Information processing method and apparatus, computer-readable medium, and electronic device

CN122845585APending Publication Date: 2026-09-29TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510369962.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-26
Publication Date
2026-09-29

AI Technical Summary

Technical Problem

[0004]然而,在现有的跨洋合服架构下,对软件系统所使用的服务器集群中服务器节点之间的流量需求较大,而且由于服务器节点之间的流量很多为跨洋流量,费用较高,这导致了系统运营成本较高

Benefits of technology

[0021]在本申请的一些实施例所提供的技术方案中,目标客户端先从维护有各个对象的验证所需信息的基础服务器获取到目标对象的验证所需信息,然后,目标系统中的预定专用服务器可以从目标对象的目标客户端获取到目标对象的验证所需信息,并对验证所需信息进行验证,并在验证所需信息通过验证情况下,通过目标对象对目标系统中第一对象对应的目标空间执行预定操作。由于目标对象的验证所需信息是目标客户端从基础服务器获取的,也就是说,验证所需信息没有在专用服务器和基础服务器之间进行传输,因此,本申请实施例针对包括基础服务器和多个专用服务器的系统架构以及目标对象需要与第一对象等其他对象对应的空间进行交互的场景,减少了专用服务器和基础服务器之间的流量需求,同时,由于目标系统包括的各专用服务器的分布区域与基础服务器的分布区域不同,因而,基础服务器与专用服务器之间的流量往往为跨洋流量,其费用较高,因此,本申请可以减少对跨洋流量的消耗,进而可以显著降低流量成本,最终可以降低系统运营成本;此外,整个系统稳定可靠,不会对用户体验造成影响。

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Abstract

The application provides an information processing method, device, computer readable medium and electronic equipment. The method is executed by a predetermined special server in a target system. The target system includes a basic server, a plurality of object clients and a plurality of special servers distributed in different positions. Each object corresponds to a special server. The method includes: obtaining verification required information of a target object from a target client of the target object. The verification required information of the target object is obtained from the basic server by the target client. The basic server maintains the verification required information of each object. The predetermined special server is a special server corresponding to a first object other than the target object. The verification required information is verified. When the verification required information passes the verification, a predetermined operation is executed on a target space corresponding to the first object in the target system by the target object. The application can reduce the traffic demand between the special server and the basic server, and reduce the traffic cost.
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Description

Technical Field

[0001] This application relates to the field of system architecture technology, and more specifically, to an information processing method, apparatus, computer-readable medium, and electronic device. Background Technology

[0002] Transoceanic server integration is a server architecture design that aims to merge software servers located in different parts of the world into a globally unified server cluster.

[0003] With the development of information technology and the need for global deployment of software systems, the application of transoceanic co-service server architecture design is becoming increasingly widespread.

[0004] However, under the existing transoceanic co-service architecture, the traffic requirements between server nodes in the server cluster used by the software system are large, and since much of the traffic between server nodes is transoceanic, the cost is high, resulting in high system operating costs. Summary of the Invention

[0005] Embodiments of this application provide an information processing method, apparatus, computer-readable medium, and electronic device, which can at least to some extent reduce the traffic requirements between server nodes and lower traffic costs.

[0006] Other features and advantages of this application will become apparent from the following detailed description, or may be learned in part from practice of this application.

[0007] According to one aspect of the embodiments of this application, an information processing method is provided, the method being executed by a predetermined dedicated server in a target system. The target system includes a base server, clients of multiple objects, and multiple dedicated servers distributed in different regions from the base server. Each object corresponds to one dedicated server. The method includes: obtaining verification information required for the target object from a target client of the target object, wherein the verification information required for the target object is obtained by the target client from the base server, the base server maintaining verification information required for each object, and the predetermined dedicated server being a dedicated server corresponding to a first object other than the target object; verifying the verification information required for the target object, and when the verification information required for the target object passes verification, performing a predetermined operation on the target space corresponding to the first object in the target system through the target object.

[0008] According to one aspect of the embodiments of this application, an information processing method is provided. The method is executed by a target client of a target object in a target system. The target system includes a base server, clients of multiple objects, and multiple dedicated servers distributed in different regions from the base server. Each object corresponds to one dedicated server. The method includes: obtaining verification information required for the target object from the base server, wherein the base server maintains verification information required for each object; verifying the verification information required for the target object, and when the verification information required for the target object passes verification, generating an operation component for a target operation in the target space corresponding to a first object in the target system; generating a trigger instruction in response to a trigger operation of the operation component by the target object, and sending the trigger instruction to a predetermined dedicated server corresponding to the first object, so that the predetermined dedicated server, under the instruction of the trigger instruction, performs a predetermined operation on the target space corresponding to the first object in the target system through the target object.

[0009] According to one aspect of the embodiments of this application, an information processing apparatus is provided. The apparatus is applied to a predetermined dedicated server in a target system. The target system includes a base server, clients of multiple objects, and multiple dedicated servers distributed in different areas from the base server. Each object corresponds to one dedicated server. The apparatus includes: a first information acquisition unit, configured to acquire verification information required for the target object from a target client of the target object. The verification information required for the target object is acquired by the target client from the base server. The base server maintains verification information required for each object. The predetermined dedicated server is a dedicated server corresponding to a first object other than the target object; and a verification and execution unit, configured to verify the verification information required for the target object, and, when the verification information required for the target object passes verification, perform a predetermined operation on the target space corresponding to the first object in the target system through the target object.

[0010] In some embodiments of this application, based on the foregoing scheme, the verification and execution unit is configured to: return target information to the target client so that the target client generates an operation component for the target operation in the target space corresponding to the first object in the target system according to the target information; and when the target client receives a trigger instruction from the target object for the operation component, execute the target operation on the target space.

[0011] In some embodiments of this application, based on the foregoing scheme, the apparatus further includes a generation and transmission unit; after the target operation is performed on the target space, the generation and transmission unit is configured to: generate verification information based at least on the verification required information; send the settlement data of the target operation and the verification information to the base server, so that the base server determines whether the verification required information is valid by verifying the verification information, and stores the settlement data of the target operation if the verification required information is determined to be valid.

[0012] In some embodiments of this application, based on the foregoing scheme, the information required for the verification of the target object includes the relationship information between the target object and the second object; the verification and execution unit is configured to: return target information to the target client, so that the target client generates an operation component for performing target operations on the target entity in the target space corresponding to the first object in the target system according to the target information, wherein the target entity is an entity belonging to the second object; when the target client receives a trigger instruction from the target object for the operation component, the target operation is performed on the target entity.

[0013] In some embodiments of this application, based on the foregoing scheme, the apparatus further includes a summarizing and sending unit; the first information acquisition unit is configured to: when a target object requests access to a target space in a target system, obtain the verification information required by the target object from the target object's target client; after storing the settlement data of the target operation, the summarizing and sending unit is used to: in response to a target object requesting to exit the target space, summarize the operation results of the target object on each entity belonging to the second object in the target space; generate a notification email based on the summary result, and send the notification email to the base server so that the second object can obtain the notification email from the base server.

[0014] In some embodiments of this application, based on the foregoing scheme, the information required for verification of the target object further includes at least one of the following: the number of operations performed on the target object in the current time period, and the number of operations performed on the second object in the current time period.

[0015] In some embodiments of this application, based on the foregoing scheme, the verification and execution unit is configured to: if the verification required information meets predetermined conditions, then determine that the verification required information passes verification; the predetermined conditions include: determining that there is a specified relationship between the target object and the second object based on the relationship information between the target object and the second object, and at least one of the following: the number of operations performed on the target object in the current time period does not reach a first predetermined number, and the number of operations performed on the second object in the current time period does not reach a second predetermined number.

