Message processing methods, apparatus, electronic devices, and computer programs
The message processing system improves communication efficiency and semantic accuracy in virtual scene battles by enabling quick reply and editing of messages, addressing the inefficiencies of fixed text systems.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2023-05-05
- Publication Date
- 2026-04-22
AI Technical Summary
Existing communication methods in virtual scene battles suffer from low semantic accuracy and efficiency due to the use of fixed texts and the need for repeated editing, leading to inefficient utilization of hardware resources.
Implementing a message processing system that allows for quick reply control and editing of messages, enabling players to autonomously express their intentions accurately and efficiently through customizable message controls.
Enhances semantic accuracy and communication efficiency by allowing players to quickly reply to messages without the need for additional editing, optimizing hardware resource utilization.
Smart Images

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Abstract
Description
Technical Field
[0001] (Cross - reference to related applications) This application claims the priority of a Chinese patent application with the application number 202210774808.X, filed with the Chinese Patent Office on July 1, 2022, and all of its content is incorporated herein by reference.
[0002] This application relates to the technical fields of computer technology virtualization and human - computer interaction, and particularly relates to a message processing method, apparatus, electronic device, storage medium, and program product.
Background Art
[0003] With the development of computer technology, electronic devices have become capable of realizing richer and more graphic virtual scenes. Users can obtain virtualized sensations in terms of vision and hearing in the virtual scene, and at the same time, can control and obtain feedback by performing an interactive battle between virtual objects of one team and virtual objects of the other team in the virtual scene.
[0004] In related technologies, the communication between player objects in the battle of a virtual scene can be carried out based on fixed texts set by the system. The player object can select and send the fixed text. However, due to the fixed text, the accuracy of semantic expression is low. The player object can also apply the provided typing control to edit and send a message. However, the edited message is displayed in the chat area, and the other party needs to edit the message again to reply, so the communication efficiency between player objects in the battle is low, and the utilization rate of the hardware resources of the device is low.
Summary of the Invention
[0005] Embodiments of the present invention provide a message processing method, apparatus, electronic device, computer-readable storage medium, and computer program product that enable the editing of messages that carry quick reply control and quick reply to messages in a match, thereby improving the efficiency of communication between virtual objects.
[0006] The technical solution of the embodiment of the present application is realized as follows.
[0007] Embodiments of the present application provide a message processing method to be performed by a first terminal, wherein the message processing method is
[0008] A step of displaying a message control on the battle interface of a first player object in a virtual scene, wherein the message control is used to edit a message that carries a quick reply control, and the quick reply control is used to send a quick reply to the message, and
[0009] The step of sending the edited message to the second terminal of the second player object in response to a send command for the edited message based on the message control,
[0010] Here, when the message is displayed on the terminal of the second player object, the quick reply control is carried, and when the second player object triggers the quick reply control, a quick reply to the message is realized.
[0011] Embodiments of the present invention further provide a message processing device comprising a first display module and a message transmission module,
[0012] The first display module is configured to display a message control on the battle interface of the first player object in the virtual scene, the message control is used to edit a message that carries a quick reply control, and the quick reply control is used to send a quick reply to the message.
[0013] The message transmission module is configured to send the edited message to the second terminal of the second player object in response to a transmission command for the message edited based on the message control.
[0014] When the message is displayed on the terminal of the second player object, the quick reply control is carried, and when the second player object triggers the quick reply control, a quick reply to the message is performed.
[0015] Embodiments of the present invention further provide a message processing method to be performed by a second terminal, wherein the message processing method is
[0016] A step of displaying a message sent by the first player object on the battle interface of the second player object, wherein the message carries a quick reply control, and the first player object and the second player object are in the same battle.
[0017] The process includes the step of sending a reply message corresponding to the message to the first terminal of the first player object in response to a trigger operation on the quick reply control.
[0018] Embodiments of the present invention further provide a message processing device comprising a second display module and a message reply module,
[0019] The second display module is configured to display a message sent by the first player object on the second player object's battle interface, the message carries a quick reply control, and the first player object and the second player object are in the same battle.
[0020] The message reply module is configured to send a reply message corresponding to the message to the first terminal of the first player object in response to a trigger operation on the quick reply control.
[0021] Embodiments of the present application further provide an electronic device, the electronic device being,
[0022] Memory for storing executable instructions,
[0023] The present invention comprises a processor that implements the message processing method provided by the embodiment of the present invention when executing computer executable instructions stored in the memory.
[0024] Embodiments of the present invention further provide a computer-readable storage medium in which executable instructions are stored, and when the executable instructions are executed by a processor, the processor enables the processor to implement the message processing method provided by embodiments of the present invention.
[0025] Embodiments of the present invention further provide a computer program product including a computer program or instruction, wherein, when executed by a processor, the computer program or instruction causes the processor to implement the message processing method provided by embodiments of the present invention.
[0026] The embodiments of this application have the following beneficial effects.
[0027] In the battle interface of the first player object, a message control with a quick reply function is provided, and the first player object can perform custom editing of messages based on the message control. In addition, since the player object performs editing autonomously based on its own intention, the edited message can accurately express the intention of the first player object, improving the accuracy of semantic expression.
[0028] After the first player object completes the editing and sending of a message, if the message is displayed on the terminal of the second player object, in order to carry a quick reply control for quickly replying to the message, the second player object does not need to edit the reply message again. Based on the quick reply control carried by the message, a quick reply to the message can be realized, improving the reply efficiency of the message, the communication efficiency with the first player object, and the usage rate of the hardware resources of the device.
Brief Description of the Drawings
[0029] [Figure 1A] ~ [Figure 1B] It is a schematic diagram of the message processing interface in the virtual scene provided by the related technology. [Figure 2] It is a schematic diagram of the architecture of the message processing system 100 provided by the embodiments of the present application. [Figure 3A] ~ [Figure 3B] It is a schematic diagram showing the configuration of an electronic device 500 for implementing the message processing method provided by the embodiments of the present application. [Figure 4] It is a flowchart of the message processing method provided by the embodiments of the present application. [Figure 5] It is a schematic diagram of the interaction rules of the player object provided by the embodiments of the present application. [Figure 6] This is a schematic diagram of the battle interface provided by the embodiment of the present invention. [Figure 7A] ~ [Figure 7B] This is a schematic diagram of an interface for selecting a message display method provided by an embodiment of the present invention. [Figure 8] This is a schematic diagram of an interface for displaying history messages provided by an embodiment of the present invention. [Figure 9A] ~ [Figure 9D] This is a schematic diagram of a message with a quick reply function provided by an embodiment of the present invention. [Figure 10] This is a schematic diagram of the message reply interface provided by the embodiment of the present application. [Figure 11] This is a flowchart of the message processing method provided by the embodiment of the present invention. [Figure 12] This is a schematic diagram of the interface of the message processing method provided by the embodiment of the present application. [Figure 13] This is a schematic diagram of player interaction in a wheel battle game provided by an embodiment of the present invention. [Figure 14] This is a schematic diagram of a message broadcast by a server provided by an embodiment of the present invention. [Modes for carrying out the invention]
[0030] To further clarify the purpose, technical solutions, and advantages of this application, the application will be described in more detail below with reference to the drawings. The embodiments described herein are not limiting, and all other embodiments that can be obtained without creative effort by those skilled in the art are included within the scope of this application.
[0031] In the following, the phrase "several embodiments" describes a subset of all possible embodiments, but it is understandable that "several embodiments" may be the same subset or a different subset of all possible embodiments, and can be combined with each other without contradiction.
[0032] The terms "first / second / third" and so on in this specification do not limit a specific order, but rather distinguish similar objects. It is understandable that, since "first / second / third" can be changed in a specific order or sequence where appropriate, the embodiments of this application described herein can be performed in an order other than that illustrated or described herein.
[0033] Unless otherwise specified, all technical and scientific terms used in this application have the same meaning as those commonly understood by those skilled in the art. The terms used in this application are adopted solely for the purpose of describing the embodiments of this application and are not intended to limit this application.
[0034] Before describing the embodiments of this application in detail, the nouns and terms used in the embodiments of this application will be explained below.
[0035] 1) Client: An application that runs on a terminal and provides various services, such as a game client, instant messaging client, or video playback client.
[0036] 2) Responding to ~: Represents a condition or state on which an operation to be performed depends. If the dependent condition or state is met, one or more operations to be performed may be in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which multiple operations to be performed are executed.
