transfer request for the target game resource is initiated.

12. The method according to claim 11, characterized in that, The response to the candidate object's request to transfer to the target game resource, displaying the transfer condition setting interface corresponding to the target game resource, includes: The second resource collection interface is displayed; the second resource collection interface includes multiple game resources, and each game resource that the candidate does not own is associated with a request to transfer control; In response to the operation triggered by the request transfer control associated with the target game resource, the transfer condition setting interface corresponding to the target game resource is displayed.

13. The method according to claim 11, characterized in that, The condition for receiving the transfer of the candidate object to the target game resource through the transfer condition setting interface includes at least one of the following: Receive resource transfer conditions set for the target game resource through the transfer condition setting interface; the resource transfer conditions are used to indicate the transfer-out resources that the candidate object can pay to obtain the target game resource; Receive the associated resource preferences set for the target game resource through the transfer condition setting interface; The associated resource intention is used to indicate whether the candidate object accepts that the target game resource is configured with associated resources, which are resources that are displayed in association when the target game resource is used.

14. The method according to any one of claims 1 to 13, characterized in that, After transferring the target game resource to the second object based on the transfer conditions indicated by the transfer request information, the method further includes: When the second object uses the target game resource, it is detected whether the target game resource is within the corresponding validity period; the validity period is set by the resource publisher of the target game resource for the purpose of reselling the target game resource; If the target game resource is within its validity period, the second object is allowed to use the target game resource; if the target game resource has expired, the target game resource is determined to be invalid, and the second object is not allowed to use the target game resource.

15. The method according to any one of claims 1 to 14, characterized in that, The method further includes: Create a lottery event corresponding to the target game resource in the target live stream room; Receive the activity participation resources provided by the participants of the lottery activity; The winner is determined from among the participants in the lottery, and the target game resources are distributed to the winner.

16. The method according to claim 15, characterized in that, The step of creating a lottery event corresponding to the target game resource in the target live stream room includes: Obtain the text of messages within the target live stream; When the message text indicates that the audience in the target live stream has a demand for the target game resources that meets the conditions for initiating a lottery activity, a lottery initiation prompt message is displayed. In response to the lottery activity initiated by the streamer in the target live stream based on the lottery initiation prompt, a lottery activity corresponding to the target game resource is created in the target live stream.

17. A resource processing device, characterized in that, The device includes: The display module is used to respond to a transfer-out operation triggered by a first object for a target game resource it owns, and to display transfer-in request information corresponding to the target game resource; the transfer-in request information is used to indicate the transfer-in conditions given by a second object for the target game resource, and the second object is the object that initiates the transfer-in request for the target game resource; The transfer-out module is used to respond to the first object's confirmation transfer-out operation triggered by the transfer-in request information, and to transfer the target game resources to the second object based on the transfer-in conditions indicated by the transfer-in request information.

18. A computer device, characterized in that, The device includes a processor and a memory; The memory is used to store computer programs; The processor is configured to execute the resource processing method according to any one of claims 1 to 16 according to the computer program.

19. A computer-readable storage medium, characterized in that, The computer-readable storage medium is used to store a computer program that, when executed by an electronic device, implements the resource processing method according to any one of claims 1 to 16.

20. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the resource processing method according to any one of claims 1 to 16.