[0016] In some embodiments of this application, based on the aforementioned scheme, dedicated servers corresponding to objects located in the same region are located in the same location, while dedicated servers corresponding to objects in different regions are located in different regions.

[0017] According to one aspect of the embodiments of this application, an information processing apparatus is provided. The apparatus is applied to a target client of a target object in a target system. The target system includes a base server, clients of multiple objects, and multiple dedicated servers distributed in different areas from the base server. Each object corresponds to one dedicated server. The apparatus includes: a second information acquisition unit, configured to acquire verification-required information of the target object from the base server, wherein the base server maintains verification-required information for each object; a verification and generation unit, configured to verify the verification-required information and, when the verification-required information passes verification, generate an operation component for a target operation in the target space corresponding to a first object in the target system; and a generation and sending unit, configured to generate a trigger instruction in response to a trigger operation of the operation component by the target object, and send the trigger instruction to a predetermined dedicated server corresponding to the first object, so that the predetermined dedicated server, under the instruction of the trigger instruction, performs a predetermined operation on the target space corresponding to the first object in the target system through the target object.

[0018] According to one aspect of the embodiments of this application, a computer-readable medium is provided having a computer program stored thereon, which, when executed by a processor, implements the information processing method as described in the above embodiments.

[0019] According to one aspect of the embodiments of this application, an electronic device is provided, including: one or more processors; and a storage device for storing one or more programs, which, when executed by the one or more processors, cause the one or more processors to implement the information processing method as described in the above embodiments.

[0020] According to one aspect of the embodiments of this application, a computer program product is provided, the computer program product including computer instructions stored in a computer-readable storage medium, a processor of a computer device reading the computer instructions from the computer-readable storage medium, and the processor executing the computer instructions to cause the computer device to perform the information processing method as described in the above embodiments.

[0021] In some embodiments of this application, the target client first obtains the verification information required for the target object from the base server that maintains the verification information required for each object. Then, a predetermined dedicated server in the target system can obtain the verification information required for the target object from the target client of the target object, verify the verification information, and, if the verification information passes the verification, perform a predetermined operation on the target space corresponding to the first object in the target system through the target object. Since the verification information required for the target object is obtained by the target client from the base server, that is, the verification information is not transmitted between the dedicated server and the base server, this application embodiment reduces the traffic demand between the dedicated server and the base server for system architectures including base servers and multiple dedicated servers and scenarios where the target object needs to interact with the spaces corresponding to the first object and other objects. At the same time, since the distribution areas of the dedicated servers included in the target system are different from the distribution areas of the base server, the traffic between the base server and the dedicated server is often transoceanic traffic, which is expensive. Therefore, this application can reduce the consumption of transoceanic traffic, thereby significantly reducing traffic costs and ultimately reducing system operating costs. In addition, the entire system is stable and reliable and will not affect the user experience.

[0022] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and do not limit this application. Attached Figure Description

[0023] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this application and, together with the description, serve to explain the principles of this application. It is obvious that the drawings described below are merely some embodiments of this application, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort. In the drawings:

[0024] Figure 1 An architectural block diagram of the implementation scheme of the disruptive gameplay in related technologies is shown;

[0025] Figure 2 A sequence diagram is shown illustrating the implementation scheme of the disruptive gameplay in related technologies;

[0026] Figure 3 A flowchart illustrating the implementation scheme of the disruptive gameplay in related technologies is shown;

[0027] Figure 4 A schematic diagram showing the data center distribution and deployment of a disruptive gameplay scheme is provided.

[0028] Figure 5 A schematic diagram of an exemplary system architecture to which the technical solutions of the embodiments of this application can be applied is shown;

[0029] Figure 6 A flowchart of an information processing method according to an embodiment of this application is shown;

[0030] Figure 7 A schematic diagram of the node distribution of a target system according to an embodiment of this application is shown;

[0031] Figure 8 A sequence diagram of the overall scheme according to one embodiment of this application is shown;

[0032] Figure 9 A schematic flowchart of the overall solution according to an embodiment of this application is shown;

[0033] Figure 10 An architectural block diagram according to an embodiment of this application is shown;

[0034] Figure 11 An embodiment according to this application is shown. Figure 6 A flowchart detailing step 620 in the embodiment;

[0035] Figure 12 A schematic diagram of the interface displayed after entering the game home and triggering the mischief function according to one embodiment of this application is shown;

[0036] Figure 13 A schematic diagram of the interface displayed after a player successfully causes trouble, according to one embodiment of this application, is shown.

[0037] Figure 14 An embodiment according to this application is shown. Figure 11 A flowchart of the steps following step 622 in the embodiment;

[0038] Figure 15 A funnel diagram showing the percentage of players entering the world to actual disruptors, according to one embodiment of this application, is shown.

[0039] Figure 16 A schematic diagram of the interface displayed after a player's attempt to cause trouble fails, according to one embodiment of this application, is shown.

[0040] Figure 17 A schematic diagram of the interface of an email received by a victim according to an embodiment of this application is shown.

[0041] Figure 18 A flowchart of an information processing method according to another embodiment of this application is shown;

[0042] Figure 19 A block diagram of an information processing apparatus according to an embodiment of this application is shown;

[0043] Figure 20 A block diagram of an information processing apparatus according to another embodiment of this application is shown;

[0044] Figure 21 A schematic diagram of the structure of a computer system suitable for implementing the electronic device of the present application is shown. Detailed Implementation

[0045] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, these exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this application more comprehensive and complete, and to fully convey the concept of the exemplary embodiments to those skilled in the art.

[0046] Furthermore, the described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough understanding of embodiments of this application. However, those skilled in the art will recognize that the technical solutions of this application can be practiced without one or more of the specific details, or other methods, components, apparatuses, steps, etc., can be employed. In other instances, well-known methods, apparatuses, implementations, or operations are not shown or described in detail to avoid obscuring various aspects of this application.

[0047] 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.

[0048] The block diagrams shown in the accompanying drawings are merely functional entities and do not necessarily correspond to physically independent entities. That is, these functional entities can be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.

[0049] The flowcharts shown in the accompanying drawings are merely illustrative and do not necessarily include all content and operations / steps, nor do they necessarily have to be performed in the described order. For example, some operations / steps can be broken down, while others can be combined or partially combined; therefore, the actual execution order may change depending on the specific circumstances.

[0050] Transoceanic server merging is a server architecture design that aims to combine game servers located on different continents into a globally unified server cluster. By optimizing network latency and synchronization mechanisms, it enables seamless interaction and a smooth gaming experience between players across continents.

[0051] In related technologies, a globally cross-oceanic server game needs to be developed, which can offer a "mischief" gameplay element. This mischief gameplay is a social game mechanic where players can enter their friends' game homes and steal crops they've planted or items their pets have helped them produce, increasing their own profits. Players must also regularly harvest their own crops or collect items produced by their pets to prevent them from being stolen by other players. The aforementioned pets refer to virtual pets in the game, which players can raise by feeding, training, and interacting with them, and participate in various tasks and activities to improve their abilities and levels. Pets can participate in production and collection, helping players produce various items and props.

[0052] Specifically, in the relevant technology, the implementation process of the "mischief" gameplay can be as follows: Player A enters their game home to cultivate plants. At the same time, Player B also enters Player A's game home, sees the plants cultivated by Player A, and performs "mischief," taking away the plants cultivated by Player A. This logic requires determining whether Players A and B are friends, and whether Player B's number of mischief attempts or Player A's number of times they are mistreated exceeds the limit. Only if both are friends, and neither player's number of mischief attempts or times they are mistreated exceeds the limit, will the "mischief" logic be executed, and the result updated in their respective inventory.