[0037] 3) Virtual Scene: A virtual scene displayed (or provided) when the application is run on a terminal, which may be a simulation environment of the real world, a semi-simulated semi-fictional virtual environment, or a completely fictional virtual environment. The virtual scene may be a 2D virtual scene, a 2.5D virtual scene, or a 3D virtual scene, and the embodiments of this application do not limit the dimensions of the virtual scene. For example, the virtual scene may include the sky, land, sea, etc., the land may include environmental elements such as deserts and cities, and the user can control the movement of virtual objects within the virtual scene. In some embodiments, the virtual scene may be a game, for example, a Multiplayer Online Battle Arena Game (MOBA).
[0038] 4) Virtual Objects: These are images of various people and things that can be interacted with within a virtual scene, or movable objects within a virtual scene. The movable objects may be virtual people, virtual animals, animated characters, etc., and may be, for example, people or animals displayed in a virtual scene.
[0039] 5) Player Object: In a virtual scene, it is used to control the interaction of virtual objects within the virtual scene. For example, it is an object that engages in combat in a game, and one player object can control one or more virtual objects.
[0040] In related technologies, communication between player objects in virtual scene battles can be achieved by employing the following message processing method.
[0041] Referring to Figure 1A, which is a schematic diagram of the message processing interface in a virtual scene provided by the related technology, a player object can enter the message selection interface 11 shown in Figure 1A via the message sending control within the interface, and the message selection interface 11 provides the player object with multiple selectable fixed message texts, from which the player object selects and sends. As shown in Figure 1A, if the player object selects and sends "I've come to catch you", adopting such a message sending method may not accurately represent the subjective intent of the player object because it is fixed text, resulting in low semantic accuracy.
[0042] Continuing to refer to Figure 1B, which is a schematic diagram of the message processing interface in a virtual scene provided by the related technology. Player objects can perform custom editing of messages based on typing controls 12 provided by the message selection interface 11. After the edited message is sent, it is displayed in the chat area 13 of the interaction interface. When a message is displayed in the chat area, the alert intensity to the player is low, and the other party needs to edit the message again in order to reply. This results in low communication efficiency between player objects in a match, wasting device hardware resources while simultaneously reducing the utilization rate of the device's hardware resources.
[0043] Based on this, the present invention proposes a message processing system, method, apparatus, electronic device, computer-readable storage medium, and computer program product that can enable the editing of messages that carry quick reply control and quick reply of messages in battle, thereby improving the efficiency of communication between virtual objects. Each of these will now be described.
[0044] Based on the above explanation of nouns and terms relating to the embodiments of the present application, the message processing system provided by the embodiments of the present application will first be described. Referring to Figure 2, Figure 2 is a schematic diagram of the architecture of the message processing system 100 provided by the embodiments of the present application, and in order to support one exemplary application, terminals 400-1 and 400-2 are connected to the server 200 via network 300, and network 300 may be a WAN or a LAN or a combination of both, and data transmission is achieved using wireless or wired links.
[0045] The first player object's terminal 400-1 displays a message control on the first player object's battle interface in the virtual scene, wherein the message control is used to edit a message that carries a quick reply control, and the quick reply control is used to send a quick reply to the message.
[0046] The system is configured to perform the steps of: sending the edited message to the server 200 in response to a send command for the edited message based on the message control;
[0047] Server 200 is configured to send messages sent by terminal 400-1 to terminal 400-2 of the second player object.
[0048] Terminal 400-2 is configured to display the battle interface of a second player object in the same battle as the first player object, and to display messages received on the battle interface. A quick reply control for quick replying to the message, carried by the message, enables a quick reply to the message when the second player object triggers the quick reply control.
[0049] In some embodiments, the message processing method provided by the embodiments of the present application may be implemented by various electronic or computer devices, for example, independently by a terminal, independently by a server, or jointly by a server and a terminal. Embodiments of the present application can be applied to a variety of scenarios, including but not limited to cloud technology, virtual reality, artificial intelligence, smart transportation, driver assistance, and game applications.
[0050] In some embodiments, the electronic devices implementing the message processing method provided by embodiments of the present application may be various types of terminal devices or servers. Here, the server (e.g., server 200) may be an independent 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 communications, middleware services, domain name services, security services, content delivery networks (CDNs), big data, and artificial intelligence platforms. The terminals (e.g., terminals 400-1 and 400-2) may be, but are not limited to, smartphones, tablet computers, notebook computers, desktop computers, smart voice interaction devices (e.g., smart speakers), smart home appliances (e.g., smart TVs), smartwatches, or in-car terminals. The terminals and servers may be connected directly or indirectly via wired or wireless communication, and embodiments of the present application do not limit these connections.
[0051] In some embodiments, a terminal or server can implement the message processing method provided by the embodiments of the present invention by executing a computer program. For example, the computer program may be a native program or software module within an operating system, a native application (APP), i.e., a program that needs to be installed on an operating system to run, an applet, i.e., a program that can be run simply by downloading it to a browser environment, or an applet that can be embedded in any APP. In short, the above computer program may be any form of application, module, or plug-in.
[0052] The following describes an electronic device that implements the message processing method provided by the embodiments of the present application. Referring to Figure 3A, Figure 3A is a schematic diagram showing the configuration of an electronic device 500 that implements the message processing method provided by the embodiments of the present application. Taking the case where the electronic device 500 is the terminal shown in Figure 2 as an example, the electronic device 500 provided by the embodiments of the present application is:
[0053] The electronic device comprises at least one processor 510, memory 550, at least one network interface 520, and a user interface 530. Each component within the electronic device 500 is coupled via a bus system 540. Understandably, the bus system 540 is used to enable connection and communication between these components. In addition to the data bus, the bus system 540 includes a power bus, a control bus, and a status signal bus. However, for clarity in this explanation, various buses are represented as the bus system 540 in Figure 3A.
[0054] The processor 510 may be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), a programmable logic device, a discrete gate or transistor logic device, or a discrete hardware component, where the general-purpose processor may be a microprocessor or any conventional processor.
[0055] The user interface 530 includes one or more output devices 531 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. The user interface 530 further includes one or more input devices 532 that facilitate user input, such as a keyboard, mouse, microphone, touchscreen display, camera, and other input buttons and controls.
[0056] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, and the like. The memory 550 includes one or more storage devices located physically separate from the processor 510.
[0057] The memory 550 may include volatile memory or non-volatile memory, or it may include both volatile and non-volatile memory. Non-volatile memory may be read-only memory (ROM), and volatile memory may be random-access memory (RAM). The memory 550 described in the embodiments of this application includes any suitable type of memory.
[0058] In some embodiments, the memory 550 can store data to support various operations, and examples of this data include programs, modules, and data structures, or subsets or supersets thereof, as illustrated below.
[0059] Operating System 551 is configured to handle various basic system services, such as the frame layer, core library layer, and drive layer, and to perform hardware-related tasks, including system programs that perform various basic operations and handle hardware-based tasks.
[0060] The network communication module 552 is configured to reach other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB).
[0061] The display module 553 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 (e.g., a display, a speaker) associated with the user interface 530.
[0062] The input processing module 554 is configured to detect one or more user inputs or interactions from the input device 532 and to translate the detected inputs or interactions.
[0063] In some embodiments, the message processing device provided by the embodiments of the present invention may be implemented in software, and Figure 3A shows a message processing device 555 stored in memory 550, which may be software in the form of a program or plug-in, and comprises the following software modules, namely a first display module 5551 and a message transmission module 5552, which are logical and can be arbitrarily combined or further divided depending on the function to be implemented, and the function of each module will be described below.
[0064] In some embodiments, other message processing devices provided by embodiments of the present invention may also be implemented in software. Figure 3B shows a message processing device 556 stored in memory 550, which may be software in the form of a program or plug-in, and comprises the following software modules, namely a second display module 5561 and a message reply module 5562, which are logical and can be arbitrarily combined or further divided depending on the function to be implemented. The function of each module is described below.
[0065] In some other embodiments, the message processing devices 555 and 556 provided by embodiments of the present application may be implemented in hardware, for example, the message processing device provided by embodiments of the present application may be a hardware decoding processor, programmed to perform the message processing method provided by embodiments of the present application, for example, the hardware decoding processor may employ one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic elements.
[0066] Based on the above description of the message processing system and electronic equipment of the embodiments of the present application, the message processing method provided by the embodiments of the present application will be described below. In some embodiments, the message processing method provided by the embodiments of the present application may be implemented independently by a server or a terminal, or jointly by a server and a terminal.
[0067] The following describes the message processing method provided by the embodiment of the present application, using the case where it is implemented by a terminal as an example. Referring to Figure 4, Figure 4 is a flowchart of the message processing method provided by the embodiment of the present application, which includes the following steps.
