Diversified interaction implementation method fusing social binding and multi-type games
By building an independent server cluster architecture and integrating multiple types of games through independent research and development, the problem of the separation between social interaction and gaming has been solved, achieving high concurrency and compliance, improving user stickiness, and using the adapter mode to solve interface compatibility, avoid the risks of virtual currency transactions, and cover different player groups.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- SHANDONG CAROL NETWORK TECHNOLOGY CO LTD
- Filing Date
- 2026-01-14
- Publication Date
- 2026-04-21
AI Technical Summary
In existing online platforms, social apps and game apps are disconnected, with insufficient integration of functions, limited capacity, lack of compliance, low user stickiness, and problems with interface incompatibility and complex rule adaptation for third-party game integration.
We construct an independent server cluster architecture, adopt multi-level caching and elastic scaling mechanisms, integrate multiple types of games through self-developed and third-party access models, achieve deep integration of social and gaming, support close friend/CP binding, design a compliant revenue conversion mechanism, and ensure platform data security and compliant operation.
It achieves deep integration of social interaction and gaming, increases user stickiness by 40%, supports unlimited high concurrency, improves access efficiency by 60%, avoids the risks of virtual currency transactions, and covers different player groups.
Abstract
Description
Technical Field
[0001] This invention relates to a method for achieving diversified interaction by integrating social binding with multiple types of games. It belongs to the field of Internet social and game application technology, specifically to the technical field of methods for achieving diversified interaction by integrating social binding with multiple types of games. Background Technology
[0002] In existing online platforms, social networking apps and gaming apps are clearly separated: social platforms focus on instant messaging functions and lack support from gaming entertainment scenarios; gaming platforms mostly emphasize single gameplay (such as pure simulation or pure RPG), with social interaction limited to simple in-game team formation, failing to form deep integration relationships. At the technical architecture level, most platforms rely on traditional cloud server rental models, which suffer from high monthly rental costs, insufficient storage capacity elasticity, and limited peak bandwidth, resulting in weak platform concurrency handling capabilities and susceptibility to lag and disconnections during peak hours.
[0003] In terms of operational models, existing game platforms generally adopt a "pay-to-win" design, where paid items directly affect game balance and squeeze the experience of ordinary players. The separation of social and gaming functions forces players to switch between multiple platforms, failing to meet the comprehensive needs of "entertainment + social interaction + compliant revenue." In addition, third-party game integration faces technical challenges such as interface incompatibility and complex rule adaptation. The lack of efficient indexing design for social relationship data storage leads to delayed relationship query responses. At the same time, the legal risks brought about by virtual currency trading and speculation also pose compliance risks to the revenue conversion models of existing platforms.
[0004] In summary, existing technologies suffer from shortcomings such as insufficient functional integration, limited carrying capacity, lack of compliance, and low user stickiness. Therefore, we propose an interactive implementation method that can achieve deep integration of social interaction with multiple types of games, stable operation under high concurrency, and compliance with regulatory requirements. Summary of the Invention
[0005] The technical problem to be solved by the present invention is to overcome the existing defects and provide a diversified interactive implementation method that integrates social binding and multiple types of games, thereby solving the problems of insufficient functional integration, limited carrying capacity, lack of compliance and low user stickiness in the existing technology.
[0006] To achieve the above objectives, the present invention provides the following technical solution:
[0007] A method for achieving diversified interaction that integrates social binding with multiple game genres includes the following steps:
[0008] (1) Construct an independent server cluster architecture consisting of a load balancing layer, an application service layer, a data storage layer, and a security protection layer, and configure multi-level caching and elastic scaling mechanisms to ensure high concurrency handling;
[0009] (2) Players complete account registration by verifying their mobile phone number and real-name authentication. After registration, they are allowed to enter the voice room, which supports voice / text interaction and game preference tag settings. The system recommends and matches players based on the collaborative filtering algorithm.
[0010] (3) Adopt the “self-developed + third-party access” model to integrate multiple types of games, define a unified access interface through the adapter pattern, and develop a dedicated adapter to realize the adaptation of third-party game interfaces and the synchronization of rules;
[0011] (4) Supports two types of social relationships: close friend binding and CP binding. The binding process is triggered based on a two-way confirmation mechanism. Relationship data is stored in a dedicated database table and a two-way index is established.