[0053] Figure 1 An architectural diagram of an implementation scheme for disruptive gameplay in related technologies is shown. Please refer to [link / reference]. Figure 1As shown, it includes client A used by player A, client B used by player B, and the game server. The game server can include a lobby server (Lobby), a database (DB), and a DS server. Client A and client B can communicate with the lobby server (Lobby) and the DS server respectively. The lobby server (Lobby) can communicate with both the DS server and the database (DB).

[0054] Figure 2 A timing diagram is shown illustrating the implementation scheme of the disruptive gameplay in related technologies. Please refer to [link / reference]. Figure 2 As shown, the "Disruption" gameplay involves five entities: Client-A, Client-B, Lobby, DS Server, and DB. The specific process is as follows: First, Client-A requests to log in to the lobby server. Then, the lobby server sends a request to the DS server to enter the player's homestead. This request carries Player-A's relationship chain data, disruption-related data, etc. The DS server returns a response to Client-A. Next, Client-A establishes a connection with the DS server to enter the homestead. Subsequently, Client-B sends a request to Lobby to enter Player-A's homestead. Lobby then sends a request to the DS server to enter the homestead, carrying Player-B's relationship chain data, disruption-related data, etc. Then, Player-B interacts with the DS server to execute the disruption function. The DS server verifies all the obtained relationship chain data, disruption data, and disrupted data to determine if the disruption conditions are met, and executes the disruption operation if the conditions are met. Next, the DS server returns the disruption result to Client-B. Finally, the DS server can also update the disruption data to Lobby, and Lobby can also update the disruption data in the DB.

[0055] Figure 3 A flowchart illustrating the implementation scheme of disruptive gameplay in related technologies is shown. Please refer to [link / reference]. Figure 3 As shown, when a player accesses another player's world (i.e., the game home) through the client, the system will execute a series of judgment logic to verify the information, and will then carry out sabotage upon completion of the verification.

[0056] The cross-ocean server architecture used in the aforementioned technologies can be as follows: the game lobby server is generally located in the same data center, such as Singapore. DS servers are generally deployed locally, close to the players, and therefore are deployed in various regions around the world, such as Europe, North America, South America, and Australia.

[0057] Figure 4 A schematic diagram showing the data center distribution and deployment of one possible disruptive gameplay scheme is provided. Please refer to [link / reference]. Figure 4As shown, the lobby server is deployed in Singapore, while the DS server is deployed based on proximity. For example, a DS server located in Chile might be deployed for Brazilian players, and a DS server located in California might be deployed for American players. Assume player A is Brazilian, player B is American, and A and B are friends. When they log in, they both connect to the lobby server deployed in Singapore. If they each enter their own game homepage, A will enter the Chilean DS server, and B will enter the California DS server. If B visits A's game homepage, then B will also enter the Chilean DS server.

[0058] If Figure 4 The method provided in the embodiments, when applied to the implementation scheme of the disruptive gameplay in the aforementioned related technologies, consumes a significant amount of transoceanic dedicated line traffic between the lobby server and the DS server. This traffic cost is borne by the game operator. Therefore, it is evident that the friend interaction and identity verification schemes for disruptive gameplay in the related technologies are not suitable for the architecture of transoceanic server merges.

[0059] Specifically, in the relevant technical solution, when entering the home, the data required for the player's mischief needs to be carried into the DS server, and all subsequent mischief-related logic is directly judged on the DS server.

[0060] However, taking an 8-byte space occupied by each friend's data as an example, and estimating based on existing dedicated line fees, the bandwidth loss and estimated costs of related technical solutions when entering one's own home are shown in Table 1:

[0061]

[0062] Table 1

[0063] However, actual friend data may also include other data such as the time when the friendship was formed and the friend's intimacy level. Therefore, the actual space occupied by each friend's data is larger than 8 bytes, which will consume more bandwidth and cost more.

[0064] Therefore, this application first provides an information processing method. The information processing method provided by the embodiments of this application can overcome the above-mentioned deficiencies. It offers optimized solutions for friend interaction and identity verification for cross-ocean server architectures, making it more suitable for cross-ocean server architectures. It is low-cost, effectively reduces cross-ocean traffic, and is reliable in function, having no impact on player experience, and exhibiting excellent application results.

[0065] Figure 5 A schematic diagram of an exemplary system architecture to which the technical solutions of the embodiments of this application can be applied is shown. For example... Figure 5As shown, the system architecture 500 may include a lobby server 530, a database server 540, a first user terminal 511 and a first server 512 located in a first area 510, and a second user terminal 521 and a second server 522 located in a second area 520. The lobby server 530 and the database server 540 are located in the same area, which is an area other than the first area 510 and the second area 520. Each user terminal has a game client installed. A first DS server is deployed on the first server 512, a second DS server is deployed on the second server 522, a lobby server is deployed on the lobby server 530, and a database is deployed on the database server 540. The first user terminal 511, the first server 512, the second user terminal 521, the second server 522, and the database server 540 all establish communication connections with the lobby server 530. Each user terminal also establishes communication connections with each server that has a DS server deployed. Any DS server can be the execution subject of the scheme in this application embodiment. Taking the first DS server as the execution subject of the scheme in this application embodiment as an example, when the information processing method provided in this application embodiment is applied... Figure 5 In the system architecture shown, a process can be as follows: First, the first player using the first user terminal 511 accesses the first DS server on the first server 512 through the game client, enters their game home, and instructs the first DS server to start producing the target item in that game home; then, when the second player using the second user terminal 521 needs to obtain the first player's target item, the game client of the second user terminal 521 first obtains the verification information required for the second player from the lobby server 530, and sends the verification information to the first DS server on the first server 512, which is close to the first user terminal 511, for verification; next, when the verification information required for the second player passes the verification of the first DS server, the second player using the second user terminal 521 can access the first DS server through their game client to perform disruptive operations to obtain the first player's target item; finally, the data on the second player's acquisition of the target item and the data on the first player's loss of the target item are updated by the lobby server to the database on the database server 540.

[0066] In some embodiments of this application, the first DS server is the DS server closest to the first user terminal 511, and the second DS server is the DS server closest to the second user terminal 521.

[0067] In some embodiments of this application, the verification information required for the second player includes the friend information between the first player and the second player, the number of times the second player acquired items on that day, and the number of times the first player's items were acquired on that day.

[0068] It should be understood that Figure 5 The number of user terminals and various servers shown is merely illustrative. Depending on implementation needs, there can be any number of user terminals, and the actual number of servers included in each type of server can also be arbitrary. That is, there can be a much larger number of user terminals, and the lobby server, database server, first server, and second server can all be server clusters composed of multiple servers.

[0069] It should be noted that, Figure 5 The illustration shown is merely one embodiment of this application. Although in Figure 5 In the embodiment of the scheme, the user terminal is a smartphone, but in other embodiments of this application, the user terminal can also be various types of terminal devices such as desktop computers, laptops, tablets, vehicle terminals, portable wearable devices, and workstations; although Figure 5 The solutions in this embodiment are applied to games, but the solutions in this application can also be applied to various software systems that require cross-server interaction; although Figure 5 In the embodiments of this application, the information required for verification is verified by the DS server. However, in other embodiments of this application, at least a portion of the information required for verification can be verified by the user terminal. Figure 5 In the embodiment, the verification information is obtained when a player requests to engage in disruptive gameplay. However, in other embodiments of this application, the verification information may also be retrieved in advance by the game client from the lobby server. This application does not limit the scope of protection in any way.

[0070] It is easy to understand that the information processing method provided in the embodiments of this application is generally executed by a server, and correspondingly, the information processing device is generally located in the server. However, in other embodiments of this application, the terminal device may also have similar functions to the server, thereby executing the information processing scheme provided in the embodiments of this application.

