CN108270867B - Method for sharing virtual resources in game and storage medium - Google Patents
Method for sharing virtual resources in game and storage medium Download PDFInfo
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- CN108270867B CN108270867B CN201810069134.7A CN201810069134A CN108270867B CN 108270867 B CN108270867 B CN 108270867B CN 201810069134 A CN201810069134 A CN 201810069134A CN 108270867 B CN108270867 B CN 108270867B
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- 238000000034 method Methods 0.000 title claims abstract description 49
- 238000012795 verification Methods 0.000 claims description 30
- 230000004044 response Effects 0.000 claims description 20
- 238000004891 communication Methods 0.000 claims description 15
- 238000004590 computer program Methods 0.000 claims description 5
- 230000006870 function Effects 0.000 description 7
- 230000005540 biological transmission Effects 0.000 description 5
- 238000010586 diagram Methods 0.000 description 2
- 239000003999 initiator Substances 0.000 description 2
- 230000008569 process Effects 0.000 description 2
- 230000011664 signaling Effects 0.000 description 2
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/08—Protocols specially adapted for terminal emulation, e.g. Telnet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/32—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
- A63F13/327—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
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Abstract
The invention provides a method and a storage medium for sharing virtual resources in games, wherein a first game client receives a connection establishment instruction, establishes short-distance wireless connection with a second game client according to the connection establishment instruction, receives a first resource experience instruction, the first resource experience instruction is used for indicating that a first game account is allowed to experience first virtual resources, the first virtual resources are virtual resources of the second game account, the first game account is a game account logged in through the first game client, the second game account is a game account logged in through the second game client, and the first resource experience instruction is received after the first game client and the second game client establish short-distance wireless connection. According to the scheme, the online friends can mutually experience the virtual resources without exchanging mobile phones or logging in the account of the other side, and the user experience is improved.
Description
Technical Field
The present invention relates to the field of games, and in particular, to a method and a storage medium for sharing virtual resources in a game.
Background
With the development of science and technology, the functions of mobile phones are more and more, and the mobile phone network game is one of the mobile phones. The mobile phone network game uses the internet as a transmission medium, and a user interacts with a game server provided by a game operator through a game client installed on a mobile phone to support a multiplayer online game.
Existing online games generally have the following two modes: the online playing method is characterized in that a plurality of remote players form a team to play games, and the players exchange information in the games in real time in a voice or video mode. Offline play refers to close-range or face-to-face play between friends. In the prior art, when online game playing is performed among friends, game items (such as "hero") among the friends cannot be shared, and if a certain player wants to experience the hero of a friend, the user needs to borrow a friend mobile phone and use the friend mobile phone for experience, or login the friend's game account on the own mobile phone for experience, so that the user experience is poor.
Disclosure of Invention
The invention provides a method and a storage medium for sharing virtual resources in a game, so that online friends can share the virtual resources without exchanging mobile phones or logging in the accounts of the other sides, and the user experience is improved.
The invention provides a method for sharing virtual resources in games in a first aspect, which comprises the following steps:
a first game client receives a connection establishment instruction;
the first game client establishes short-distance wireless connection with a second game client according to the connection establishment instruction;
the method comprises the steps that a first game client receives a first resource experience instruction, the first resource experience instruction is used for indicating that a first game account is allowed to experience first virtual resources, the first virtual resources are virtual resources of a second game account, the first game account is a game account logged in through the first game client, the second game account is a game account logged in through the second game client, and the first resource experience instruction is received after the first game client and the second game client establish short-distance wireless connection.
Optionally, the establishing, by the first game client, a short-distance wireless connection with a second game client according to the connection establishment instruction includes:
the first game client sends a first request message to a server according to the connection establishment instruction;
the first game client receives a first response message sent by the server, wherein the first response message comprises a first verification code;
the first game client side and the second game client side establish Bluetooth connection;
and the first game client sends the first verification code to the second game client through the Bluetooth connection.