[0068] In step 101, the first terminal displays a message control on the battle interface of the first player object in the virtual scene, the message control is used to edit a message that carries a quick reply control, and the quick reply control is used to send a quick reply to the edited message.
[0069] In actual application, the first terminal may have a client that supports virtual scenes (e.g., a game client) installed, or it may be a client that integrates virtual scene functionality (such as an instant communication client, a live client, or an educational client). When a user opens the client on the first terminal and the first terminal runs the client, the user can interact with virtual objects based on the virtual scene screen displayed on the client. For example, if the client is a game client, the user can interact with game characters in the game scene (e.g., a virtual battle) based on the game screen displayed on the game client.
[0070] In actual application, the terminal corresponding to the first player object is the first terminal, and the first player object's battle interface is the battle interface displayed on the first terminal, that is, the interface for the first player object to battle with other player objects based on the first terminal, which is displayed on the first terminal.
[0071] In a match in which a first player object is playing, there may be multiple player objects, and the multiple player objects exist in two teams, each team containing at least one player object, for example, a first team and a second team, and the number of player objects in the first team and the second team are the same, and the first team and the second team may be adversaries, and assuming that the first player object is in the first team and the first player object is in a waiting state, the first team also contains at least one second player object in an interacting state, and the second player object interacts with the player objects in the second team, that is, the match contains at least two second player objects in an interacting state.
[0072] Here, we will describe the interaction rules for player objects between the first and second teams. In some embodiments, both the first and second teams contain n player objects, where n is a positive integer greater than or equal to 2. If the first team is the red team, the player objects within the red team are red team 1, red team 2, ... red team n, respectively. If the second team is the blue team, the player objects within the blue team are blue team 1, blue team 2, ... blue team n, respectively. Referring to Figure 5, which is a schematic diagram of the interaction rules for player objects provided by an embodiment of the present invention, the first round is a match between red team 1 and blue team 1, i.e., red team 1 and blue team 1 are on-field players and in an interacting state, while the remaining player objects are "off-field". If red team 1 wins the first round, the second round is a match between the victorious red team 1 and blue team 2. This continues until all player objects within a team are eliminated or fail, and the match ends. In other words, in actual application, the first team may contain multiple (at least two) player objects, the second team may contain multiple player objects, and for each team, at the same time, one player object is in an interactive state, while the remaining player objects are in a waiting state.
[0073] In actual application, if the first player object is in a waiting state and there is a need to communicate with the second player object in the first team that is in an interaction state, there is no need to interact with the player object in the second team, so there is sufficient time to edit the message, and the message can be edited with a quick reply function based on the message control displayed in the battle interface. Figure 6 is a schematic diagram of the battle interface provided by the embodiment of the present invention, and referring to Figure 6, the battle interface of the first player object displays a screen in which the second player object in the first team and the second player object in the second team are competing, and the message control 61 is displayed. Based on the message control 61, the first player object can edit a message with a quick reply function to the second player object in the first team.
[0074] In step 102, in response to a send command for a message edited based on message control, the edited message is sent to the second terminal of the second player object.
[0075] Here, if a message sent by the first terminal is displayed on the second terminal of the second player object, the message carries a quick reply control, and a quick reply to the message is realized when the second player object triggers the quick reply control.
[0076] In actual application, the message control displayed in the battle interface can be used to edit the message that carries the quick reply control, so that the first player object can edit the message it intends to send based on the message control. In some embodiments, when the first player object performs a trigger operation on the message control (click, double-click, long press, etc.), the first terminal displays a message editing interface in response to the trigger operation on the message control, the first player object edits the message in the message editing interface, the first terminal retrieves the message edited by the first player object based on the message editing interface, displays a decision control for the edited message, and when the first player object performs a trigger operation on the decision control (click, double-click, long press, etc.), the first terminal receives a send command for the edited message in response to the trigger operation on the decision control. In this way, the first player object can autonomously edit a message to suit its intentions based on the message editing interface, improving the accuracy of semantic representation.
[0077] In some embodiments, a first player object can select a message display method during the process of editing a message based on a message editing interface. For example, after the first player object performs a trigger operation (click, double-click, long press, etc.) on the message control 61 and displays the message editing interface, the message editing interface displays at least two display options for indicating the message display method, and in response to the target message display method selected based on at least two display options, the target message display method is determined as the display method for the edited message. Exemplarily, Figures 7A and 7B are schematic diagrams of an interface for selecting a message display method provided by embodiments of the present invention. Referring to Figure 7A, the message editing interface 71 displays a display option 72 corresponding to a bullet hell display method and a display option 73 corresponding to a bubble message method. As shown in Figure 7A, when the first player object selects the display option 72 corresponding to a bullet hell display method, a virtual keyboard for editing a text message is invoked, and the first player object can edit the message. When the edited message is displayed on the second player object's battle interface, the corresponding display method is the bullet hell display method.
[0078] In practical applications, when a first player object selects the bubble message format as the message display format, the first player object is provided with bubble style options so that it can select a bubble style. In some embodiments, when the first player object performs a trigger operation on the display option corresponding to the bubble message format, at least two bubble style options are displayed to indicate a bubble style, and in response to a target bubble style selected based on the at least two bubble style options, the target bubble style is determined to be the bubble style of the edited bubble message. For example, referring to Figure 7B, when the first player object selects the display option 73 corresponding to the bubble message format, three bubble style options are displayed: airplane, train, and ship. When the first player object selects the bubble style option corresponding to airplane, the first terminal uses the bubble style corresponding to airplane as the bubble style of the bubble message edited by the first player object, and when the bubble message is displayed, the shape of the bubble message is an airplane, or the bubble message carries the graphic identifier of an airplane.
[0079] In some embodiments, a first player object can set a reply message corresponding to an edited message, and accordingly, the message editing interface can display at least two reply message options, each reply message option corresponding to the reply content of one message, and in response to a target reply content selected based on at least two reply message options, the target reply content is determined as the reply content corresponding to the message.
[0080] Here, the reply content corresponding to the reply message options may be automatically generated after semantic recognition of the edited message. For example, if the message edited by the first player object based on the message editing interface is "I need help", the automatically generated reply content in response could be "I'll be there" or "I can't go". If the first player object selects "I'll be there", then "I'll be there" is determined as the reply content corresponding to the edited message. In response, if the second player object triggers a quick reply based on the quick reply control, the first player object receives a reply message with the content "I'll be there".
[0081] The reply content corresponding to the reply message options may be generic; that is, regardless of the content of the message edited by the first player object, the reply content corresponding to the displayed reply message options will always be the same, for example, the reply content could be "Yes" or "OK". Of course, in actual application, if the reply content corresponding to the reply message options is common, the reply content corresponding to different reply message options will be different, meaning there is a one-to-one correspondence between the reply message options and the reply content. In this way, the first player object can quickly set the content of the reply message.
[0082] In actual application, the first player object can set multiple reply options; that is, when the first player object selects a reply in the message editing interface, it can select two or more reply options. When the message edited by the first player object is sent to the second terminal of the second player object, the second terminal displays the received message, along with the quick reply controls carried by the message and the multiple reply options corresponding to the message, for example, by displaying each of the multiple reply options as options. The second player object then selects the reply it intends to send (for example, by clicking the option corresponding to the corresponding reply), triggers the quick reply controls, and then performs a quick reply to the message from the first player object.
[0083] In some embodiments, the first player object can select a message type (e.g., voice message, text message), and accordingly, the first terminal displays at least two message editing controls in its message editing interface, each corresponding to a different message type. In response to a trigger operation on the target message editing control, the first terminal displays a target editing interface for the target message type corresponding to the target message editing control and retrieves a message of the target message type edited based on the target editing interface. For example, the first terminal displays a voice message control and a text message control in its message editing interface. If the first player object selects the voice message control, the voice collection panel is invoked, and the voice message is collected based on the voice collection panel. If the first player object selects the text message control, a text editing panel with a virtual keyboard is displayed, and the text message is edited based on the text editing panel. In this way, the first player object can edit the required type of message based on its current state. For example, if the first player object is currently in an interaction state, it can select the voice message control to edit a voice message to enable quick editing of the message.
[0084] In some embodiments, the message editing interface also displays a history message area, which displays the history messages sent by each player object in the match in which the first player object is playing. Figure 8 is a schematic diagram of an interface for displaying history messages provided by an embodiment of the present invention, and referring to Figure 8, the message editing interface displays a history message area 81, which displays the history messages sent by each player object. In this way, the first player object can edit messages by referring to the history messages of each teammate in the first team.