[0012] (5) After binding with a close friend, you can enjoy team privileges and earn income from playing games together. After binding with a partner, you can use a private room and participate in couple tasks to earn platform points. Points can only be redeemed for virtual services within the platform.
[0013] (6) Ensure the platform’s data security and compliant operation through mechanisms such as data encryption, distributed rate limiting, and violation verification.
[0014] As a preferred technical solution of the present invention, the server cluster consists of 5 or more physical servers, each server is configured with ≥32 core CPUs, ≥128GB memory, and ≥4TB SSD storage. The load balancing layer adopts a dual load balancing mechanism of L4 (Nginx) + L7 (Kong), and supports round-robin, weighted round-robin and least-connection scheduling strategies.
[0015] As a preferred technical solution of the present invention, the multi-level cache adopts the design of "Redis cluster + local second-level cache (Caffeine)", the TTL of hot data is set to 2 hours, the cache eviction policy adopts the LRU algorithm, and the data synchronization delay is ≤10ms.
[0016] As a preferred technical solution of the present invention, the third-party game access is implemented through a unified interface IGameAdapter. This interface includes login synchronization, progress storage, and battle record reporting methods. Dedicated adapters are developed for different third-party games to complete interface parameter conversion and data format compatibility.
[0017] As a preferred technical solution of the present invention, the social relationship storage adopts the user_relationships core table, with fields including follower_id, following_id, relation_type, create_time, and status. A composite unique index (follower_id, following_id, relation_type) and a bidirectional query index are set to support fast relationship query and management.
[0018] As a preferred technical solution of the present invention, the platform points can only be redeemed for services within the platform such as game time, voice room privileges, and virtual items. They cannot be withdrawn or transferred across platforms, and transaction records are retained for 10 years for future reference.
[0019] As a preferred technical solution of the present invention, the security protection mechanism includes HTTPS data transmission encryption, AES-256 sensitive data storage encryption, token bucket algorithm distributed rate limiting, and WAF attack protection. Violation handling adopts a tiered penalty model of temporary suspension, point deduction, and account ban.
[0020] Compared with existing technologies, the beneficial effects of this invention are: achieving deep integration of social interaction and gaming: through the close friend / CP binding mechanism and exclusive interactive functions, a "social-gaming" closed loop is constructed, solving the problem of functional fragmentation on existing platforms and increasing user stickiness by more than 40%;
[0021] High concurrency handling capacity: Independent server cluster + multi-level caching + load balancing design, supports unlimited players online at the same time, data synchronization latency ≤10ms, and response rate ≥99.9% during peak hours;
[0022] Multi-type game compatibility: The adapter mode solves the incompatibility problem of third-party game interfaces, improves access efficiency by 60%, and supports seamless switching between self-developed games and mainstream third-party games;
[0023] Compliance assurance: The points-based reward conversion mechanism avoids the risks of virtual currency transactions, and the data encryption and violation verification design meets the requirements of network security and game supervision;
[0024] Highly versatile: Self-developed games are free to play with no mandatory in-app purchases, and third-party games offer diverse options, covering players of different ages and spending power. Detailed Implementation
[0025] The technical solutions in the embodiments of the present invention will be clearly and completely described below. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0026] This invention provides a technical solution:
[0027] A diversified interactive approach integrating social binding with multiple game types is proposed, with the core objectives including: 1. Breaking down the functional barriers between social interaction and gaming to achieve a closed loop of "social binding - game interaction - compliant revenue"; 2. Enhancing the platform's high-concurrency capacity through optimized hardware architecture and software design, ensuring a smooth experience for an unlimited number of players online simultaneously; 3. Solving compatibility issues for multiple game types using interface adaptation technology; 4. Designing a compliant revenue conversion mechanism to mitigate the risks of virtual currency transactions; 5. Improving user stickiness and platform activity through refined social binding design.
[0028] 1. Overall Architecture Design
[0029] The hardware architecture employs a "dedicated physical server group + layered deployment" approach, specifically including:
[0030] Server cluster configuration: It consists of a load balancing layer, an application service layer, a data storage layer, and a security protection layer. The load balancing layer adopts a dual load balancing mechanism of L4 (Nginx) + L7 (Kong), and supports three scheduling strategies: round-robin, weighted round-robin, and least connections. It can dynamically allocate user requests according to the server load.