[0071] Therefore, the embodiments of this application can be applied to terminals or servers. The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The terminal can be a smartphone, tablet, laptop, desktop computer, smart speaker, smartwatch, etc., but is not limited to these. The terminal and server can be directly or indirectly connected via wired or wireless communication, and this application does not impose any restrictions.

[0072] The implementation details of the technical solutions in the embodiments of this application are described in detail below:

[0073] Figure 6 A flowchart of an information processing method according to an embodiment of this application is shown. From a physical perspective, this information processing method can be executed by various devices with processing and computing capabilities. Specifically, it can be executed by a target device, such as a user terminal or a cloud server. User terminals include, but are not limited to, mobile phones, computers, smart voice interaction devices, smart home appliances, vehicle terminals, aircraft, smartwatches, etc. From a logical perspective, the method can be executed by a predetermined dedicated server in a target system. The target system may include a base server, multiple client objects, and multiple dedicated servers distributed in different areas from the base server, with each object corresponding to one dedicated server.

[0074] In one embodiment of this application, the target system is an online game, and each dedicated server communicates with the basic server through a dedicated network.

[0075] The following is a detailed description of the application of the solution of this application to a game.

[0076] The base server is the first server accessed when logging into the target system. The base server can be a game lobby server; multiple game lobby servers can exist, all deployed in the same data center, such as Singapore. The object can be a player, a player-controlled game character, or a player's game account. The object's client can be a game client, such as the client installed on the player's smartphone.

[0077] A Dedicated Server (DS) is a dedicated server mode in Unreal Engine used to handle all game logic and data synchronization in multiplayer games, ensuring a consistent gaming experience across clients. Essentially, a dedicated server is a software-level server program, not physical hardware, and can run on a physical server, virtual machine, or cloud server. This document also refers to the dedicated server as a DS server, and the disruptive gameplay logic in this embodiment primarily runs on the DS server.

[0078] In a straightforward manner, the target system can run on a server cluster consisting of multiple physical nodes, which can be distributed across different regions, countries, or even continents around the world.

[0079] Therefore, different dedicated servers can be distributed in different locations, such as different regions, countries, or even continents; of course, multiple different dedicated servers can also be deployed in the same region, country, or continent.

[0080] Specifically, dedicated servers on different physical nodes can be distributed in different locations, and different physical nodes can be distributed in different regions, different countries, or different continents; of course, multiple instances of dedicated servers can be deployed on the same physical node.

[0081] The game lobby server can be deployed on the physical node that has the smallest sum of distances to other physical nodes, in order to reduce game latency and save on traffic costs.

[0082] Of course, for each physical node, we can also determine the distance between that physical node and all other physical nodes; and for each physical node, determine the number of players that are the nearest physical node to that physical node; then, for each physical node and for each other physical node corresponding to that physical node, determine the product between the distance between that physical node and the other physical node and the number of players determined for that other physical node; next, for each physical node, determine the sum of the products between that physical node and all other physical nodes to obtain the score of that physical node; finally, determine the physical node with the smallest score as the physical node for deploying the game lobby server.

[0083] In this embodiment, by selecting the physical nodes for deploying the game lobby server based on the number of players and the distance between nodes, latency can be reduced more effectively and communication costs can be saved.

[0084] Each player's dedicated server can be the one closest to them. In other words, each object's dedicated server can be located on the physical node closest to that object where the dedicated server is deployed.

[0085] Figure 7 A schematic diagram of the node distribution of a target system according to an embodiment of this application is shown. Please refer to... Figure 7 As shown, the game lobby server is deployed in Singapore, and dedicated servers are deployed in Europe, North America, South America, Australia, and Asia. For example, a dedicated server belonging to North America can be deployed in California, USA, and a dedicated server belonging to South America can be deployed in Chile, South America. Each dedicated server can communicate with the game lobby server, and the communication between them usually uses expensive transoceanic traffic.

[0086] In one embodiment of this application, dedicated servers corresponding to objects located in the same region are located in the same location, while dedicated servers corresponding to objects in different regions are located in different regions.

[0087] For example, dedicated servers for players located in the United States are located in California, while dedicated servers for players located in South America may be located in Chile.

[0088] Please refer to Figure 6 As shown, this information processing method includes at least the following steps:

[0089] In step 610, the verification information required for the target object is obtained from the target client of the target object. The verification information required for the target object is obtained by the target client from the base server. The base server maintains the verification information required for each object. The predetermined dedicated server is the dedicated server corresponding to the first object other than the target object.

[0090] In the game where the solution of this application embodiment is applied, each player can have a game home, which can also be called a game home, virtual farm or player world (world); the game can provide a mischief gameplay, where each player can enter other players' game homes to obtain items or props, thereby realizing the mischief operation. The items or props obtained by the player from other players' game homes can be crops or plants grown by other players, or props or items produced by other players' pets.

[0091] The target object can be a player who needs to perform disruptive actions, the target client can be the target object's game client, and the information required for verification of the target object can include at least one of the following: the relationship information between the target object and the first object or the second object, the number of times the target object performs actions in the current time period, and the number of times the first object or the second object performs actions in the current time period.

[0092] The first or second target can be the player whose disruptive action is being carried out. The relationship between the target and the first or second target can be a friendship, a team relationship, or other similar relationships.

[0093] If the information required for the verification of the target object includes the relationship information between the target object and the second object, then a delegation relationship can exist between the first object and the second object, that is, the second object can delegate the production of items or props in its game home.

[0094] The base server, also known as the game lobby server, maintains and stores each player's friend relationships, the number of times sabotage actions have been performed on them within the current time period, and the number of sabotage actions already completed within the current time period. The current time period can be the current day, the current week, or the current month.

[0095] In one embodiment of this application, obtaining the verification information required for the target object from the target client of the target object includes: when the target object requests access to the target space in the target system, obtaining the verification information required for the target object from the target client of the target object.

[0096] The target client of the target object can obtain the verification information from the base server via the public network before or during the request to enter the target space corresponding to the first object. A dedicated server can retrieve data from the target client via the public network based on the request from the target client of the target object.

[0097] Figure 8 A sequence diagram of the overall scheme according to one embodiment of this application is shown. Please refer to... Figure 8 As shown, it involves client A, client B, client C, ds-A, dsagent, dbagent, lobby-C, and offcache. Clients A, B, and C are the game clients corresponding to players A, B, and C, respectively. ds-A is the dedicated server (DS server) corresponding to player A. When a player logs in, the mobile game client connects to the lobby server. lobby-C is the lobby server instance corresponding to player C. dbagent is a database deployed near the player. dsagent is the server program corresponding to ds-A. Each dedicated server has a corresponding dsagent. A dsagent can be dedicated to a specific dedicated server, or different dedicated servers can correspond to the same dsagent. offcache is a database (DB) deployed near the lobby server.

[0098] Please see Figure 8 As shown, player B uses client B to send a request to ds-A, enters player A's world, and commissions player A to produce items in their world. Then, player B leaves player A's world. Next, player C wants to enter player A's world to retrieve the items produced for player B. Client C will first obtain the verification information required for player C from lobby-C.

[0099] In step 620, the verification information is verified, and when the verification information passes the verification, a predetermined operation is performed on the target space corresponding to the first object in the target system through the target object.

[0100] The target space can be the game space or any other space used to perform a specific operation. The game space includes the aforementioned game home, virtual farm, or player world.

[0101] In one embodiment of this application, verifying the verification information includes: if the verification information meets predetermined conditions, then determining that the verification information passes verification; the predetermined conditions include: determining that a specified relationship exists between the target object and the second object based on the relationship information between the target object and the second object, and at least one of the following: the number of operations performed on the target object in the current time period does not reach a first predetermined number, and the number of operations performed on the second object in the current time period does not reach a second predetermined number.