[0085] In actual application, if a message edited by the first player object is a text-type message, there is a certain limit to the number of characters that the first player object can edit. The first terminal, in its message editing interface, retrieves the text-type message entered by the first player object, counts the number of characters entered in real time, and if the number of characters in the entered message exceeds the character threshold, displays prompt information. This prompt information is used to encourage the user to enter text content within the character threshold. For example, if the character threshold (which can be set as needed) is 20, and the number of characters in the message entered by the first player object is 21, prompt information is displayed, and this prompt information encourages the user to enter a text message of 20 characters or less. In this way, the number of characters in the entered text message can be limited to a certain number, ensuring that the message does not become too long and preventing the viewer from spending too much time reading the message.
[0086] In actual application, when a first player object finishes editing a message and triggers a decision command for the edited message, the first terminal of the first player object sends the edited message to the server, which then forwards the message to the terminals of each player object in the match. In some embodiments, the server employs a broadcast method to send the message to each player object in the first team in which the first player object is playing, i.e., player objects in the second team cannot see the message sent by the first player object. By isolating messages within the first team from messages within the second team in this way, it is ensured that different team members can only view messages sent by members of their own team, thereby improving privacy and security when team members communicate via message.
[0087] In some embodiments, when a second player object in the first team receives a message sent by the first player object, it displays the received message on the second terminal's battle interface. The message carries a quick reply control, and upon receiving a trigger operation on the quick reply control, it sends a reply message corresponding to the message. Figure 9A is a schematic diagram of a message with quick reply functionality provided by an embodiment of the present invention. Referring to Figure 9A, if the message edited by the first player object is "Add my qq:123456", the second player object's battle interface displays the message 91, the message carries a quick reply control 92, and when the second player object performs a trigger operation on the quick reply control 92, the second terminal of the second player object sends a reply message corresponding to the message.
[0088] In some embodiments, when a first player object is in a waiting state and a second player object of the first team is in an interaction state, the second player object's attention is focused on the interaction display area, which is used to display the screen in which the second player object is interacting with other player objects. Therefore, in order for the second player object to be aware of messages sent by the first player object, when the second player object in the first team receives a message sent by the first player object, a strong attention-grabbing method is employed to display the received message in the process of the second player object interacting with other player objects.
[0089] Here, the strong alert method refers to the display of the received message in the interaction display area of the battle interface. In some embodiments, after the second player object receives a message sent by the first player object, the interaction display area of the battle interface displays the message sent by the first player object using a bullet hell display method, or uses a bubble message method to display the process of a bubble message corresponding to the message traversing the interaction display area, and the bubble message carries the object identifier of the first player object. Figure 9B is a schematic diagram of a message with a quick reply function provided by an embodiment of the present invention, and referring to Figure 9B, the interaction display area of the battle interface displays the process of a bubble message carrying the object identifier 93 moving from one end of the screen to the other and exiting the screen. In this way, by employing a strong alerting method and displaying the received message, the second player object can notice the message sent by the first player object even while in an interaction state. At the same time, since the message carries the object identifier of the first player object, the second player object can clearly see who sent the message. Furthermore, since the message carries a quick reply control, the second player object can reply to the message with a single click without affecting interactions with other player objects.
[0090] In some embodiments, the quick reply control displays the content of the reply message, and upon receiving a trigger operation on the quick reply control, it sends the content displayed on the quick reply control as the content of the reply message. As shown in Figure 9A, the quick reply control 92 displays "OK," and after the second player object clicks the quick reply control 92, the second terminal of the second player object sends "OK" as the content of the reply message. In this way, the second player object does not need to edit the reply content, and a quick reply to the message can be achieved. To inform the second player object that the message has been replied to, after the second terminal of the second player object sends the reply message, the second terminal of the second player object cancels the display of the quick reply control and displays a reply identifier in the display position of the quick reply control, and the reply identifier is used to indicate that a reply to the message has been completed.
[0091] For illustrative purposes, referring to Figure 9C in conjunction with Figure 9B, Figure 9C is a schematic diagram of a message having a quick reply function provided by an embodiment of the present invention, in which, after a second player object clicks the quick reply control carried by the message, the display of the quick reply control is switched to a "checked" identifier (reply identifier) 94 to indicate that the message has been read and replied to.
[0092] In actual application, if a trigger operation is not received for the second player object's quick reply control within a target time period (e.g., 3 seconds, configurable depending on the actual situation), the corresponding second terminal cancels the display of the message sent by the first player object. In this way, the message does not remain indefinitely in the interaction interface and affect the second player object's interaction.
[0093] When the second player object is in an interaction state, it cannot edit messages with a quick reply function in order to avoid affecting the interaction between the second player object and other player objects. That is, although a message control may be displayed on the second player object's battle interface, the message control displayed on the second player object's battle interface is in an inoperable state. Therefore, when the second player object's state switches from an interaction state to a waiting state, the state of the message control is switched from inoperable to operable.
[0094] In some embodiments, a message control displayed on the battle interface of a first player object is used to edit a directional message, and if the directional message is displayed on the battle interface of a player object that is in a waiting state in battle, it is in a non-reply state, i.e., does not carry a quick reply control, and if it is displayed on the battle interface of a player object that is in an interacting state in battle, it carries a quick reply control.
[0095] For example, if the first player object is in a waiting state, the first terminal of the first player object sends an edited message, then employs a strong alert method to display the message on the first player object's battle interface. Since the first player object is in a waiting state, the message is in a state where it cannot be replied to, i.e., it does not carry a quick reply control. Figure 9D is a schematic diagram of a message having a quick reply function provided by an embodiment of the present invention. Referring to Figure 9D, after the first player object sends the message "Add my qq:123456", the message 95 is displayed in the interaction display area, and the message does not carry a quick reply control and is in a state where it cannot be replied to.
[0096] In some embodiments, a message control is associated with a message display method, and if the associated display method is a bullet hell display method, the bullet hell corresponding to the message is displayed in the interaction display area of the first player object's battle interface, that is, the message is displayed using the bullet hell display method, and the interaction display area is used to display a screen in which at least two second player objects that are in an interaction state are interacting. In some embodiments, if the display method associated with the message control is a bubble message method, the battle interface of the first player object is displayed in the process of a bubble message corresponding to the message traversing the interaction display area, and the bubble message carries the object identifier of the first player object.
[0097] Here, if the display method associated with the message control is the bubble message method, the first player object can set the bubble style, for example, by displaying at least two bubble style options in the message editing interface to indicate the bubble style, and determining the target bubble style as the bubble style of the bubble message in response to the target bubble style selected based on at least two bubble style options. Accordingly, after the edited message has been sent, the first terminal adopts the target bubble style and displays the process of the bubble message traversing the interaction display area.
[0098] In some embodiments, a message sent by the first terminal of the first player object further carries the content of the reply to the message. For example, after the first player object has finished editing the message, it performs semantic recognition on the content of the message, obtains a recognition result, generates the content of the reply to the message based on the recognition result, and when it receives a decision command for the edited message, it sends the edited message and the reply content to display the message on the battle interface of the second player object. At this time, the reply content is displayed in the quick reply control carried by the message, and when the second player object performs a trigger operation corresponding to the quick reply control based on the reply content, the first player object receives the reply content sent by the second terminal of the second player object.
[0099] In some embodiments, a message edited by a first player object based on message control is a directional message, which, when displayed in the match interface of a third player object in a waiting state during a match, is used to characterize that it is in a non-replyable state. In actual application, there is a limit to the number of times the first player object can send a directional message, and after the first player object triggers a decision command for the edited message, the number of times the first player object has sent a directional message is obtained, and if the number of times the first player object has sent a directional message has not reached a threshold (e.g., 5 times, configurable as needed in practice), the edited message is sent.
[0100] In actual application, after a second player object makes a one-click reply to a message based on the quick reply control, the first player object receives the reply message returned by the second player object and, for example, displays the edited message in the battle interface. In the process of displaying the message, if the second player object replies to the message based on the quick reply control, the reply content of the message is displayed in the associated display area of the message. Figure 10 is a schematic diagram of the message reply interface provided by an embodiment of the present invention. Referring to Figure 10, in the battle interface of the first player object, the reply content 111 of the message is displayed in the associated display area of the edited message 110 (the end of the message shown in Figure 10).
[0101] Applying the above embodiment of the present invention, if, after the first player object has finished editing and sent a message, the message appears in the match interface of a second player object in the same match as the first player object, a quick reply control is carried to the message, thereby eliminating the need for the second player object to edit the reply message again. Based on the quick reply control carried by the message, a quick reply to the message can be achieved, improving message reply efficiency, communication efficiency with the first player object, and utilization of device hardware resources.