[0031] Hardware specifications: Each physical server is configured with ≥32 CPU cores, ≥128GB of memory, and ≥4TB of SSD storage, and uses multi-line gigabit bandwidth dedicated lines for access, supporting flexible bandwidth expansion;
[0032] High availability design: Global load balancing (GSLB) is introduced to achieve cross-region disaster recovery, master-slave replication and failover mechanisms are configured, and automatic switchover to the backup node is performed when a single node fails, with a switchover latency of ≤5ms;
[0033] Cache architecture: It adopts a multi-level cache design of "Redis cluster + local second-level cache (Caffeine)". Hot data (such as game configuration and social relationship list) is stored in the local cache first. The cache preheating mechanism ensures that high-frequency data is loaded in advance when the platform starts. The cache eviction policy adopts the LRU (Least Recently Used) algorithm.
[0034] 2. Account Access and Basic Interaction Module
[0035] Account Registration and Verification: Players complete registration via mobile phone number and SMS verification code. Passwords are stored using the bcrypt algorithm and support biometric (fingerprint / facial recognition) two-factor authentication. After registration, the system automatically completes real-name authentication. All functions can be unlocked only after the information is verified to be compliant.
[0036] Basic interaction scenario: After successful registration, you will be directly connected to the voice room. The voice uses the OPUS encoding format, supports 100 people online at the same time for real-time calls, and the latency is ≤100ms; it has a built-in text chat function, supports the transmission of emoticons and pictures and message read receipts. Message storage adopts the "local cache + database synchronization" mode to ensure that messages are not lost.
[0037] Player matching mechanism: The voice chat room has a built-in "game preference tag" setting function (such as 2D online games, card games, external RPGs, etc.). The system recommends and matches players based on tag similarity, online status and historical interaction records through collaborative filtering algorithm, with a matching response time of ≤300ms.
[0038] 3. Multi-type game integration module
[0039] It adopts a dual-track approach of "independent research and development + third-party access," and solves interface compatibility issues through an adapter pattern:
[0040] Self-developed games: Free 2D / 3D online games developed based on the Unity2022 engine, supporting instant play without downloading, with no paid items in the game, only retaining social interaction entry points (such as quick team invitations and battle record sharing).
[0041] Third-party game integration:
[0042] Interface adaptation design: Define a unified game access interface (IGameAdapter), which includes standard methods such as login synchronization, progress storage, and battle results reporting;
[0043] Adapter implementation: Develop dedicated adapters for different third-party games (such as Honor of Kings, Peacekeeper Elite, single-player card games, etc.) to complete the parameter conversion between third-party interfaces and the platform's unified interface (such as user ID mapping and data format compatibility). For example, the Steam cloud storage adapter enables cross-platform synchronization of game progress.
[0044] Rule synchronization mechanism: Synchronize third-party game rule updates through timed API calls, establish a rule verification cache, and ensure player operations comply with regulations;
[0045] Lightweight game support: Small games such as single-player and card games use built-in plugins with a size of ≤50MB. They support silent background downloads and use dual-end storage of game data, including local storage and platform backup, to ensure data security.
[0046] 4. Social Relationship Binding Module
[0047] Relationship type definition: Supports two core relationships: close friend binding and CP binding, both triggered by a two-way confirmation mechanism;
[0048] Binding process design: Players can initiate a binding application through voice chat or after forming a team in the game. The application includes a custom message. After receiving the application, the target user can choose "agree", "reject" or "reply later". After agreeing, the system generates a unique relationship identifier (such as "close friend-XXX-XXX" or "CP-XXX-XXX").
[0049] Database design: The user_relationships core table is used to store relational data. Fields include follower_id (initiator ID), following_id (receiver ID), relation_type (relationship type), create_time (creation time), and status (status). A composite unique index (follower_id, following_id, relation_type) is set to avoid duplicate bindings. At the same time, a bidirectional index (follower_id+status, following_id+status) is created to improve query efficiency.
[0050] Relationship management features: Supports manual unbinding, with a 7-day window for relationship recovery after unbinding. Binding can be restored with one click within the window, and the relationship record is automatically deleted after the window expires; Built-in blacklist function, which stores blacklisted relationships through the user_blocks table. After being blacklisted, neither party can initiate binding requests, team invitations, or message interactions.
[0051] 5. Binding Relationship Interaction and Compliance Benefits Module
[0052] Close friend interaction and benefits:
[0053] Team privileges: After binding with a close friend, the "one-click team up" and "exclusive voice channel" functions are unlocked. When playing in a team, the battle performance is given an additional 10% bonus (only for honor display and does not affect game balance).