[0102] Verifying the required information is essentially the process of determining whether it meets predetermined conditions. As mentioned earlier, the required information may include the relationship between the target object and the first or second object. Therefore, verifying the required information is actually a process of identity verification. For example, verification can only be passed if there is a friend relationship between the target object and the first or second object. This prevents malicious users from impersonating legitimate communication partners and ensures the security of the game.

[0103] The designated relationship can be a friend relationship. The first and second pre-selected number of times can be configured by the game designers according to actual needs. The first and second pre-selected number of times can be the same or different. For example, if the target object's number of actions in the current time period does not reach the first pre-selected number, it can be specifically: if the target object performs less than 10 acts of sabotage this week, and the target object performs 9 acts of sabotage this week, since 9 is less than 10, then it can be determined that the target object's number of actions in the current time period does not reach the first pre-selected number. Similarly, if the second object's number of actions performed on it in the current time period does not reach the second pre-selected number, it can be specifically: if the second object is sabotaged less than 15 times this week, and the target object is sabotaged 15 times this week, then it can be determined that the target object's number of actions performed on it in the current time period reaches the second pre-selected number.

[0104] When applying the solution of this application embodiment, in addition to verifying the information required for verification, it is also necessary to verify other information. When all information passes verification, the target object can be allowed to enter the target space corresponding to the first object and perform a sabotage operation on the items produced in the target space.

[0105] Figure 10 An architectural block diagram according to an embodiment of this application is shown. Please refer to... Figure 10As shown, the Lobby server and its corresponding database (DB) are deployed in Singapore; the DS server deployed in Chile corresponds to client-A, and is a DS server deployed near client-A; the DS server deployed in California corresponds to client-B, and is a DS server deployed near client-B. Each client can interact with the Lobby server. Players using client-B can enter the DS server in Chile corresponding to client-A to disrupt the world of players using client-A. Client-A can obtain relationship chain data representing friend relationships through its link with the Lobby server; this relationship chain data is obtained using the traffic of client-A and the data center.

[0106] Figure 9 A schematic flowchart illustrating the overall solution according to an embodiment of this application is shown. Please refer to... Figure 9 As shown, the process may include the following:

[0107] Step 910: The client accesses another player's world.

[0108] The current player is using their game client to access other players' worlds.

[0109] Step 920: Are there any production orders?

[0110] The DS server determines whether there are any production orders in the world of the other player it is trying to access. These orders could be orders commissioned by someone else to produce items in that other player's world. If yes, proceed to step 930; otherwise, proceed to step 9120.

[0111] This step is to verify another type of information.

[0112] Please continue reading Figure 9 As shown, after step 920, the following may also be included:

[0113] Step 930, is it a friend's order?

[0114] Determine whether the production order is an order commissioned by the current player to be produced in another player's world. If yes, proceed to step 940; otherwise, proceed to step 9120.

[0115] Step 940: Will I still cause trouble this week?

[0116] The DS server or the current player's game client determines whether the current player has not reached the weekly limit for disruptive actions. If so, proceed to step 950; otherwise, proceed to step 9120.

[0117] Step 950: Can the ordered items be sabotaged?

[0118] The game can incorporate a mechanism that prevents all items from being sabotaged; for example, it can allow only specific types of items to be sabotaged. This step determines whether the items involved in generating the order are allowed to be sabotaged. If yes, proceed to step 960; otherwise, proceed to step 9120.

[0119] This step also verifies another type of information.

[0120] certainly, Figure 9 The order of steps 920 to 950 in the embodiment can be adjusted as needed.

[0121] Please continue reading Figure 8 As shown, when player C enters player A's world and requests to obtain items produced for player B, ds-A will determine whether player C can obtain items produced for player B based on certain conditions. Specifically, ds-A can determine whether there is a friend relationship between the two (this friend relationship determination can also be performed locally on the client), and then determine whether the configuration conditions are met. The configuration conditions can include all the judgment conditions in steps 920 to 950 except for the friend relationship judgment, that is, it can include the judgment conditions in steps 920, 940 and 950. Of course, the configuration conditions may not include the judgment on the production order in step 920.

[0122] Figure 11 An embodiment according to this application is shown. Figure 6 A flowchart detailing step 620 in the embodiment is provided. Please refer to [link / reference]. Figure 11 As shown, performing a predetermined operation on the target space corresponding to the first object in the target system through the target object can specifically include the following steps:

[0123] In step 621, target information is returned to the target client so that the target client can generate the operation component of the target operation in the target space of the target system corresponding to the first object according to the target information.

[0124] Target information can be notification information or instructions used to instruct the target client to display the operation components of the target operation in the display interface corresponding to the target space.

[0125] In one embodiment of this application, returning target information to the target client so that the target client can generate an operation component for performing a target operation in the target space of the target system corresponding to the first object based on the target information includes: returning target information to the target client so that the target client can generate an operation component for performing a target operation on a target entity in the target space of the target system corresponding to the first object based on the target information, wherein the target entity is an entity belonging to the second object.

[0126] The target entity can be any type of object, such as resources, props, or items of the second object, and the operation component can be a button used to obtain the target entity.

[0127] Figure 12 A schematic diagram is shown of the interface displayed after triggering the "Disrupt the Game Home" function according to one embodiment of this application. Please refer to [link to relevant documentation]. Figure 12 As shown, when a player enters another player's world through the game client, if the "Troublemaker" function is triggered, the system will, upon confirming that the player meets the conditions for troublemaker, generate an "Available" action component (i.e., a "Troublemaker" button) for the other player's lychee in their game client's display interface. The player can then click this button to perform the target action (such as causing trouble). Figure 12 In this example, the target entity is a lychee.

[0128] Specifically, if the second object has a friend relationship with the target object, the target entity can perform the target operation, and the number of operations performed by the target object in the current time period has not reached the first predetermined number, it can be determined that the verification information has passed the verification, and then the operation component can be generated and displayed. Of course, in order to ensure the user experience of players, the number of operations performed by the target object in the current time period can be left unverified, or the operation component can be generated and displayed if the number of operations performed by the target object in the current time period has reached the first predetermined number.

[0129] Please continue reading Figure 11 In step 622, when the target object receives a trigger instruction for the operation component from the target client, the target operation is performed on the target space.

[0130] In one embodiment of this application, the step of receiving a trigger instruction from the target object to the operation component from the target client and performing the target operation on the target space includes: performing the target operation on the target entity when receiving a trigger instruction from the target object to the operation component from the target client.

[0131] Target operations can be performed based on a certain probability. For example, the number of target entities that are obtained can be determined by probability. Therefore, each time a target operation is performed on a target entity, some target entities can be obtained, or all target entities can be obtained.

[0132] Figure 13 A schematic diagram is shown of the interface displayed after a player successfully causes trouble according to one embodiment of this application. Please see below. Figure 13 As shown, when a player clicks on the control component, a disruptive action will be performed on the DS server. If the disruption is successful, the control component will disappear from the game client's display interface.

[0133] Figure 14 An embodiment according to this application is shown. Figure 11 The flowchart for steps following step 622 in the embodiment is shown below. Please refer to [link / reference]. Figure 14 As shown, after performing the target operation on the target space, the information processing method further includes:

[0134] In step 630, verification information is generated based at least on the verification required information.

[0135] Specifically, the information to be verified may include the target object and the second object whose friend relationship needs to be verified, as well as information such as the number of times the target object has performed operations within the current time period.

[0136] In step 640, the settlement data of the target operation and the information to be verified are sent to the base server, so that the base server can determine whether the information required for verification is valid by verifying the information to be verified, and if the information required for verification is valid, the settlement data of the target operation is stored.

[0137] The base server can store real friend relationship data, the actual number of operations performed by the target object in the current time period, and the actual number of operations performed on the second object in the current time period. The base server can use this data to verify the information to be verified and determine whether the execution of the target operation is legal. The information to be verified may not include the number of operations performed on the second object in the current time period.