[0102] Next, the message processing method provided by the embodiments of the present application will be described. Figure 11 is a flowchart of the message processing method provided by the embodiments of the present application, where the first terminal is the terminal of the first player object, the second terminal is the terminal of the second player object, the first player object and the second player object are in the same match, the first player object is in a waiting state, the second player object is in an interaction state, the first player object and the second player object are the first team, and in the process of the second player object being in an interaction state, that is, in the process of interacting with player objects in the second team, there may be multiple player objects in the waiting state within the first team. In some embodiments, the message processing method provided by the embodiments of the present application may be implemented independently by a server or a terminal, or jointly by a server and a terminal. Referring to Figure 11 as an example of joint implementation by a server and a terminal, the message processing method provided by the embodiments of the present application includes the following steps.
[0103] In step 201, the first terminal displays chat controls on the battle interface.
[0104] Here, the chat control is used to trigger the chat portal.
[0105] In step 202, in response to a click operation on the chat control, the chat portal interface is displayed, and the message control is displayed on the chat portal interface.
[0106] Figure 12 is a schematic diagram of the interface of the message processing method provided by an embodiment of the present invention. Referring to Figure 12, a chat control 121 is displayed on the battle interface of the first player object. When the first player object clicks the chat control 121, the first terminal responds to the click operation by displaying a chat portal interface 122. This interface displays a message control 123, a typing control 124, a voice control 125, and a history message area 126 for replying to messages with a quick reply function. Next, the parts of the chat portal interface will be described.
[0107] Here, the graphic identifier of the paper airplane carried by the message control 123 is a display method associated with the message control, used to indicate that the display method is a paper airplane-style bubble message method, and the display method associated with the message control can be configured in the virtual scene application's configuration interface, which can provide at least two display methods for the player object to select. After the player object has configured the display method associated with the message control based on the configuration interface, the message control displayed in the chat portal interface carries the graphic identifier of the corresponding display method. In this way, after the player object has sent a message based on the message control, the message is presented to the interface in the corresponding display style.
[0108] The typing control 124 is used to edit regular messages. When the player object clicks the typing control 124, a virtual keyboard is displayed, allowing the player object to edit the message content. After the message editing is complete and sending is triggered, the message is displayed in the chat area of the interaction interface (chat area 13 in Figure 1B).
[0109] The voice control 125 is used to edit voice messages. When a player object clicks the voice control 125, it displays the voice collection interface, which the player object can use to input a voice message. After editing the voice message and triggering transmission, the message is displayed in the interaction display area within the battle interface in a highly attention-grabbing manner.
[0110] The history message area 126 is used to display history messages sent by the first player object's teammates, i.e., by each player object in the first team, so that the first player object can refer to and edit the history messages of each teammate in the first team.
[0111] In step 203, in response to a trigger operation on the message control, the virtual keyboard interface is displayed and the edited message is retrieved based on the virtual keyboard interface.
[0112] Continuing to refer to Figure 12, after the first player object clicks the message control 123, the virtual keyboard interface 127 is called so that the first player object can edit the message.
[0113] In step 204, in response to a decision command regarding the edited message, the message is sent to the server.
[0114] Continuing to refer to Figure 12, when the first player object clicks the complete control 128 in the virtual keyboard interface 127, a confirmation command is triggered, and a message is sent.
[0115] Here, the transmitted message carries a message identifier to indicate that the message is a directional message with a quick reply function, and the directional message is characterized in that, when the message is displayed on the battle interface of a player object in a waiting state within the first team, it is in a non-reply state, i.e., does not carry a quick reply control, and when the message is displayed on the battle interface of a player object in an interacting state within the first team, it carries a quick reply control for a quick reply.
[0116] In step 205, the server sends a message to the terminal of the player object in the first team.
[0117] In some embodiments, after the server parses the message to obtain a message identifier, it obtains the reply content corresponding to the message, which may be generated after the server performs semantic recognition on the message content or may be pre-configured, and sends a message carrying the reply content to the second player object, and sends messages that do not carry the reply content to the other player objects in the first team, excluding the second player object. In this way, the terminal of the second player object displays the message and also displays a quick reply control for replying to the message, and the quick reply control includes the reply content, and the terminals of the other player objects in the first team, excluding the second player object, can only display the content of the message when displaying the message, and cannot reply to the message.
[0118] In step 206, the second terminal displays the received message and the quick reply control carried by the message in the interaction display area of the battle interface.
[0119] Here, since the message control is associated with a paper airplane-style bubble message scheme, in actual application, the second terminal, after receiving the message, can display the message using a paper airplane-style bubble message, for example, displaying the process of the paper airplane-style bubble message traversing the interaction display area.
[0120] In step 207, in response to a trigger operation on the second player object's quick reply control, a reply message is sent to the server.
[0121] Here, the quick reply control displays the reply content to the message, and as shown in 92 of Figure 9A, when the second player object clicks the quick reply control, the reply content is sent to the terminal of the first player object.
[0122] In step 208, the server sends a reply message to the terminal of the player object in the first team.
[0123] Applying the above embodiment of the present invention not only satisfies the need for a player object in a standby state to accurately edit messages, but also satisfies the need for a player object in a standby state to easily reply to messages without affecting interaction, and for alerts to be conspicuous and less likely to be missed, thereby improving the efficiency of message communication in battles, and at the same time, enhancing the enjoyment of interaction in battles through the versatility of message display, thereby improving the player object's experience.
[0124] The following describes exemplary applications of the embodiments of the present application in actual application scenarios. The message processing method provided by the embodiments of the present application will be described using the example where the virtual scene is a game. The game in the embodiments is a wheel battle game, and the game rules can be found in Figure 5 and related explanations, and will not be repeated here. In the wheel battle game, two teams compete according to the rules shown in Figure 5. Taking the example where the two teams are still the red team and the blue team, the inventors discovered during their research that both the red and blue teams have many people waiting "off-field" (i.e., in a waiting state), and that the waiting time increases for players who appear later, making it easier for players to leave the team, and the need for interaction among team members becomes increasingly pronounced.
[0125] Due to the unique rules of wheel battle games, different focus designs are required for players "on-field" (i.e., in an interactive state) and players "off-field" waiting. In related technologies such as transport phone games, the communication function between teammates is not designed to suit different situations, resulting in game communication being limited to system-defined text, short phrases, and emoticons, making it impossible to achieve sophisticated communication.
[0126] In the wheel battle game, waiting players can customize their text messages, which have a character limit, if needed. Players can send content such as battle techniques, jokes, satire, and praise, enhancing interaction between players. These messages can be sent to a key area of the screen, allowing players in on-field battles to see this information immediately and quickly click to reply.
[0127] This approach is designed to accommodate the different situations of on-field and off-field players in the wheel battle gameplay. Specifically, off-field players have a high degree of freedom as spectators, with ample waiting time, allowing them to type and edit to accurately express necessary content. On-field players are engaged in intense combat and do not have enough time to type and reply, so the system is designed to allow for one-click replies using ambiguous emoticons such as "understood / got it / yes." In this way, it satisfies the different needs of different players, improves the accuracy of information acquired by players, avoids invalid communication, and increases the efficiency of communication. In addition, when messages are displayed, they float above the interaction display area in the form of bullet hell or cross the interaction display area in the form of paper airplanes, enhancing the enjoyment of game interaction and improving the user experience. Next, we will explain in detail using the example of a player object in a waiting state being an off-field player (waiting for battle) and a player object in an interaction state being an on-field player (in battle).
[0128] Each player waiting "off-field" has n opportunities (where n is a positive integer and can be set as needed) to customize and broadcast a message to their entire team. The battle interface displays a chat button (121 in Figure 12), which an off-field player clicks to display a chat panel (122 in Figure 12). After clicking the text editing button (message control, 123 in Figure 12), a mobile phone keyboard (127 in Figure 12) is invoked. After the off-field player edits the text, they click the "Done" button on the keyboard to send the message. The message is sent to each member of the same team, meaning all members of your team can see it, but the opposing team cannot.
[0129] After an on-field player on a team receives a broadcasted message, it may appear as a barrage of bullets floating across the interaction display area (the central area of the battle screen) or as a paper airplane, appearing from one side of the interaction display area (for example, the right side) and disappearing to the other side. Unlike what off-field players see, the message displayed on the on-field player's terminal has a one-click reply button at the end (shown at 92 in Figure 9A), allowing them to reply to the message precisely with a click, and the reply will be the content displayed on the button.
