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HK40090388A - Information processing method and related device - Google Patents

Information processing method and related device Download PDF

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Publication number
HK40090388A
HK40090388A HK42023078210.4A HK42023078210A HK40090388A HK 40090388 A HK40090388 A HK 40090388A HK 42023078210 A HK42023078210 A HK 42023078210A HK 40090388 A HK40090388 A HK 40090388A
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HK
Hong Kong
Prior art keywords
conversation
social
page
game
target
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HK42023078210.4A
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Chinese (zh)
Inventor
钟婉予
袁智豪
韦维
潘红
刘立强
王才俊
沙莎
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腾讯科技(深圳)有限公司
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Publication of HK40090388A publication Critical patent/HK40090388A/en

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Description

一种信息处理方法及相关设备An information processing method and related equipment

技术领域Technical Field

本申请涉及计算机技术领域,尤其涉及一种信息处理方法、一种信息处理装置、一种计算机设备、一种计算机可读存储介质及一种计算机程序产品。This application relates to the field of computer technology, and in particular to an information processing method, an information processing apparatus, a computer device, a computer-readable storage medium, and a computer program product.

背景技术Background Technology

随着互联网技术的发展,不同用户之间可以利用互联网进行社交互动交流,例如:用户可以在具备会话功能的APP(Application,应用程序)中与其他用户进行社交会话,社交会话的会话消息可包含该APP提供的各种表情符号,通过表情符号生动地向参与对话的其他用户表达自己的感受。为了给用户提供更加有趣和丰富的情感表达,各种表情符号的呈现形式也愈发多元化,不仅有静态表情,还有动态表情,也可以自定义表情。由此,在社交会话的各个用户之间交流的趣味性得到了增加,但是为了进一步提升社交会话中用户之间互动的趣味性和活跃度,社交会话中用户之间互动的方式也是需要被进一步挖掘和创新的。With the development of internet technology, different users can engage in social interaction and communication online. For example, users can have social conversations with other users in apps with conversational functionality. Conversational messages can include various emoticons provided by the app, allowing users to vividly express their feelings to other participants. To provide users with more interesting and richer emotional expression, the presentation of emoticons has become increasingly diversified, including not only static emoticons but also animated emoticons and customizable emoticons. This has increased the fun of communication between users in social conversations. However, to further enhance the fun and activity of user interaction in social conversations, the methods of interaction between users need to be further explored and innovated.

发明内容Summary of the Invention

本申请实施例提供一种信息处理方法及相关设备,可以丰富社交会话中的互动方式,提升社交互动的趣味性和活跃度。This application provides an information processing method and related equipment, which can enrich the interaction methods in social conversations and enhance the fun and activity of social interactions.

一方面,本申请实施例提供了一种信息处理方法,包括:On one hand, embodiments of this application provide an information processing method, including:

显示社交会话页面;Display the social conversation page;

响应于社交会话页面中的触发事件,进入游戏对局中;以及,Responding to a triggered event on the social chat page, enter the game; and,

在社交会话页面中显示游戏对局的对战状态。The game's match status is displayed on the social chat page.

一方面,本申请实施例提供了一种信息处理装置,包括:On one hand, embodiments of this application provide an information processing apparatus, including:

显示模块,用于显示社交会话页面;The display module is used to display the social conversation page;

处理模块,用于响应于社交会话页面中的触发事件,进入游戏对局中;以及,在社交会话页面中显示游戏对局的对战状态。The processing module is used to respond to triggered events on the social conversation page to enter the game; and to display the battle status of the game on the social conversation page.

在一个实施例中,社交会话页面对应的社交会话中包含多个会话对象;社交会话页面中包含目标会话消息,目标会话消息包含目标表情;处理模块,具体用于:当社交会话中存在N个会话对象在同一时间段内对目标会话消息中的目标表情执行触发操作时,N个会话对象进入至游戏对局中,N为大于1的整数。In one embodiment, the social conversation page contains multiple conversation objects; the social conversation page contains a target conversation message, and the target conversation message contains a target emoticon; the processing module is specifically used to: when N conversation objects in the social conversation perform a trigger operation on the target emoticon in the target conversation message within the same time period, the N conversation objects enter the game match, where N is an integer greater than 1.

在一个实施例中,社交会话页面对应的社交会话中包含多个会话对象;处理模块,具体用于:当社交会话页面中存在包含目标表情或包含目标表情的关联表情的至少两条会话消息时,且至少两条会话消息是由社交会话中的N个会话对象在同一时间段内分别发送的,N个会话对象进入至游戏对局中,N为大于1的整数。In one embodiment, the social conversation page contains multiple conversation objects in the social conversation. The processing module is specifically used to: when there are at least two conversation messages in the social conversation page that contain a target emoticon or an associated emoticon containing the target emoticon, and the at least two conversation messages are sent by N conversation objects in the social conversation within the same time period, the N conversation objects enter the game match, where N is an integer greater than 1.