[0138] The settlement data for the target operation may include the number of operations performed on the target object within the current time period and / or the number of operations performed on the second object within the current time period.

[0139] In this embodiment, by using a basic server to verify the information to be verified, players are prevented from disrupting the logic by tampering with local data, items are prevented from being illegally obtained, and the game experience is not affected.

[0140] In one embodiment of this application, storing the settlement data for the target operation includes updating the number of operations performed on the target object in the current time period and / or the number of operations performed on the second object in the current time period.

[0141] In this embodiment of the application, the data in the database can be updated by incrementing the number of operations performed on the target object and the number of operations performed on the second object in the current time period by 1.

[0142] Please continue reading Figure 8 As shown, when ds-A determines that player C can acquire the item produced for player B, it returns a notification message to client C, allowing client C to access ds-A and perform the acquisition operation. Specifically, ds-A calculates the acquisition probability and determines the item and quantity to be acquired based on that probability. Then, ds-A requests the lobby server (lobby-C) for verification and records the acquisition result. Specifically, ds-A sends the identifiers of players B and C, player C's acquisition count for the week, and player B's acquisition count for the week to lobby-C via dsagent. Lobby-C can determine if players B and C are friends based on locally stored player friendship information and checks the offcache to verify if player C's acquisition count and player B's acquisition count for the week meet the requirements. If all data sent by ds-A passes lobby-C's verification, lobby-C returns a message to ds-A indicating whether player C's acquisition operation is valid. ds-A can then terminate the acquisition operation based on this message. Then, after ds-A receives the notification, if it determines that the acquisition operation is legitimate, it updates player B's inventory data through dsagent and finally saves it to dbagent, because player C's acquisition operation will reduce the number of items in player B's inventory; lobby-C will also increment player C's acquisition count for the week and player B's acquisition count for the week by 1, provided that all data sent by ds-A has passed lobby-C's verification.

[0143] Please continue reading Figure 9 As shown, after step 950, the following steps may also be included:

[0144] Step 960: Perform the sabotage to obtain the sabotaged items and quantities.

[0145] When all the above conditions are met, the current player can disrupt other players and obtain items and quantities with a certain probability.

[0146] Step 970: Does the server determine if the user is a friend?

[0147] The lobby server determines whether the current player is a friend of other players. If so, proceed to step 980; otherwise, proceed to step 9120.

[0148] Step 980: Does the server determine if there are still any attempts to disrupt or be disrupted?

[0149] The lobby server queries the database to determine if the current player's weekly disruptive activity count has not reached its limit, and whether other players' weekly disruptive activity counts have not reached their limit. If yes, proceed to step 990; otherwise, proceed to step 9120.

[0150] Step 990: Update the number of times the disturbance was caused and the number of times the disturbance was caused.

[0151] Update the database with the new number of disruptive incidents and the new number of disruptive incidents.

[0152] Step 9100: Update backpack.

[0153] Update the inventory of both the player who performs the sabotage operation and the player whose sabotage operation is performed.

[0154] Please continue reading Figure 13 As shown, when a player clicks the control component, a mischief operation will be performed on the DS server. If the mischief is successful, the game client will display a success message, along with the items and quantities obtained by the player through the mischief operation. For example, Figure 13 The game client interface shown indicates that the player has obtained 8 lychees.

[0155] Figure 15 A funnel chart illustrating the percentage of players entering the world versus those actually causing trouble, according to one embodiment of this application, is shown. See also... Figure 15 As shown, among all players entering the world (game home) mode, only 40% will visit their friends' worlds (game homes), only 20% will trigger the "troublemaking" function (because friends' worlds may have other functions such as dungeons in addition to the "troublemaking" function), and only 10% will actually cause trouble. In the solution of this application embodiment, dedicated line traffic is only required when players actually cause trouble, which can maximize the utilization of dedicated line resources and save dedicated line costs.

[0156] Figure 16 A schematic diagram shows the interface displayed after a player's attempt to sabotage fails, according to one embodiment of this application. Please see below. Figure 16As shown, if a player performs a disruptive action by tampering with local data (such as the number of times they have disrupted this week), but this disruptive action fails to pass the verification of the dedicated line between the DS server and Lobby, the game client interface will display a corresponding prompt message: "You have used up your attempts for this week. Try again next week."

[0157] In one embodiment of this application, after storing the settlement data of the target operation, the method further includes: in response to a request from the target object to exit the target space, summarizing the operation results of the target object on each entity belonging to the second object in the target space; generating a notification email based on the summary result, and sending the notification email to the base server so that the second object can obtain the notification email from the base server.

[0158] A target object can perform target operations on multiple entities within a target space. These entities can belong to the same object or different objects. In this embodiment, the operation results of the target object on all entities of the same object can be summarized.

[0159] The notification email may include the types and quantities of all items acquired by the target object from the second object, and may also include compensation items for the second object.

[0160] Figure 17 A schematic diagram of the interface of an email received by a victim according to an embodiment of this application is shown. Please see below. Figure 17 As shown, the emails received by the victim may include the victim's name, the time and location of the disturbance, and information such as compensation items.

[0161] When a player acquires items from other players, for a certain type of item, each acquisition operation may only yield a portion of the items. For example, the first acquisition operation might yield 8 lychees, and the second might yield 7 lychees, resulting in a total of 15 lychees. If a notification email is sent after each target operation, the inclusion of redundant information such as time and compensation items in the notification email would lead to excessive traffic on the dedicated line between the base server and the designated dedicated server. In this embodiment, by summarizing the results of the target object's operations on all entities of the same object and then sending the summarized results via a single email, the waste of transoceanic dedicated line traffic can be avoided, as well as the business process interruption caused by multiple interactions due to unstable transoceanic traffic, thus ensuring system stability.

[0162] Please continue reading Figure 8As shown, when player C requests to leave player A's world, ds-A can send a notification message to dsagent, which can be a summary of the results of multiple acquisition operations; dsagent can generate a notification settlement email containing the names and quantities of items acquired during this visit to ds-A, which can eventually be provided to player B through lobby; finally, player C leaves player A's world.

[0163] Please continue reading Figure 9 As shown, after step 9100, the following steps may also be included:

[0164] Step 9110: Report to the lobby server when exiting the world.

[0165] When a disruptive player requests to leave the world, the summary results of their multiple disruptive actions within that world will be reported to the lobby server.

[0166] Step 9120, End.

[0167] Please continue reading Figure 10 As shown, the display and random logic of the disruptive gameplay are entirely executed through the interaction between the client and the nearest deployed DS server. These interactions utilize both client bandwidth and DS server data center bandwidth, without using dedicated line bandwidth. The data from a player's successful disruptive action (i.e., data verified locally by the DS server) is reported to the lobby server for legitimacy assessment. This reporting, triggered when exiting the world, results in the sending of a compensation email. Only these operations utilize dedicated line bandwidth, thus significantly conserving bandwidth.

[0168] Figure 18 A flowchart of an information processing method according to another embodiment of this application is shown. This method can be executed by a target client of a target object in a target system, said target system including a base server, multiple object clients, and multiple dedicated servers distributed in different regions from the base server, with each object corresponding to one dedicated server. See also... Figure 18 As shown, the method may include the following steps:

[0169] In step 1810, the verification information required for the target object is obtained from the base server, which maintains the verification information required for each object.

[0170] In step 1820, the verification required information is verified, and when the verification required information passes the verification, an operation component for the target operation is generated in the target space corresponding to the first object in the target system.