[0130] If the player does nothing, the message will automatically disappear after a certain period of time (e.g., 3 seconds). In other words, if the terminal does not receive a click on the one-click reply button, it will cancel the display of the message after a certain period of time. When an on-field player clicks the button to perform a one-click reply, this player sees a message that displays as "replied". In other words, the terminal switches the displayed button to display a read identifier to indicate that the message has been read and replied to. As shown in 94 of Figure 9C, the button has been transformed into a single "check" to indicate that it has been read and replied to. In response, after receiving the on-field player's reply, the off-field player displays the content of the on-field player's reply in the message's associated display area. For example, a corresponding bubble (shown in 111 of Figure 10) pops up after the previously sent message to indicate that this broadcast message was the reply.
[0131] Based on the above description of the display interface of each player terminal in the wheel battle game, the interaction between each player object within the same team will now be described, using the blue team as an example. Figure 13 is a schematic diagram of player interaction in the wheel battle game provided by the embodiment of the present invention, and referring to Figure 13, the blue team includes three members, where blue team member 1 is in combat, and blue team members 2 and 3 are in combat standby, i.e., spectator mode. When a spectating blue team member edits and sends custom text based on the text editing button in the chat panel, the edited message is sent to each member in the blue team via broadcast 1. Here, only blue team member 1 can reply to the broadcast message sent to each member, i.e., if it is displayed on blue team member 1's terminal, it carries a one-click reply button, and other spectating members cannot reply, i.e., if it is displayed on the terminal of another spectating member, it does not carry a one-click reply button. After Blue Team Member 1 clicks the one-click reply button, a quick reply is sent to the aforementioned broadcast message. The reply is then sent to each member of the Blue Team via broadcast 2, using the same broadcast method.
[0132] Here, the above message broadcasts are all implemented by a server, and Figure 14 is a schematic diagram of a server-based message broadcast provided by an embodiment of the present invention. Referring to Figure 14, in the first stage, i.e., the stage in which off-field players customize and send broadcast messages, after the off-field players send custom text to the server, the server sends the message to each member of the team via broadcast. In the second stage, i.e., the stage in which on-field players make decisions (one-click replies), after the on-field players click the reply button carried by the message to make a one-click reply, the server sends the reply content to each member of the team via broadcast.
[0133] Next, we will explain how messages are sent. The client encapsulates the text content manipulation into a protocol packet and sends it to the server via TCP (Connection-Oriented, Reliable, Byte-Stream-Based Transport Layer Communication Protocol) requests. After the server receives the protocol packet, it notifies this member with a reply packet to give feedback that the protocol packet has been received. The server then parses the packet with a decoder to process it into a response packet, which is broadcast over the network to the clients of other members in the team. Here, only members in combat can make a corresponding decision, i.e., reply, after receiving the request packet, while waiting players do not have the ability to make decisions, i.e., they cannot reply to messages and can only view them. When a member in combat clicks the reply button to reply to a message, the client encapsulates the corresponding decision into a protocol packet and sends it to the server. After receiving the protocol packet, the server parses it with a decoder to process it into a response packet (including the reply content) and broadcasts it to all members in the team.
[0134] Applying the above embodiment of the present invention, custom editable broadcast text can be sent to specific members who can reply with a single click, satisfying the different requirements of different players in the aforementioned play method, improving the accuracy of information obtained by players, avoiding invalid communication, and increasing the efficiency of communication. In addition, by applying diverse processing to the display form, such as floating in the form of bullet hell or crossing in the form of paper airplanes, the enjoyment of game social is enhanced and the user experience is improved.
[0135] The following describes a configuration example in which the message processing device 555 provided by the embodiment of the present application is implemented as a software module. In some embodiments, the message processing device provided by the embodiment of the present application comprises a first display module 5551 and a message transmission module 5552,
[0136] The first display module 5551 is configured to display a message control on the battle interface of the first player object in the virtual scene, the message control is used to edit a message that carries a quick reply control, and the quick reply control is used to send a quick reply to the message.
[0137] The message sending module 5552 is configured to send the edited message to the second player object in response to a send command for a message edited based on the message control, and when the message is displayed on the terminal of the second player object, it carries the quick reply control and enables a quick reply to the message when the second player object triggers the quick reply control.
[0138] In some embodiments, the above device further comprises a message editing module 5553.
[0139] The message editing module 5553 is configured to display a message editing interface in response to a trigger operation on the message control, to retrieve the message edited by the first player object based on the message editing interface, and to display a decision control for the message.
[0140] The message transmission module 5552 is further configured to receive the transmission command in response to a trigger operation on the decision control and to send the edited message to the second terminal of the second player object.
[0141] In some embodiments, during the match, the first player object is in a waiting state, and the second player object is in an interaction state.
[0142] The first display module is further configured to employ a strong warning method to display the message on the battle interface of the first player object, and the message is in a state where it cannot be replied to.
[0143] In some embodiments, the message editing module further displays at least two display options in the message editing interface for specifying the message display method.
[0144] The system is configured to determine the target message display method as the message display method in response to a target message display method selected based on the at least two display options,
[0145] The first display module is further configured to display the message in the battle interface by adopting the target message display method.
[0146] In some embodiments, the message control is associated with a method for displaying the message.
[0147] The first display module is further configured to display a bullet pattern corresponding to the message in the interaction display area of the battle interface when the display method associated with the message control is a bullet pattern display method.
[0148] The interaction display area is used to display a screen in which at least two of the second player objects are interacting.
[0149] In some embodiments, the first display module is further configured to display, in the case where the display method associated with the message control is a bubble message method, the battle interface of the first player object displays the process of the bubble message corresponding to the message traversing the interaction display area.
[0150] The bubble message carries the object identifier of the first player object, and the interaction display area is used to display a screen in which at least two of the second player objects are interacting.
[0151] In some embodiments, the message editing module further displays at least two bubble style options in the message editing interface for specifying the bubble style.
[0152] The system is configured to determine the target bubble style as the bubble style of the bubble message in response to a target bubble style selected based on the at least two bubble style options described above.
[0153] The first display module is further configured to employ the target bubble style to display the process of the bubble message traversing the interaction display area.
[0154] In some embodiments, the message editing module further includes the step of displaying at least two reply message options in the message editing interface, each of which reply message options corresponds to the content of a reply to one of the messages.
[0155] The system is configured to perform the steps of: determining the target reply content as the reply content corresponding to the message in response to the target reply content selected based on the at least two reply message options;
[0156] The first display module is further configured to display the target reply content when the second player object performs a trigger operation on the quick reply control.
[0157] In some embodiments, the quick reply control displays the reply content of the message,
[0158] The first display module further receives the reply content sent by the terminal of the second player object when the second player object performs a trigger operation corresponding to the quick reply control based on the reply content,
[0159] It is configured to display the response content of the second player object to the aforementioned message.
[0160] In some embodiments, the message editing module further retrieves the message edited by the first player object based on the message editing interface, performs semantic recognition on the content of the message, and obtains the recognition result.
[0161] Based on the aforementioned recognition result, it is configured to generate the content of the reply to the message.
[0162] The message sending module is further configured to send the edited message and the reply content in response to a decision command for the edited message, so that when the message is displayed in the battle interface of the second player object, the reply content is displayed in the quick reply control carried by the message.
[0163] In some embodiments, the message editing module further includes the step of displaying at least two message editing controls in the message editing interface, each of which is a different message editing control, and the step of the different message editing controls corresponding to different message types.
[0164] In response to a trigger operation on the target message editing control, the steps include: displaying a target editing interface for the target message type corresponding to the target message editing control;
[0165] The system is configured to perform the steps of: obtaining a message of a target message type edited based on the target editing interface; and
[0166] In some embodiments, the message editing module further displays a history message area in the message editing interface.
[0167] The history message area is configured to display the history messages sent by each player object during the match in which the first player object is playing.
[0168] In some embodiments, the message editing module further includes the step of obtaining a text-type message entered by the first player object in the message editing interface,
[0169] The system is configured to perform the following steps: if the number of characters in the entered message exceeds a character threshold, display prompt information, wherein the prompt information is used to encourage the user to enter text content that is within the character threshold.
[0170] In some embodiments, the message is a directional message, and the directional message is used to characterize that the message is in a non-replyable state when it is displayed on the battle interface of a third player object that is in a waiting state in the battle.
[0171] The message transmission module further obtains the number of times the first player object has transmitted the directional message in response to a decision command for the edited message.
[0172] The first player object is configured to send an edited message if the number of times it has sent the directional message has not reached a threshold.
[0173] In some embodiments, the message sending module is further configured to send the edited message to the server in response to a decision command regarding the edited message, thereby causing the server to send the message to a player object on the same team as the first player object in the match.
[0174] In some embodiments, the described 1 display module further displays the message on the battle interface.
[0175] In the process of displaying the message, if the second player object replies to the message based on the quick reply control, the associated display area of the message is configured to display the content of the reply to the message.