Optionally, the establishing, by the first game client, a short-distance wireless connection with a second game client according to the connection establishment instruction includes:
the first game client sends a third request message to the server according to the connection establishment instruction;
the first game client receives a third response message sent by the server, wherein the third response message comprises a second verification code;
the first game client and the second game client establish Near Field Communication (NFC) connection;
and the first game client sends the second verification code to the second game client through the NFC connection.
Optionally, after the first game client establishes a short-distance wireless connection with the second game client according to the connection establishment instruction, the method further includes:
the first game client receives a second selection instruction, wherein the second selection instruction is used for selecting a second virtual resource allowing the second game account to experience from the virtual resources of the first game account;
and the first game client sends the information of the second virtual resource to the server.
Optionally, after the first game client receives the second selection instruction, the method further includes:
the first game client receives a second experience time, the second experience time being a time that the second game account is allowed to experience the second virtual resource.
Optionally, the first resource experience instruction includes an identifier of the first virtual resource and a first experience time, where the first experience time is a time for allowing the first game account to experience the first virtual resource.
The second aspect of the present invention provides a method for sharing virtual resources in a game, including:
the method comprises the steps that a first game client receives a selection instruction, wherein the selection instruction is used for selecting a second game account from a neighboring game account list of a first game account, and the neighboring game account list of the first game account is determined according to position information of the game client;
the first game client sends a face-to-face connection establishment request to a server according to the selection instruction, wherein the face-to-face connection establishment request is used for requesting the establishment of face-to-face connection with the second game client;
the first game client receives a first resource experience indication, the first resource experience indication is used for indicating that a first game account is allowed to experience a first virtual resource, the first virtual resource is a virtual resource of the second game account, the first game account is a game account logged in through the first game client, the second game account is a game account logged in through the second game client, and the first resource experience indication is received after the first game client and the second game client establish the face-to-face connection.
Optionally, after the face-to-face connection is established between the first game client and the second game client, the method further includes:
the first game client receives a second selection instruction, wherein the second selection instruction is used for selecting a second virtual resource allowing the second game account to experience from the virtual resources of the first game account;
and the first game client sends the information of the second virtual resource to the server.
Optionally, after the first game client receives the second selection instruction, the method further includes:
the first game client receives a second experience time, the second experience time being a time that the second game account is allowed to experience the second virtual resource.
Optionally, the first resource experience instruction includes an identifier of the first virtual resource and a first experience time, where the first experience time is a time for allowing the first game account to experience the first virtual resource.
A third aspect of the present invention provides a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements a method of sharing virtual resources in a game according to any one of the first and second aspects of the present invention.
A fourth aspect of the present invention provides a game client comprising: a processor, a memory for storing instructions and a transceiver for communicating with other devices, the processor being configured to execute the instructions stored in the memory to cause the game client to perform a method of sharing virtual resources in a game as claimed in any one of the first and second aspects of the invention.
According to the method and the storage medium for sharing the virtual resources in the game, the first game client receives a connection establishment instruction, establishes short-distance wireless connection with the second game client according to the connection establishment instruction, and receives a first resource experience instruction, wherein the first resource experience instruction is used for indicating that a first game account is allowed to experience first virtual resources, the first virtual resources are virtual resources of a second game account, the first game account is a game account logged in through the first game client, the second game account is a game account logged in through the second game client, and the first resource experience instruction is received after the first game client and the second game client establish short-distance wireless connection. According to the scheme, the first game client and the second game client are in short-distance wireless connection, so that offline friends can mutually experience virtual resources without exchanging mobile phones or logging in game accounts of the other side, and user experience is improved.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the invention and together with the description, serve to explain the principles of the invention.
FIG. 1 is a schematic diagram of a network architecture in which the present invention is applicable;
FIG. 2 is a flowchart of a method for sharing virtual resources in a game according to an embodiment of the present invention;
FIG. 3 is a flowchart of a method for sharing virtual resources in a game according to a second embodiment of the present invention;
FIG. 4 is a signaling flowchart of a method for sharing virtual resources in a game according to a third embodiment of the present invention,
with the above figures, certain embodiments of the invention have been illustrated and described in more detail below. The drawings and the description are not intended to limit the scope of the inventive concept in any way, but rather to illustrate it by those skilled in the art with reference to specific embodiments.