[0171] In step 1830, in response to the target object's triggering operation on the operating component, a triggering instruction is generated and sent to a predetermined dedicated server corresponding to the first object, so that the predetermined dedicated server, under the instruction of the triggering instruction, performs a predetermined operation on the target space corresponding to the first object in the target system through the target object.

[0172] In this embodiment of the application, the target client can be a game client, which can verify the required information locally. A dedicated server can perform predetermined operations such as acquisition based on the received trigger command. Regarding... Figure 18 The specific details of the embodiments shown have been described in the above embodiments and will not be repeated here.

[0173] It is easy to understand that although the above embodiments mainly describe the application of the solution of this application in transoceanic situations, the solution of this application can also be applied in situations where there is no transoceanic travel, for example, different DS servers can all be located in one country.

[0174] Assuming the data packet size for reporting and registering disruptive items is 12 bytes, including an 8-byte item ID and a 4-byte item quantity, then the bandwidth consumption and estimated costs when using the scheme of this application embodiment are shown in Table 2:

[0175]

[0176] Table 2

[0177] The dedicated line fee is calculated based on the minimum billed traffic of a 20k dedicated line, which is significantly cheaper than related technologies, demonstrating remarkable results. The only drawback of this application's embodiment is that the client may forge data, causing the "troublemaker" button to appear in scenarios where it shouldn't be displayed locally. However, in reality, clicking this button will result in an error and will not lead to successful disruption, thus avoiding the defect of allowing players to illegally obtain items.

[0178] In summary, the information processing method provided in the embodiments of this application can achieve at least the following technical effects: it makes full use of player traffic to transmit player relationship chain data and redundant data, thus saving dedicated line traffic; core verification logic and settlement data are reported uniformly, and the process of checking and registering is completed in one go, avoiding the waste of transoceanic traffic and the inconsistency of status caused by timeouts in transoceanic traffic interactions; multiple disruptive behaviors of players are summarized and reported uniformly when they exit, saving traffic, avoiding the waste of transoceanic traffic, and avoiding the interruption of business processes due to multiple interactions caused by unstable transoceanic traffic, thereby improving the stability of the system.

[0179] The following describes an embodiment of the apparatus described in this application, which can be used to execute the information processing method described above. For details not disclosed in the apparatus embodiments of this application, please refer to the embodiments of the information processing method described above.

[0180] Figure 19 A block diagram of an information processing apparatus according to an embodiment of this application is shown. (Refer to...) Figure 19 As shown, an information processing apparatus 1900 according to an embodiment of this application is applied to a predetermined dedicated server in a target system. The target system includes a base server, multiple object clients, and multiple dedicated servers distributed in different areas from the base server. Each object corresponds to one dedicated server. The apparatus includes a first information acquisition unit 1910 and a verification and execution unit 1920. The first information acquisition unit 1910 is used to acquire verification information required for the target object from the target client of the target object. The verification information required for the target object is acquired by the target client from the base server. The base server maintains the verification information required for each object. The predetermined dedicated server is the dedicated server corresponding to a first object other than the target object. The verification and execution unit 1920 is used to verify the verification information required for the target object, and when the verification information passes verification, to perform a predetermined operation on the target space corresponding to the first object in the target system through the target object.

[0181] In some embodiments of this application, based on the foregoing scheme, the verification and execution unit 1920 is configured to: return target information to the target client so that the target client generates an operation component for the target operation in the target space corresponding to the first object in the target system according to the target information; and when the target client receives a trigger instruction from the target object for the operation component, execute the target operation on the target space.

[0182] In some embodiments of this application, based on the foregoing scheme, the apparatus further includes a generation and transmission unit; after the target operation is performed on the target space, the generation and transmission unit is configured to: generate verification information based at least on the verification required information; send the settlement data of the target operation and the verification information to the base server, so that the base server determines whether the verification required information is valid by verifying the verification information, and stores the settlement data of the target operation if the verification required information is determined to be valid.

[0183] In some embodiments of this application, based on the foregoing scheme, the information required for the verification of the target object includes the relationship information between the target object and the second object; the verification and execution unit 1920 is configured to: return target information to the target client, so that the target client generates an operation component for performing target operations on the target entity in the target space corresponding to the first object in the target system according to the target information, wherein the target entity is an entity belonging to the second object; when the target client receives a trigger instruction from the target object for the operation component, the target operation is performed on the target entity.

[0184] In some embodiments of this application, based on the foregoing scheme, the device further includes a summarizing and sending unit; the first information acquisition unit 1910 is configured to: when a target object requests access to a target space in a target system, obtain the verification information required by the target object from the target object's target client; after storing the settlement data of the target operation, the summarizing and sending unit is used to: in response to a target object requesting to exit the target space, summarize the operation results of the target object on each entity belonging to the second object in the target space; generate a notification email based on the summary result, and send the notification email to the base server so that the second object can obtain the notification email from the base server.

[0185] In some embodiments of this application, based on the foregoing scheme, the information required for verification of the target object further includes at least one of the following: the number of operations performed on the target object in the current time period, and the number of operations performed on the second object in the current time period.

[0186] In some embodiments of this application, based on the foregoing scheme, the verification and execution unit 1920 is configured to: determine that the verification information passes verification if the verification required information meets predetermined conditions; the predetermined conditions include: determining that there is a specified relationship between the target object and the second object based on the relationship information between the target object and the second object, and at least one of the following: the number of operations performed on the target object in the current time period does not reach a first predetermined number, and the number of operations performed on the second object in the current time period does not reach a second predetermined number.

[0187] In some embodiments of this application, based on the aforementioned scheme, dedicated servers corresponding to objects located in the same region are located in the same location, while dedicated servers corresponding to objects in different regions are located in different regions.

[0188] Figure 20 A block diagram of an information processing apparatus according to another embodiment of this application is shown. (Refer to...) Figure 20As shown, according to another embodiment of this application, an information processing apparatus 2000 is applied to a target client of a target object in a target system. The target system includes a base server, multiple object clients, and multiple dedicated servers distributed in different areas from the base server. Each object corresponds to one dedicated server. The apparatus includes: a second information acquisition unit 2010, a verification and generation unit 2020, and a generation and sending unit 2030. The second information acquisition unit 2010 is used to acquire verification information required for the target object from the base server, which maintains verification information required for each object. The verification and generation unit 2020 is used to verify the verification information and, when the verification information passes verification, generate an operation component for a target operation in the target space corresponding to the first object in the target system. The generation and sending unit 2030 is used to generate a trigger instruction in response to a trigger operation by the target object on the operation component and send the trigger instruction to a predetermined dedicated server corresponding to the first object, so that the predetermined dedicated server, under the instruction of the trigger instruction, performs a predetermined operation on the target space corresponding to the first object in the target system through the target object.

[0189] Figure 21 A schematic diagram of the structure of a computer system suitable for implementing the electronic device of the present application is shown.

[0190] It should be noted that, Figure 21 The computer system 2100 of the electronic device shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments of this application.

[0191] like Figure 21 As shown, the computer system 2100 includes a Central Processing Unit (CPU) 2101, which can perform various appropriate actions and processes based on programs stored in Read-Only Memory (ROM) 2102 or programs loaded from storage portion 2108 into Random Access Memory (RAM) 2103, such as performing the methods described in the above embodiments. Various programs and data required for system operation are also stored in RAM 2103. The CPU 2101, ROM 2102, and RAM 2103 are interconnected via bus 2104. An Input / Output (I / O) interface 2105 is also connected to bus 2104.

[0192] The following components are connected to I / O interface 2105: an input section 2106 including a keyboard, mouse, etc.; an output section 2107 including a cathode ray tube (CRT), liquid crystal display (LCD), etc., and speakers, etc.; a storage section 2108 including a hard disk, etc.; and a communication section 2109 including a network interface card such as a LAN (Local Area Network) card, modem, etc. The communication section 2109 performs communication processing via a network such as the Internet. A drive 2110 is also connected to I / O interface 2105 as needed. Removable media 2111, such as a disk, optical disk, magneto-optical disk, semiconductor memory, etc., are installed on drive 2110 as needed so that computer programs read from them can be installed into storage section 2108 as needed.