[0054] The platform has set up a dedicated order posting area where players can post orders that include the game type, duration, and platform points rewards. Players who are linked as close friends can filter orders based on their past performance and positive review rate. Once an order is completed, the reward will be automatically transferred to the account of the player who accepted the order. The platform will take a service fee of 5%-8% (which will fluctuate according to the order amount).
[0055] CP interaction and benefits:
[0056] Exclusive features: After a couple is bound together, the system automatically generates a unique exclusive room, which supports custom room background and nickname. It also has a built-in "Couple Task System" with task types including team game time targets (≥1 hour per day) and synchronized login (3 consecutive days).
[0057] Development and Exchange: Completing couple tasks will earn you platform points and exclusive development items (such as couple avatar frames and chat bubbles). These items are non-tradable. Points can be exchanged for virtual services such as game time, free plugins, and voice room privileges in the platform store. They cannot be withdrawn or exchanged for legal tender to avoid the risks of virtual currency transactions.
[0058] Transaction security guarantee: The mall uses a closed-loop settlement system based on platform points for transactions. Transaction records are stored on the transaction settlement server and retained for 10 years for future reference. The entire process of point acquisition and consumption is traceable, and abnormal transaction monitoring (such as a large number of points flowing in a short period of time) is supported. If an abnormality is detected, the account will be automatically frozen and manually verified.
[0059] 6. Security and Compliance Assurance Module
[0060] Data security: User data transmission is encrypted using the HTTPS protocol, sensitive data (such as ID card numbers and mobile phone numbers) is stored using AES-256 encryption, the database is backed up regularly (daily full backup + real-time incremental backup), and backup data is stored off-site;
[0061] High concurrency protection: Utilizes a token bucket algorithm for distributed rate limiting, restricting the maximum number of requests per user to 20 per second; exceeding this threshold triggers a rate limiting warning; integrates a WAF (Web Application Firewall) to defend against DDoS attacks and malicious requests.
[0062] Compliance verification: The external game interface is equipped with a rule verification module to synchronize the definition of violations of third-party games in real time. When a player violates the rules, the third-party platform will report the violation to this platform and take tiered penalties such as temporary suspension (1-24 hours), point deduction, and account ban. The platform's points system strictly follows the regulatory requirements for virtual currency, does not have the attributes of legal tender, and does not support cross-platform transfer.
[0063] (I) Server Deployment and Configuration
[0064] Server cluster deployment: The basic cluster consists of 5 physical servers, of which 1 is used as a load balancer node, 2 are used as application service nodes, 1 is used as a data storage node, and 1 is used as a backup node; horizontal scaling is supported, and application service nodes are automatically added when the number of players exceeds 100,000.
[0065] Software environment configuration: The load balancer nodes are deployed with Nginx 1.24.0 + Kong 3.0, the application service nodes use the Netty framework to implement asynchronous non-blocking programming, the data storage nodes use MySQL 8.0 (master-slave replication) + Redis 7.0 cluster (3 masters and 3 slaves), the cache nodes are set with TTL (time to live) of 2 hours, and hot data is synchronized every 30 minutes;
[0066] Network configuration: Multi-line gigabit bandwidth dedicated line access, peak bandwidth can be flexibly expanded to 10 gigabit, configured with bandwidth monitoring alarms, automatically triggering expansion when bandwidth utilization exceeds 80%.
[0067] (II) Account and Basic Interaction Implementation
[0068] Registration process: Players enter their mobile phone number → obtain SMS verification code (valid for 5 minutes) → set password (8-20 characters, including letters and numbers) → complete real-name authentication (enter name + ID number, connect to the public security network verification interface) → the system assigns a unique user ID (6 digits + 2 letters).
[0069] Voice chat functionality: Real-time voice functionality is developed based on WebRTC technology, supporting echo cancellation and noise reduction. The maximum number of simultaneous online users in a voice chat room is limited to 100; if this limit is exceeded, a sub-room will be automatically created. Text chat supports message recall (within 2 minutes) and read receipts. Messages are stored for 90 days; if this period is exceeded, they will be automatically archived to cold storage.
[0070] Matching algorithm implementation: A collaborative filtering algorithm is adopted. The input features include game preference tags (weight 0.4), online time (weight 0.2), historical interaction frequency (weight 0.2), and battle record similarity (weight 0.2). The output is the TOP10 matching results, and players can manually select interaction objects.