Detailed Description
Reference will now be made in detail to the exemplary embodiments, examples of which are illustrated in the accompanying drawings. When the following description refers to the accompanying drawings, like numbers in different drawings represent the same or similar elements unless otherwise indicated. The implementations described in the exemplary embodiments below are not intended to represent all implementations consistent with the present disclosure. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present disclosure, as detailed in the appended claims.
Fig. 1 is a schematic diagram of a network structure to which the present invention is applied, and as shown in fig. 1, the network structure includes at least one server and at least two game clients. The server is also called a game server and is used for storing position coordinates, game logic data and other related information of all players, wherein the players refer to users registered on the server, and each player is uniquely corresponding to one game account. The game client mainly performs an operation of a game logic and a display of a game screen, and the operation of the game logic is performed for a hero player registered in the current game client. The display of the game frame comprises the display of the leading player and the display of the non-leading player in the current map where the leading player is located. After the game client and the server are connected, namely, the player logs in the game at the game client, and data interaction is performed at intervals. The game client is also called a game Application (APP), and is installed on a terminal device, which may be a mobile phone, a computer, a game machine, or the like.
The method of the invention is suitable for online games, and the prior online games have the following two modes: the online playing method is characterized in that a plurality of remote players form a team to play games, and the players exchange information in the games in real time in a voice or video mode. The offline playing method refers to the game playing among friends in a close distance or face-to-face mode.
Based on the network architecture shown in fig. 1, fig. 2 is a flowchart of a method for sharing virtual resources in a game according to an embodiment of the present invention, and as shown in fig. 2, the method provided in this embodiment includes the following steps:
step S101, the first game client receives a connection establishment instruction.
The connection establishment instruction is used to instruct the establishment of a short-range wireless connection, and may be input by a user. Illustratively, the user opens a game page in which a short-range wireless connection establishment button is displayed, and the user inputs a connection establishment instruction by clicking the establishment button. Optionally, in this embodiment, a plurality of short-range wireless communication modes may be provided for the user to select, for example, after the user clicks the establishment button, the plurality of short-range wireless communication modes are displayed for the user to select, and the user selects one mode from the plurality of short-range wireless communication modes to trigger the establishment process of the short-range wireless connection. For example, if the user selects bluetooth communication, the user may further set the identity of the first game account logged on the first game client as the sharer.
Optionally, the short-range wireless connection is, for example, a bluetooth connection, a Near Field Communication (NFC) connection.
And step S102, the first game client establishes short-distance wireless connection with the second game client according to the connection establishment instruction.
In the process of establishing the short-distance wireless connection, mutual authentication is needed between the first game client and the second game client, namely, two parties establishing the short-distance wireless communication agree or agree to establish by default.
In a first mode, the first game client sends a first request message to the server according to the connection establishment instruction, wherein the first request message is used for requesting to establish a bluetooth connection. The server allocates a first verification code to a first game account according to the first request message, the first game account is a game account logged in through a first game client, then the server sends a first response message to the first game client, the first game client receives the first response message sent by the server, and the first response message comprises the first verification code. The first game client establishes Bluetooth connection with the second game client, and the first game client sends the first verification code to the second game client through the Bluetooth connection.
The second game client receives a first verification code sent by the first game client through Bluetooth connection, the second game client sends a second request message to the server, the second request message comprises the first verification code and the identification of the first game account, and when the identification of the game account included in the second request message is the same as the identification of the first game account and the verification code included in the second request message is the same as the first verification code, the server determines that the Bluetooth connection is established between the first game client and the second game client.
Optionally, the server sends a connection establishment completion message to the first game client and the second game client, respectively, so as to notify the first game client and the second game client that the connection establishment is completed. Or the server only sends a connection establishment completion message to the second game client, and the second game client sends the connection establishment completion message to the first game client after receiving the connection establishment completion message.