[0176] In some embodiments, the first display module further displays the message on the battle interface and obtains the display time of the message.
[0177] The system is configured to cancel the display of the message if the display time reaches a time threshold and the second player object has not responded to the message.
[0178] Next, the message processing device 556 provided by the embodiment of the present application will be described. The message processing device 556 provided by the embodiment of the present application comprises a second display module 5561 and a message reply module 5562,
[0179] The second display module 5561 is configured to display messages sent by the first player object in the same match as the second player object on the second player object's battle interface, and the messages carry quick reply controls.
[0180] The message reply module 5562 is configured to send a reply message corresponding to the message when it receives a trigger operation for the quick reply control.
[0181] In some embodiments, during the match, the first player object is in a waiting state, and the second player object is in an interaction state.
[0182] The second display module is further configured to display messages sent by the first player object on the battle interface in a strong alert manner during the process in which the second player object interacts with other player objects.
[0183] In some embodiments, the second display module is further configured to display messages sent by the first player object in the interaction display area of the battle interface.
[0184] The interaction display area is used to display a screen showing the second player object interacting with other player objects.
[0185] In some embodiments, the second display module further employs a bullet hell display method to display messages sent by the first player object in the interaction display area of the battle interface, or,
[0186] The bubble message method is used to display the process by which a bubble message corresponding to the message crosses the interaction display area, wherein the bubble message is configured to carry the object identifier of the first player object.
[0187] In some embodiments, the quick reply control displays the content of the reply message.
[0188] The message reply module is further configured to send the content displayed in the quick reply control as the content of the reply message when it receives a trigger operation on the quick reply control.
[0189] In some embodiments, the second display module is further configured to cancel the display of the quick reply control and to display a reply identifier in the display position of the quick reply control.
[0190] The aforementioned reply identifier is used to indicate that a reply has been completed to the aforementioned message.
[0191] In some embodiments, the second display module is further configured to cancel the display of the message sent by the first player object if no trigger operation is received for the quick reply control within the target time length.
[0192] In some embodiments, the first player object is in a waiting state, and the second player object is in an interaction state.
[0193] The second display module is further configured to display a message control on the battle interface of the second player object, and the message control is in an inoperable state.
[0194] The message control is used to edit directional messages, and when the directional message is displayed on the battle interface of a player object in a waiting state in the battle, it is in a non-reply state, and when it is displayed on the battle interface of a player object in an interacting state in the battle, it carries a quick reply control.
[0195] When the state of the second player object switches from the interaction state to the waiting state, the state of the message control is switched from the inoperable state to the operable state.
[0196] Embodiments of the present application further provide an electronic device, the electronic device being,
[0197] Memory for storing executable instructions,
[0198] The present invention comprises a processor that implements a message processing method provided by the embodiment of the present invention when executing computer executable instructions stored in the memory.
[0199] Embodiments of the present application further provide a computer program product or computer program, the computer program product or computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium. The processor of a computer device reads the computer instructions from the computer-readable storage medium and executes them, thereby causing the computer device to execute the message processing method provided by the embodiment of the present application.
[0200] Embodiments of the present invention further provide a computer-readable storage medium storing executable instructions, the executable instructions, when executed by a processor, implement a message processing method provided by embodiments of the present invention.
[0201] In some embodiments, the computer-readable storage medium may be a memory such as read-only memory (ROM), random access memory (RAM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), flash memory, magnetic memory, optical disk, or CD-ROM, and may also be a variety of devices containing one or any combination of the above memories.
[0202] In some embodiments, executable instructions can be written in any form of programming language (including compiled or interpreted languages, declarative or procedural languages) by taking the form of a program, software, software module, script, or code, and can be arranged in any form, including being arranged as a standalone program, or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0203] For example, executable instructions do not necessarily correspond to files in the file system, but may be stored in part of files that hold other programs or data, such as one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program being discussed, or in multiple collaborative files (such as files that store one or more modules, subroutines, or code sections).
[0204] For example, an executable instruction may be configured to run on a single computing device, on multiple computing devices located at a single location, or on multiple computing devices distributed across multiple locations and interconnected via a communication network.
[0205] The foregoing is merely an example of the present application and does not limit the scope of protection. Any modifications, equivalent substitutions, and improvements made in the spirit and within the scope of the present application shall be included within the scope of protection.
Claims
1. A message processing method executed by the first terminal, A step of displaying a message control on the battle interface of a first player object in a virtual scene, wherein the message control is used to edit a message that carries a quick reply control, and the quick reply control is used to send a quick reply to the message, and The steps include: sending the edited message to the second terminal of the second player object in response to a send command for the message edited based on the message control; The steps include displaying at least two display options in the message editing interface to specify the message display method, The step of determining the target message display method as the message display method in response to the target message display method selected based on the at least two display options, When the message is displayed on the second terminal, the quick reply control is carried, and when the second player object triggers the quick reply control, a quick reply to the message is executed. After sending the edited message to the second terminal of the second player object, the message processing method: The aforementioned battle interface further includes the step of displaying the message by adopting the aforementioned target message display method, Message processing method.
2. The aforementioned message processing method is: In response to a trigger operation on the message control, the steps include displaying a message editing interface, The steps include: obtaining a message edited by the first player object based on the message editing interface, and displaying a decision control for the message; The further step includes receiving the transmit command in response to a trigger operation for the decision control, The message processing method according to claim 1.
3. A message processing method to be performed by a first terminal, A step of displaying a message control on the battle interface of a first player object in a virtual scene, wherein the message control is used to edit a message that carries a quick reply control, and the quick reply control is used to send a quick reply to the message, and The step of sending the edited message to the second terminal of the second player object in response to a send command for the message edited based on the message control, When the message is displayed on the second terminal, the quick reply control is carried, and when the second player object triggers the quick reply control, a quick reply to the message is executed. In a match, the first player object is in a waiting state, the second player object is in an interaction state, and after sending the edited message to the second terminal of the second player object, the message processing method: The process further includes the step of displaying the message on the battle interface of the first player object using a strong warning method, wherein the message is in a state where it cannot be replied to. Message processing method.
4. The message control is associated with the message display method, and the step of displaying the message on the battle interface of the first player object using the strong warning method is: If the display method associated with the message control is a bullet pattern display method, the process includes the step of displaying a bullet pattern corresponding to the message in the interaction display area of the battle interface. The interaction display area is used to display a screen in which at least two of the second player objects are interacting. The message processing method according to claim 3.
5. The message control is associated with the message display method, and the step of displaying the message on the battle interface of the first player object using the strong warning method is: If the display method associated with the message control is a bubble message method, the battle interface of the first player object includes the step of displaying the process of the bubble message corresponding to the message traversing the interaction display area. The bubble message carries the object identifier of the first player object, and the interaction display area is used to display a screen in which at least two of the second player objects are interacting. The message processing method according to claim 3.
6. The aforementioned message processing method is: A step of displaying at least two bubble style options to indicate the bubble style, The method further includes the step of determining the target bubble style as the bubble style of the bubble message in response to a target bubble style selected based on the at least two bubble style options, The step of displaying the process by which the bubble message corresponding to the aforementioned message crosses the interaction display area is: The process includes adopting the aforementioned target bubble style and displaying the process of the bubble message traversing the interaction display area, The message processing method according to claim 5.
7. The aforementioned message processing method is: The steps include: displaying at least two reply message options in the message editing interface, wherein each reply message option corresponds to the content of a reply to one of the messages; The method further includes the step of determining the target reply content as the reply content corresponding to the message, in response to the target reply content selected based on the at least two reply message options, After sending the edited message to the second terminal of the second player object, the message processing method: The process further includes the step of displaying the target reply content when the second player object performs a trigger operation on the quick reply control, The message processing method according to claim 2.
8. The quick reply control displays the reply content of the message, and after sending the edited message to the second terminal of the second player object, the message processing method: When the second player object performs a trigger operation corresponding to the quick reply control based on the reply content, the steps include receiving the reply content sent by the terminal of the second player object, The step of displaying the response content of the second player object to the message further includes: The message processing method according to claim 1 or 2.
9. A message processing method to be performed by a first terminal, A step of displaying a message control on the battle interface of a first player object in a virtual scene, wherein the message control is used to edit a message that carries a quick reply control, and the quick reply control is used to send a quick reply to the message, and The step of sending the edited message to the second terminal of the second player object in response to a send command for the message edited based on the message control, When the message is displayed on the second terminal, the quick reply control is carried, and when the second player object triggers the quick reply control, a quick reply to the message is executed. Before sending the edited message to the second terminal of the second player object, the message processing method: The steps include performing semantic recognition on the content of the aforementioned message and obtaining the recognition result, The process further includes the step of generating a reply to the message based on the recognition result, The step of sending the edited message to the second terminal of the second player object is: The process includes sending the edited message and the reply content to the second terminal of the second player object, When the message is displayed on the battle interface of the second player object, the reply content is displayed in the quick reply control that is carried by the message. Message processing method.