[0071] (III) Implementation of multi-type game integration
[0072] Self-developed games: 2D casual online games and 3D team competitive online games developed based on the Unity 2022.3 engine. The game installation package size is ≤200MB. It supports instant play without downloading (achieved through WebGL technology). The game has a social interaction button that allows players to directly invite players with linked relationships to form a team.
[0073] Third-party game integration:
[0074] Interface adaptation development: Define a unified interface IGameAdapter, which includes methods such as Login(string platformUserId), ReportRecord(string gameId, string recordData), and SyncProgress(string gameId, string progressData); develop a dedicated adapter for Honor of Kings to implement the mapping between platform user IDs and game accounts, and the conversion of battle record data format (JSON → platform standard format).
[0075] Integration process: Third-party game platform applies for access → Platform reviews qualifications → Develop dedicated adapter → Joint testing (≥50 test cases, covering core scenarios such as login, team formation, and battle record synchronization) → Official launch;
[0076] Lightweight game integration: Single-player, card and other games use HTML5 plugins. When players click the game icon, the plugin is automatically downloaded (download speed ≥1MB / s). The plugin's runtime data is stored in the local Application.persistentDataPath directory and simultaneously synchronized to the platform's database backup.
[0077] (iv) Realization of social relationship binding
[0078] Binding process: Player A clicks "Bind Friend / CP" in the voice chat room / game team interface → enters a custom message (≤50 characters) → the system sends an application notification to Player B → after Player B clicks "Agree", the system inserts two records into the user_relationships table (A→B, B→A), with the relationship_type field marked as "Friend" or "CP" respectively, and the status field as "active" → a unique relationship identifier is generated and displayed on both parties' personal homepages;
[0079] Relationship query implementation: Query the friend list using SQL self-join. Example SQL is as follows:
[0080] SELECTT2.following_idASfriend_id,u.username
[0081] FROMuser_relationshipsT1
[0082] JOINuser_relationshipsT2ONT1.follower_id=T2.following_idANDT1.following_id=T2.follower_id
[0083] JOINusersuONT2.following_id=u.id
[0084] WHERET1.follower_id=?ANDT1.status='active'ANDT1.relation_type='close friend';
[0085] Query response time ≤ 100ms;
[0086] 3. Unbinding and Blocking Implementation: When unbinding, the player initiates the request and the other party needs to confirm. After confirmation, the status field of the corresponding record in the user_relationships table will be updated to "inactive" and automatically deleted after 7 days. When blocking, a record (blocker_id, blocked_id, create_time) is inserted into the user_blocks table. When the system queries the relationship, it will automatically filter the blocked object.
[0087] (v) Realization of interactive and revenue-generating functions
[0088] Close friends offering gaming services:
[0089] Order posting: Players fill in the game type, estimated duration (1-8 hours), and reward points (10-1000 points / hour) → Posting to the order section. Orders are valid for 24 hours.
[0090] Order Acceptance and Settlement: Close friends can view order details and accept orders. After an order is accepted, the order status will change to "in progress" and the system will start timing. After the order is completed, the publisher will confirm the acceptance, the points will be automatically transferred to the acceptor's account, the platform will deduct the service fee and generate a transaction record.
[0091] Couple Quests and Points:
[0092] Task generation: The system refreshes couple tasks at 0:00 every day, including "team up to play games for 1 hour", "log in at the same time", "gift each other items", etc. The difficulty of the task corresponds to different points rewards (10-50 points / task).
[0093] Points Redemption: The platform store offers virtual services such as game time (100 points = 1 hour), voice room privileges (200 points = 7 days), and custom avatar frames (500 points / permanent). After a player redeems these services, the system deducts the corresponding points and generates a redemption record.
[0094] Abnormal transaction monitoring: A rule-based monitoring model is used. Triggering conditions include "a single day's points turnover exceeds 10,000" and "multiple redemptions by the same account within 1 hour". Once triggered, the account is automatically frozen and unfrozen after manual verification.
[0095] (vi) Safety and compliance implementation
[0096] Data encryption: User login uses JWT token authentication, the token is valid for 2 hours, and the refresh token is valid for 7 days; when storing sensitive data, the mobile phone number is de-identified (the middle 4 digits are replaced with *), the ID card number is encrypted with AES-256, and the key is rotated regularly (every 30 days).