Bluetooth communication is a relatively safe communication mode, which cannot be simulated by cheating means, so that the condition that players use the rule to destroy game balance can be avoided.
In a second mode, the first game client sends a third request message to the server according to the connection establishment instruction, wherein the third request message is used for requesting to establish the NFC connection. The server allocates a second verification code for the first game account according to the third request message, and then sends a third response message to the first game client, and the first game client receives the third response message sent by the server, wherein the third response message comprises the second verification code. The first game client side and the second game client side are connected in an NFC mode, the first game client side sends the second verification code to the second game client side through the NFC connection, and the first game client side and the second game client side can be connected in the NFC mode through terminal touch.
In this embodiment, the NFC communication uses a peer-to-peer mode (P2P mode), which is similar to infrared and can be used for data exchange, but has a short transmission distance, a fast transmission creation speed, a fast transmission speed, and low power consumption (similar to bluetooth). Two devices with NFC function are connected, and point-to-point transmission of data can be achieved. NFC enabled devices can exchange data in either an active or passive mode, in which the device that initiates the NFC communication, also called the NFC initiator device (master), provides a radio frequency field (RF-field) throughout the communication, and another device called the NFC target device (slave), does not have to generate a radio frequency field, but uses load modulation techniques, i.e. data can be transmitted back to the initiator device at the same speed. When two friends play an offline game, the user a may touch the terminal device equipped with the first game client with the terminal device equipped with the second game client to establish an NFC connection.
And the second game client receives a second verification code sent by the first game client through NFC connection, and sends a fourth request message to the server, wherein the fourth request message comprises the second verification code and the identifier of the first game account. And when the identifier of the game account included in the fourth request message is the same as the identifier of the first game account and the verification code included in the fourth request message is the same as the second verification code, the server determines that the first game client and the second game client establish the NFC connection.
Optionally, the server may further send a connection establishment completion message to the first game client and the second game client, respectively, so as to notify the first game client and the second game client that the connection establishment is completed. Or the server only sends a connection establishment completion message to the second game client, and the second game client sends the connection establishment completion message to the first game client after receiving the connection establishment completion message.
In the two modes, the short-distance wireless connection establishment is completed under the condition that the game clients of the two parties know and mutually permit, and the short-distance wireless connection can be interrupted at any time in any midway. For example, either party disconnects the bluetooth connection or the NFC connection, or a button for disconnecting the short-range wireless connection function is separately provided on the game page, and the user disconnects the short-range wireless connection by operating the button, or the user disconnects the short-range wireless connection by closing the button.
In this embodiment, the first game client may monitor that the short-distance wireless connection between the first game client and the second game client is established in the following manner: in the first mode, the first game client receives a connection establishment completion message sent by the server or the second game client, and the establishment of the short-distance wireless connection between the first game client and the second game client is determined according to the connection establishment completion message. And in the second mode, the first game client defaults to complete the establishment of the short-distance wireless connection between the first game client and the second game client after the preset time.
Step S103, the first game client receives a first resource experience instruction, where the first resource experience instruction is used to instruct that the first game account is allowed to experience the first virtual resource, and the first virtual resource is a virtual resource of the second game account.
The first game account is a game account logged in through a first game client, the second game account is a game account logged in through a second game client, and the first resource experience indication is received after the first game client and the second game client establish short-distance wireless connection. The first resource experience indication may be sent to the first game client by the server or the second game client.
Optionally, the server may send the first resource experience instruction to the first game client after receiving the request message sent by the first game client, or may send the first resource experience instruction after determining that the first game client and the second game client establish the short-range wireless connection.
The server may obtain the information of the first virtual resource and the information of the second virtual resource in the following two ways: in one mode, the server receives the information of the second virtual resource sent by the first game client, and/or receives the information of the first virtual resource sent by the second game client. In another mode, the server determines that the virtual resource that the second game account has but not the first game account is the first virtual resource according to the virtual resource of the first game account and the virtual resource of the second game account; and/or the server determines the virtual resource which the first game account has but not the second game account is the second virtual resource according to the virtual resource of the first game account and the virtual resource of the second game account.