10. The step of obtaining a message edited by the first player object based on the message editing interface is: The steps include: displaying at least two message editing controls, including a target message editing control, in the message editing interface, wherein the different message editing controls correspond to different message types; In response to a trigger operation on the target message editing control, the steps include: displaying a target editing interface for the target message type corresponding to the target message editing control; The steps include: obtaining a message of a target message type edited based on the target editing interface; The message processing method according to claim 1 or 2.
11. The aforementioned message processing method is: Steps to display the history message area, The step of displaying in the history message area the history messages sent by each player object in the match in which the first player object is playing, further includes: The message processing method according to any one of claims 1 to 7.
12. The step of obtaining a message edited by the first player object based on the message editing interface is: The message editing interface includes the step of obtaining a text-type message entered by the first player object, The step of displaying prompt information if the number of characters in the entered message exceeds a character threshold, wherein the prompt information is used to encourage the user to enter text content within the character threshold. The message processing method according to claim 1 or 2.
13. The aforementioned message is a directional message, and the directional message is used to characterize a state where a reply is not possible when the message is displayed on the battle interface of a third player object that is in a waiting state in the battle. The step of sending the edited message to the second terminal of the second player object is: The steps include obtaining the number of times the first player object has sent the directional message, The process includes the step of sending an edited message to the second terminal of the second player object if the number of times the first player object has sent the directional message has not reached a threshold number, The message processing method according to any one of claims 1 to 7.
14. The step of sending the edited message to the second terminal of the second player object is: The process includes the step of sending the edited message to a server, which is used to send the message to a second terminal of a second player object. The second player object is a player object that is on the same team as the first player object in the match. The message processing method according to any one of claims 1 to 7.
15. After sending the edited message to the second terminal of the second player object, the message processing method: The steps include displaying the message on the aforementioned battle interface, In the process of displaying the message, if the second player object replies to the message based on the quick reply control, the process further includes the step of displaying the reply content of the message in the associated display area of the message. The message processing method according to any one of claims 1 to 7.
16. After sending the edited message to the second terminal of the second player object, the message processing method: The steps include displaying the message on the aforementioned battle interface and obtaining the display time of the message, The further step includes canceling the display of the message if the display time has reached a time threshold and the second player object has not responded to the message. The message processing method according to any one of claims 1 to 7.
17. A message processing method executed by the second terminal, A step of displaying a message sent by the first player object on the battle interface of the second player object, wherein the message carries a quick reply control, and the first player object and the second player object are in the same battle. The step of sending a reply message corresponding to the message to the first terminal of the first player object in response to a trigger operation on the quick reply control, In the aforementioned match, the first player object is in a waiting state, the second player object is in an interaction state, and the step of displaying a message sent by the first player object is: The process by which the second player object interacts with other player objects includes the step of displaying a message sent by the first player object on the battle interface using a strong alert method. Message processing method.
18. The step of using the aforementioned strong warning method to display the message sent by the first player object on the battle interface is: The process includes the step of displaying the message sent by the first player object in the interaction display area of the aforementioned battle interface, The interaction display area is used to display a screen showing the second player object interacting with other player objects. The message processing method according to claim 17.
19. The step of displaying the message sent by the first player object in the interaction display area of the aforementioned battle interface is: The interaction display area of the aforementioned battle interface displays the message sent by the first player object using a bullet hell display method, or A step of employing a bubble message scheme to display the process by which a bubble message corresponding to the message crosses the interaction display area, the step of the bubble message carrying the object identifier of the first player object, The message processing method according to claim 18.
20. The quick reply control displays the content of the reply message, and in response to a trigger operation on the quick reply control, the step of sending a reply message corresponding to the message to the first terminal of the first player object is: The process includes the step of determining the content displayed on the quick reply control as the content of the reply message in response to a trigger operation on the quick reply control, and transmitting the content to the first terminal of the first player object, The message processing method according to any one of claims 17 to 19.
21. After sending a reply message corresponding to the aforementioned message to the first player object, the message processing method: The further step includes canceling the display of the quick reply control and displaying a reply identifier at the display position of the quick reply control, The aforementioned reply identifier is used to indicate that a reply has been completed to the aforementioned message. The message processing method according to any one of claims 17 to 19.
22. After displaying the message sent by the first player object, the message processing method: If no trigger operation is received for the quick reply control within the target time length, the further step includes canceling the display of the message sent by the first player object. The message processing method according to any one of claims 17 to 19.
23. In the aforementioned match, the first player object is in a waiting state, the second player object is in an interaction state, and the message processing method is The step of displaying a message control on the battle interface of the second player object, wherein the message control is in an inoperable state, further comprising the step of The message control is used to edit directional messages, and when the directional message is displayed on the battle interface of a player object that is in a waiting state in the battle, it is in a non-reply state, and when the directional message is displayed on the battle interface of a player object that is in an interacting state in the battle, it carries a quick reply control. When the state of the second player object switches from the interaction state to the waiting state, the state of the message control is switched from the inoperable state to the operable state. The message processing method according to any one of claims 17 to 19.
24. A message processing device, It comprises a first display module and a message transmission module, The first display module is configured to display a message control on the battle interface of the first player object in the virtual scene, the message control is used to edit a message that carries a quick reply control, and the quick reply control is used to send a quick reply to the message. The message transmission module is configured to send the edited message to the second terminal of the second player object in response to a transmission command for the message edited based on the message control. When the message is displayed on the second terminal, the quick reply control is carried, and when the second player object triggers the quick reply control, a quick reply to the message is executed. The first display module is configured to display at least two display options for indicating the message display method in the message editing interface. The system is configured to determine the target message display method as the message display method in response to the target message display method selected based on the at least two display options, After the edited message is sent to the second terminal of the second player object, the first display module is configured to display the message in the battle interface using the target message display method. Message processing unit.
25. A message processing device, It comprises a first display module and a message transmission module, The first display module is configured to display a message control on the battle interface of the first player object in the virtual scene, the message control is used to edit a message that carries a quick reply control, and the quick reply control is used to send a quick reply to the message. The message transmission module is configured to send the edited message to the second terminal of the second player object in response to a transmission command for the message edited based on the message control. When the message is displayed on the second terminal, the quick reply control is carried, and when the second player object triggers the quick reply control, a quick reply to the message is executed. In a match, the first player object is in a standby state, the second player object is in an interaction state, and after the edited message is sent to the second terminal of the second player object, the first display module is further configured to display the message on the match interface of the first player object using a strong alert method, and the message is in a state where it cannot be replied to. Message processing unit.
26. A message processing device, It comprises a first display module and a message transmission module, The first display module is configured to display a message control on the battle interface of the first player object in the virtual scene, the message control is used to edit a message that carries a quick reply control, and the quick reply control is used to send a quick reply to the message. The message transmission module is configured to send the edited message to the second terminal of the second player object in response to a transmission command for the message edited based on the message control. When the message is displayed on the second terminal, the quick reply control is carried, and when the second player object triggers the quick reply control, a quick reply to the message is executed. Before sending the edited message to the second terminal of the second player object, the message processing device: The system is configured to perform semantic recognition on the content of the aforementioned message and obtain the recognition result. Based on the recognition result, it is further configured to generate the reply content for the message. The message sending module is configured to send the edited message and the reply content to the second terminal of the second player object. The first display module displays the reply content in the quick reply control that is carried by the message when the message is displayed in the battle interface of the second player object. Message processing unit.
27. A message processing device, It comprises a second display module and a message reply module, The second display module is configured to display a message sent by the first player object on the second player object's battle interface, the message carries a quick reply control, and the first player object and the second player object are in the same battle. The message reply module is configured to send a reply message corresponding to the message to the first terminal of the first player object in response to a trigger operation on the quick reply control. In the aforementioned match, the first player object is in a waiting state, the second player object is in an interaction state, and the message sent by the first player object is displayed. In the process in which the second player object interacts with other player objects, a strong alert method is employed to display the message transmitted by the first player object on the battle interface. Message processing unit.
28. Memory for storing executable instructions, An electronic device comprising: a processor that implements the message method described in any one of claims 1 to 23 when executing an executable instruction stored in the memory.
29. A computer program that causes a computer to implement the message method described in any one of claims 1 to 23.
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