[0097] Rate limiting and protection: Distributed rate limiting is implemented using the INCR command in Redis, limiting the maximum number of requests per user per second to 20. If this limit is exceeded, the message "The request is too frequent, please try again later" is returned. WAF is configured with common attack rules (such as SQL injection and XSS cross-site scripting) to block malicious requests in real time.
[0098] Violation Handling: Connects to the violation interface of third-party game platforms. When a player violates the rules, the system receives feedback from the third party regarding the type of violation and evidence. The system then applies tiered penalties based on the severity of the violation: Minor violation (such as AFK) → 1-hour ban + 10 points deducted; Moderate violation (such as cheating) → 24-hour ban + 100 points deducted; Severe violation (such as fraud) → Permanent account ban + clearing of points.
[0099] Although embodiments of the invention have been shown and described, it will be understood by those skilled in the art that various changes, modifications, substitutions and alterations can be made to these embodiments without departing from the principles and spirit of the invention, the scope of which is defined by the appended claims and their equivalents.
Claims
1. A method for achieving diversified interaction that integrates social binding with multiple game genres. The feature includes the following steps: (1) Construct an independent server cluster architecture consisting of "load balancing layer + application service layer + data storage layer + security protection layer", configure multi-level caching and elastic expansion mechanism to ensure high concurrency handling; (2) Players complete account registration by verifying their mobile phone number and real-name authentication. After registration, they are allowed to enter the voice room, which supports voice / text interaction and game preference tag settings. The system recommends and matches players based on the collaborative filtering algorithm. (3) Adopt the "self-developed + third-party access" model to integrate multiple types of games, define a unified access interface through the adapter pattern, and develop a dedicated adapter to realize the adaptation of third-party game interfaces and the synchronization of rules; (4) Supports two types of social relationships: close friend binding and CP binding. The binding process is triggered based on a two-way confirmation mechanism. Relationship data is stored in a dedicated database table and a two-way index is established. (5) After binding with a close friend, you can enjoy team privileges and earn income from playing games together. After binding with a partner, you can use a private room and participate in couple tasks to earn platform points. Points can only be redeemed for virtual services within the platform. (6) Ensure the platform’s data security and compliant operation through mechanisms such as data encryption, distributed rate limiting, and violation verification.
2. The method for achieving diversified interaction by integrating social binding with multiple types of games according to claim 1, characterized in that: The server cluster consists of 5 or more physical servers, each configured with ≥32 CPU cores, ≥128GB of memory, and ≥4TB of SSD storage. The load balancing layer adopts a dual load balancing mechanism of L4 (Nginx) + L7 (Kong), supporting round-robin, weighted round-robin, and least-connection scheduling strategies.
3. The method for achieving diversified interaction by integrating social binding with multiple types of games according to claim 1, characterized in that: The multi-level cache adopts a "Redis cluster + local second-level cache (Caffeine)" design. The TTL of hot data is set to 2 hours, the cache eviction policy adopts the LRU algorithm, and the data synchronization latency is ≤10ms.
4. The method for achieving diversified interaction by integrating social binding with multiple types of games according to claim 1, characterized in that: The third-party game access is implemented through a unified interface IGameAdapter, which includes login synchronization, progress storage, and battle record reporting methods. Dedicated adapters are developed for different third-party games to complete interface parameter conversion and data format compatibility.
5. The method for achieving diversified interaction by integrating social binding with multiple types of games according to claim 1, characterized in that: The social relationship storage uses the user_relationships core table, with fields including follower_id, following_id, relationship_type, create_time, and status. It is configured with a composite unique index (follower_id, following_id, relationship_type) and a bidirectional query index to support fast relationship query and management.
6. The method for achieving diversified interaction by integrating social binding with multiple types of games according to claim 1, characterized in that: The platform points can only be redeemed for in-platform services such as game time, voice room privileges, and virtual items. They cannot be withdrawn or transferred across platforms, and transaction records will be retained for 10 years for future reference.
7. The method for realizing diversified interaction by integrating social binding and multiple types of games according to claim 1, characterized in that: The security protection mechanism includes HTTPS data transmission encryption, AES-256 sensitive data storage encryption, token bucket algorithm distributed rate limiting, and WAF attack protection. Violations are handled using a tiered penalty model of temporary suspension, point deduction, and account ban.