The virtual resource may be a virtual item, a virtual equipment, also known as a game equipment, or a game account, also known as a game character.
In this embodiment, the first virtual resource experience indication includes information of the first virtual resource, the information of the first virtual resource may include an identifier of the first virtual resource, and optionally, the information of the first virtual resource may further include first experience time, the first experience time is time for allowing the first game account to experience the first virtual resource, and the first game account may experience the first virtual resource only within the first experience time. Optionally, the first experience time may be input by the user through the second game client, or may be a time specified by the server.
Optionally, the first virtual resource is all virtual resources of the second game account, or the first virtual resource is a part of virtual resources of the second game account. The first virtual resource may be designated by the second game account, or the first virtual resource may be a default virtual resource, for example, the first virtual resource is a virtual resource that the second game account has but the first game account does not have. The number of the first virtual resources may be one or more.
It should be noted that "experience" in the present embodiment refers to "temporary use/ownership right". That is, the first game account has only temporary usage right or temporary ownership right for the first virtual resource shared by the second game account, and does not have transaction, presentation or other rights, and the virtual resource of the first game account and the virtual resource of the second game account maintained by the server do not change.
After receiving the first resource experience instruction, the first game client displays the first virtual resource to the user, and the user selects the virtual resource needing to be experienced from the first virtual resource for experience. Optionally, for a virtual resource owned only by the first game account or the second game account, if the virtual resource is selected by the first game account, the state of the virtual resource changes to an occupied state, the second game account cannot use the virtual resource, and only after the first game account is experienced, the second game account can use the virtual resource.
Optionally, the server may further send a second resource experience instruction to the second game client, where the second resource experience instruction is used to instruct that the second game account is allowed to experience the second virtual resource, and the second virtual resource is a virtual resource of the first game account. Optionally, the second virtual resource is specified by the first game account, and accordingly, after the first game client establishes the short-distance wireless connection with the second game client according to the establishment instruction, the first game client displays a selection page of the virtual resource of the first game account, where the selection page may be opened by a user triggering a specific button, and then the user selects the second virtual resource allowing the second game account to experience from the virtual resource of the first game account. The first game client receives a second selection instruction which can be input by a user, the second selection instruction is used for selecting a second virtual resource allowing the second game account to experience from the virtual resources of the first game account, and the first game client sends the information of the second virtual resource to the server.
Optionally, the selection page further includes an experience time option, the user may select the experience time of the second virtual resource, and accordingly, after the first game client receives the second selection instruction, the first game client receives the second experience time, where the second experience time is a time for allowing the second game account to experience the second virtual resource.
It should be noted that the server may send the first resource experience instruction only to the first game client, may send the second resource experience instruction only to the second game client, and may send the resource experience instructions to both the first game client and the second game client.
In this embodiment, a first game client receives a connection establishment instruction, establishes a short-distance wireless connection with a second game client according to the connection establishment instruction, and receives a first resource experience instruction, where the first resource experience instruction is used to instruct a first game account to allow the first game account to experience a first virtual resource, the first virtual resource is a virtual resource of a second game account, the first game account is a game account logged in through the first game client, the second game account is a game account logged in through the second game client, and the first resource experience instruction is received after the first game client and the second game client establish the short-distance wireless connection. According to the scheme, the first game client and the second game client are in short-distance wireless connection, so that offline friends can mutually experience virtual resources without exchanging mobile phones or logging in game accounts of the other side, and user experience is improved.
Fig. 3 is a flowchart of a method for sharing virtual resources in a game according to a second embodiment of the present invention, and as shown in fig. 3, the method according to the present embodiment includes the following steps:
step S201, the first game client receives a selection instruction, where the selection instruction is used to select the second game account from the neighboring game account list of the first game account, and the neighboring game account list of the first game account is determined according to the location information of the game client.