[0193] Specifically, according to embodiments of this application, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this application include a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication section 2109, and / or installed from removable medium 2111. When the computer program is executed by central processing unit (CPU) 2101, it performs various functions defined in the system of this application.

[0194] It should be noted that the computer-readable medium shown in the embodiments of this application can be a computer-readable signal medium or a computer-readable storage medium, or any combination of the two. A computer-readable storage medium can be, for example,—but not limited to—an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of a computer-readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM), flash memory, optical fiber, portable compact disc read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In this application, a computer-readable storage medium can be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device. In this application, a computer-readable signal medium can include a data signal propagated in baseband or as part of a carrier wave, carrying computer-readable program code. Such transmitted data signals can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. The computer-readable signal medium can also be any computer-readable medium other than a computer-readable storage medium, which can send, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device. The program code contained on the computer-readable medium can be transmitted using any suitable medium, including but not limited to wireless, wired, etc., or any suitable combination thereof.

[0195] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this application. Each block in a flowchart or block diagram may represent a module, segment, or portion of code, which contains one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram or flowchart, and combinations of blocks in a block diagram or flowchart, can be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.

[0196] The units described in the embodiments of this application can be implemented in software or hardware, and the described units can also be located in a processor. The names of these units do not necessarily limit the specific unit itself.

[0197] In one aspect, this application also provides a computer-readable medium, which may be included in the electronic device described in the above embodiments; or it may exist independently and not assembled into the electronic device. The computer-readable medium carries one or more programs, which, when executed by the electronic device, cause the electronic device to perform the methods described in the above embodiments.

[0198] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to the embodiments of this application, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0199] Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, touch terminal, or network device, etc.) to execute the method according to the embodiments of this application.

[0200] Other embodiments of this application will readily occur to those skilled in the art upon consideration of the specification and practice of the embodiments disclosed herein. This application is intended to cover any variations, uses, or adaptations of this application that follow the general principles of this application and include common knowledge or customary techniques in the art not disclosed herein.

[0201] The data collection and processing plan outlined in this application must be implemented in strict accordance with the requirements of relevant national laws and regulations, obtaining the informed consent or separate consent of the data subject (or having a legal basis as stipulated by the relevant national laws and regulations), and conducting subsequent data use and processing within the scope authorized by laws and regulations and the data subject.

[0202] It should be understood that this application is not limited to the precise structure described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this application is limited only by the appended claims.

Claims

1. An information processing method, characterized in that, The method is executed by a predetermined dedicated server in the target system, which includes a base server, clients for multiple objects, and multiple dedicated servers distributed in different regions from the base server. Each object corresponds to one dedicated server. The method includes: The verification information required for the target object is obtained from the target client of the target object. The verification information required for the target object is obtained by the target client from the base server. The base server maintains the verification information required for each object. The predetermined dedicated server is the dedicated server corresponding to the first object other than the target object. The required verification information is verified, and when the required verification information passes verification, a predetermined operation is performed on the target space corresponding to the first object in the target system through the target object.

2. The information processing method according to claim 1, characterized in that, The step of performing a predetermined operation on the target space corresponding to the first object in the target system through the target object includes: The target information is returned to the target client so that the target client can generate the operation component of the target operation in the target space of the target system corresponding to the first object according to the target information; When a trigger instruction from the target object to the operation component is received from the target client, the target operation is executed on the target space.

3. The information processing method according to claim 2, characterized in that, After performing the target operation on the target space, the method further includes: At least the verification information is generated based on the verification requirement information; The settlement data of the target operation and the information to be verified are sent to the base server, so that the base server can verify the information to be verified to determine whether the information required for verification is legal, and if the information required for verification is legal, the settlement data of the target operation is stored.

4. The information processing method according to claim 3, characterized in that, The verification information required for the target object includes the relationship information between the target object and the second object; the step of returning target information to the target client so that the target client can generate the operation component of the target operation in the target space corresponding to the first object in the target system according to the target information includes: The target client is returned target information so that the target client can generate an operation component for performing target operations on the target entity in the target space of the target system corresponding to the first object, based on the target information. The target entity is an entity belonging to the second object. The step of receiving a trigger instruction from the target object on the operation component from the target client and executing the target operation on the target space includes: When a trigger instruction from the target object to the operation component is received from the target client, the target operation is performed on the target entity.

5. The information processing method according to claim 4, characterized in that, The step of obtaining the verification information required for the target object from the target client of the target object includes: When a target object requests access to the target space in the target system, the verification information required for the target object is obtained from the target client of the target object. After storing the settlement data for the target operation, the method further includes: In response to a request from the target object to exit the target space, the operation results of the target object on each entity belonging to the second object in the target space are summarized; A notification email is generated based on the summary results and sent to the base server so that the second object can obtain the notification email from the base server.

6. The information processing method according to claim 4, characterized in that, The information required for the verification of the target object also includes at least one of the following: the number of operations performed on the target object during the current time period, and the number of operations performed on the second object during the current time period.

7. The information processing method according to claim 6, characterized in that, The verification of the information required for verification includes: If the verification information meets the predetermined conditions, then the verification information is determined to pass the verification; the predetermined conditions include: determining that there is a specified relationship between the target object and the second object based on the relationship information between the target object and the second object, and at least one of the following: the number of operations performed on the target object in the current time period does not reach a first predetermined number, and the number of operations performed on the second object in the current time period does not reach a second predetermined number.

8. The information processing method according to any one of claims 1-7, characterized in that, Objects located in the same region have dedicated servers located in the same location, while objects in different regions have dedicated servers located in different regions.

9. An information processing method, characterized in that, The method is executed by a target client of a target object in a target system. The target system includes a base server, clients of multiple objects, and multiple dedicated servers distributed in different regions from the base server. Each object corresponds to one dedicated server. The method includes: The verification information required for the target object is obtained from the base server, which maintains the verification information required for each object. The verification required information is verified, and when the verification required information passes the verification, an operation component for the target operation is generated in the target space corresponding to the first object in the target system. In response to the target object's trigger operation on the operation component, a trigger instruction is generated and sent to a predetermined dedicated server corresponding to the first object, so that the predetermined dedicated server, under the instruction of the trigger instruction, performs a predetermined operation on the target space corresponding to the first object in the target system through the target object.

10. An information processing device, characterized in that, The device is applied to a predetermined dedicated server in a target system. The target system includes a base server, clients for multiple objects, and multiple dedicated servers distributed in different regions from the base server. Each object corresponds to one dedicated server. The device includes: The first information acquisition unit is used to acquire the verification information required for the target object from the target client of the target object. The verification information required for the target object is acquired by the target client from the basic server. The basic server maintains the verification information required for each object. The predetermined dedicated server is the dedicated server corresponding to the first object other than the target object. The verification and execution unit is used to verify the verification information and, when the verification information passes the verification, to perform a predetermined operation on the target space corresponding to the first object in the target system through the target object.

11. A computer-readable medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the information processing method as described in any one of claims 1 to 9.

12. An electronic device, characterized in that, include: One or more processors; A storage device for storing one or more programs, which, when executed by one or more processors, cause the one or more processors to implement the information processing method as described in any one of claims 1 to 9.

13. A computer program product, characterized in that, The computer program product includes computer instructions stored in a computer-readable storage medium, a processor of a computer device reading the computer instructions from the computer-readable storage medium, and the processor executing the computer instructions to cause the computer device to perform the information processing method as described in any one of claims 1 to 9.