The list of neighboring game accounts for the first game account may be determined by the server based on the location information of the game client. Correspondingly, each game client needs to report its own location information to the server, and optionally, the location information of the game client is Global Positioning System (GPS) data of the game client, or the location information of the game client is a WIreless Fidelity (WIFI) account of the game client.
The server determines that the first game account and the second game account are adjacent game accounts according to the position information of the first game client and the position information of the second game client. When the position information of the game client is GPS data, the server calculates the distance between the first game client and the second game client according to the GPS data of the first game client and the GPS data of the second game client. When the distance between the first game client and the second game client is smaller than a preset distance, the first game account and the second game account are determined to be adjacent game accounts, and the preset distance is 1 meter, 2 meters, 5 meters, 10 meters or the like. It should be noted that, in this embodiment, two game accounts being adjacent means that the game clients logged in by the two game accounts are adjacent.
When the game client is the account with the position information being WIFI, the server judges whether the WIFI account of the first game client is the same as that of the second game client or not, and when the WIFI account of the first game client is the same as that of the second game client, the server determines that the first game account and the second game account are adjacent game accounts. The account number of the WIFI of the first game client is the same as that of the second game client, which indicates that the first game client and the second game client are in the coverage range of the same WIFI signal, and the coverage range of the WIFI signal can be large or small.
After determining that the first game account and the second game account are adjacent game accounts, the server sends an adjacent game account list of the first game account to the first game client side and sends an adjacent game account list of the second game account to the second game client side. The first game client receives a neighboring game account list of the first game account sent by the server, wherein the neighboring game account list of the first game account comprises the identification of the second game account.
Step S202, the first game client sends a face-to-face connection establishment request to the server according to the selection instruction, wherein the face-to-face connection establishment request is used for requesting to establish face-to-face connection with the second game client.
The face-to-face connection establishment request comprises an identification of a second game account so as to identify that the first game client needs to establish face-to-face connection with the second game client, the server sends the face-to-face connection establishment request to the second game client, the face-to-face connection establishment request sent to the second game client by the server comprises an account number of the first game account, and the second game account is informed that the face-to-face connection is initiated by the first game account by carrying the account number of the first game account.
The second game client may display a prompt message for prompting the second game account to request the first game account to establish the face-to-face connection and a selection button for selecting whether to approve establishment of the face-to-face connection on the second game client. And if the corresponding user of the second game account agrees to establish the face-to-face connection, the second game client sends a face-to-face connection establishment response to the server, wherein the face-to-face connection establishment response is used for indicating that the second game account allows the face-to-face connection to be established. And the server receives the face-to-face connection establishment response sent by the second game client, and determines that the first game client and the second game client establish the face-to-face connection according to the face-to-face connection establishment response.
Optionally, the server may further send a connection establishment completion message to the first game client and the second game client, respectively, so as to notify the first game client and the second game client that the face-to-face connection establishment is completed. If the user corresponding to the second game account does not agree to establish a face-to-face connection, the second game client may send a connection establishment rejection message to the server, and the server forwards the connection establishment rejection message to the first game client.
Step S203, the first game client receives a first resource experience instruction, where the first resource experience instruction is used to instruct that the first game account is allowed to experience the first virtual resource.
The first virtual resource is a virtual resource of a second game account, the first game account is a game account logged in through a first game client, the second game account is a game account logged in through a second game client, and the first resource experience indication is received after the first game client and the second game client establish face-to-face connection.
In this embodiment, a first game client receives a selection instruction, where the selection instruction is used to select a second game account from a neighboring game account list of a first game account, the neighboring game account list of the first game account is determined according to location information of a game client, the first game client sends a face-to-face connection establishment request to a server according to the selection instruction, the first game client receives a first resource experience instruction, the first resource experience instruction is used to indicate that the first game account is allowed to experience a first virtual resource, and the first resource experience instruction is received after the first game client and the second game client establish a face-to-face connection. In the scheme, the first game client and the second game client are in face-to-face connection, so that the online friends can mutually experience virtual resources without exchanging mobile phones or logging in game accounts of the other side, and the user experience is improved.
Alternatively, in other embodiments of the present application, the server may determine that two game clients establish a face-to-face connection by: the server detects whether the first game account and the second game account are friends of the instant messaging tool according to the login mode of the first game account and the login mode of the second game account. Such as WeChat, QQ, microblog, etc. When the first game account and the second game account are friends of the instant messaging tool, the server determines that the first game client logged in by the first game account and the second game client logged in by the second game account establish face-to-face connection.
Fig. 4 is a signaling flowchart of a method for sharing virtual resources in a game according to a third embodiment of the present invention, where the third embodiment takes establishing a bluetooth connection between two game clients as an example for description, and as shown in fig. 4, the method according to the present embodiment includes the following steps:
step S301, the first game client receives a connection establishment instruction.
Specifically, the user opens the short-range wireless connection function on the first game client, and the short-range wireless connection function can be opened in the setting options of the game page, for example, after the user a clicks or slides a button corresponding to the short-range wireless connection function, the user a can select and further display a plurality of short-range wireless communication modes, for example, the user a selects bluetooth communication, and sets the identity of the first game account as the sharer.
Step S302, the first game client sends a first request message to the server according to the connection establishment instruction.
The first request message is for requesting establishment of a bluetooth connection.
Step S303, the server allocates a first verification code for the first game account according to the first request message.
Step S304, the server sends a first response message to the first game client, wherein the first response message comprises a first verification code.
The first game client may save the first validation code to the memory.
Step S305, the first game client and the second game client establish Bluetooth connection.
Specifically, the user B starts the short-distance wireless connection function on the second game client, selects bluetooth connection, sets the identity of the second game account as a joiner, performs bluetooth pairing between the second game client and the first game client, and establishes bluetooth connection successfully after pairing is successful.
And S306, the first game client sends the first verification code to the second game client through Bluetooth connection.
Step S307, the second game client sends a second request message to the server, where the second request message includes the first verification code and the identifier of the first game account.
Step S308, the server verifies whether the verification code and the game account identification included in the second request message are matched with the first verification code allocated to the first game account.
When the identification of the game account included in the second request message is the same as the identification of the first game account and the verification code included in the second request message is the same as the first verification code, the server determines that the first game client and the second game client establish a Bluetooth connection, which indicates that the first game account and the second game account are in an online game state.
Step S309, the server sends a connection establishment completion message to the first game client.
The connection establishment completion message is used to notify the first game client that the face-to-face connection establishment is complete.
Step S310, the server sends a connection establishment completion message to the second game client.
Step 311, the server sends a first resource experience indication to the first game client.
The first resource experience indication indicates that the first game account is allowed to experience a first virtual resource, the first virtual resource being a virtual resource of the second game account.
Step S312, the server sends a second resource experience instruction to the second game client.
The second resource experience indication indicates that the second game account is allowed to experience a second virtual resource, the second virtual resource being a virtual resource of the first game account.
A fourth embodiment of the present invention provides a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements the method for sharing virtual resources in a game according to the first to third embodiments of the present invention.
An embodiment of the present invention provides a game client, including: the game client comprises a processor, a memory and a transceiver, wherein the memory is used for storing instructions, the transceiver is used for communicating with other devices, and the processor is used for executing the instructions stored in the memory so as to enable the game client to execute the method for sharing the virtual resources in the game according to the first embodiment to the third embodiment of the invention.
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any variations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.
It will be understood that the present disclosure is not limited to the precise arrangements described above and shown in the drawings and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.
Claims (11)
1. A method for sharing virtual resources in a game, comprising:
a first game client receives a connection establishment instruction;
the first game client establishes short-distance wireless connection with a second game client according to the connection establishment instruction;
the method comprises the steps that a first game client receives a first resource experience instruction, the first resource experience instruction is used for indicating that a first game account is allowed to experience first virtual resources, the first virtual resources are virtual resources of a second game account, the first game account is a game account logged in through the first game client, the second game account is a game account logged in through the second game client, and the first resource experience instruction is received after the first game client and the second game client establish short-distance wireless connection.
2. The method of claim 1, wherein the first game client establishing a short-range wireless connection with a second game client according to the connection establishment instruction comprises:
the first game client sends a first request message to a server according to the connection establishment instruction;
the first game client receives a first response message sent by the server, wherein the first response message comprises a first verification code;
the first game client side and the second game client side establish Bluetooth connection;
and the first game client sends the first verification code to the second game client through the Bluetooth connection.
3. The method of claim 1, wherein the first game client establishing a short-range wireless connection with a second game client according to the connection establishment instruction comprises:
the first game client sends a third request message to the server according to the connection establishment instruction;
the first game client receives a third response message sent by the server, wherein the third response message comprises a second verification code;
the first game client and the second game client establish Near Field Communication (NFC) connection;
and the first game client sends the second verification code to the second game client through the NFC connection.
4. The method of any of claims 1-3, wherein after the first game client establishes the short-range wireless connection with the second game client according to the connection establishment instruction, the method further comprises:
the first game client receives a second selection instruction, wherein the second selection instruction is used for selecting a second virtual resource allowing the second game account to experience from the virtual resources of the first game account;
and the first game client sends the information of the second virtual resource to a server.
5. The method of claim 4, wherein after receiving the second selection instruction, the first game client further comprises:
the first game client receives a second experience time, the second experience time being a time that the second game account is allowed to experience the second virtual resource.
6. The method of any of claims 1-3, 5, wherein the first resource experience indication includes an identification of the first virtual resource and a first experience time, the first experience time being a time that the first game account is allowed to experience the first virtual resource.
7. A method for sharing virtual resources in a game, comprising:
the method comprises the steps that a first game client receives a selection instruction, wherein the selection instruction is used for selecting a second game account from a neighboring game account list of a first game account, and the neighboring game account list of the first game account is determined according to position information of the game client;
the first game client sends a face-to-face connection establishment request to a server according to the selection instruction, wherein the face-to-face connection establishment request is used for requesting the establishment of face-to-face connection with the second game client;
the first game client receives a first resource experience indication, the first resource experience indication is used for indicating that a first game account is allowed to experience a first virtual resource, the first virtual resource is a virtual resource of the second game account, the first game account is a game account logged in through the first game client, the second game account is a game account logged in through the second game client, and the first resource experience indication is received after the first game client and the second game client establish the face-to-face connection.
8. The method of claim 7, wherein after the face-to-face connection is established between the first game client and the second game client, further comprising:
the first game client receives a second selection instruction, wherein the second selection instruction is used for selecting a second virtual resource allowing the second game account to experience from the virtual resources of the first game account;
and the first game client sends the information of the second virtual resource to the server.
9. The method of claim 8, wherein after receiving the second selection instruction, the first game client further comprises:
the first game client receives a second experience time, the second experience time being a time that the second game account is allowed to experience the second virtual resource.
10. The method of any of claims 7-9, wherein the first resource experience indication includes an identification of the first virtual resource and a first experience time, wherein the first experience time is a time that allows the first game account to experience the first virtual resource.
11. A computer-readable storage medium on which a computer program is stored, the computer program, when executed by a processor, implementing the method for sharing virtual resources in a game according to any one of claims 1 to 10.
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CN110109726B (en) * | 2019-04-30 | 2022-08-23 | 网易(杭州)网络有限公司 | Virtual object receiving processing method, virtual object transmitting method, virtual object receiving processing device and virtual object transmitting device, and storage medium |
CN110575670B (en) * | 2019-08-30 | 2023-09-15 | 深圳市新系区块链技术有限公司 | Method for generating configuration strategy of game data and related products |
CN111659119B (en) * | 2020-07-02 | 2023-03-21 | 腾讯科技(深圳)有限公司 | Virtual object control method, device, equipment and storage medium |
CN114082192A (en) * | 2021-11-18 | 2022-02-25 | 腾讯科技(深圳)有限公司 | Method, device, equipment and storage medium for transferring use right of virtual clothes |
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