在一个实施例中,社交会话页面对应的社交会话中包含多个会话对象;处理模块,具体用于:当社交会话页面中存在至少一条包含目标表情的第一会话消息及至少一条包含与目标表情相关联口令的第二会话消息时,且第一会话消息和第二会话消息是由社交会话中的N个会话对象在同一时间段内分别发送的,N个会话对象进入至游戏对局中,N为大于1的整数。In one embodiment, the social conversation page contains multiple conversation objects in the social conversation. The processing module is specifically used to: when there is at least one first conversation message containing a target emoticon and at least one second conversation message containing a password associated with the target emoticon in the social conversation page, and the first conversation message and the second conversation message are sent by N conversation objects in the social conversation within the same time period, the N conversation objects enter the game, where N is an integer greater than 1.

在一个实施例中,处理模块,还用于:响应于社交会话页面中的触发事件,输出游戏启动提示,游戏启动提示用于提示即将进入至游戏对局中;当游戏启动提示被确认时,进入至游戏对局中。In one embodiment, the processing module is further configured to: respond to a trigger event on the social conversation page, output a game launch prompt, the game launch prompt being used to indicate that the player is about to enter a game match; and enter the game match when the game launch prompt is confirmed.

在一个实施例中,处理模块,具体用于:响应于社交会话页面中的触发事件,在社交会话页面中进入游戏对局模式;或者,响应于社交会话页面中的触发事件,显示游戏对局页面;其中,游戏对局页面包含以下任一种:游戏对局页面是指社交会话页面所属社交客户端中的一个原生页面;游戏对局页面是指社交客户端之外的游戏客户端中的一个页面;游戏对局页面是指社交客户端中的小程序页面。In one embodiment, the processing module is specifically configured to: enter the game mode on the social conversation page in response to a trigger event on the social conversation page; or, display the game page in response to a trigger event on the social conversation page; wherein the game page includes any of the following: the game page refers to a native page in the social client to which the social conversation page belongs; the game page refers to a page in a game client outside the social client; the game page refers to a mini-program page in the social client.

在一个实施例中,社交会话页面对应的社交会话中共有N个会话对象进入至游戏对局中,N为大于1的整数;对战状态包括对战进行状态;对战进行状态包括N个会话对象中的目标会话对象的游戏进度;In one embodiment, there are N session objects entering the game in the social session corresponding to the social session page, where N is an integer greater than 1; the battle status includes the battle progress status; the battle progress status includes the game progress of the target session object among the N session objects;

处理模块,具体用于:在社交会话页面中显示目标会话对象的游戏进度;其中,目标会话对象包括以下任一种或多种:目标会话对象是指N个会话对象中游戏进度最大的会话对象;目标会话对象是指N个会话对象中游戏进度最小的会话对象;目标会话对象是指按照N个会话对象中游戏进度由大至小的顺序选取的一个或多个会话对象;目标会话对象是指N个会话对象中的任一个或多个会话对象;若社交会话页面显示于目标终端中,则目标会话对象是指N个会话对象中在目标终端中进行登录的当前会话对象。The processing module is specifically used to: display the game progress of a target session object on the social session page; wherein, the target session object includes any one or more of the following: the target session object is the session object with the largest game progress among N session objects; the target session object is the session object with the smallest game progress among N session objects; the target session object is one or more session objects selected in descending order of game progress among N session objects; the target session object is any one or more session objects among N session objects; if the social session page is displayed on the target terminal, then the target session object is the current session object that is logged in on the target terminal among the N session objects.

在一个实施例中,目标会话对象包括N个会话对象中游戏进度最大的会话对象及当前会话对象;处理模块,具体还用于:在社交会话页面中一侧以第一进度条的方式显示游戏进度最大的会话对象的游戏进度,在社交会话页面中的另一侧以第二进度条的方式显示当前会话对象的游戏进度。In one embodiment, the target session object includes the session object with the highest game progress among N session objects and the current session object; the processing module is further configured to: display the game progress of the session object with the highest game progress on one side of the social session page in the form of a first progress bar, and display the game progress of the current session object on the other side of the social session page in the form of a second progress bar.

在一个实施例中,目标会话对象包括N个会话对象中游戏进度最大的会话对象及当前会话对象;处理模块,具体还用于:在社交会话页面中的第一区域显示第一积分,第一积分用于表示游戏进度最大的会话对象的游戏进度;以及,在社交会话页面中的第二区域显示第二积分,第二积分用于表示当前会话对象的游戏进度;其中,第一区域和第二区域均为社交会话页面中的任意区域。In one embodiment, the target session object includes the session object with the highest game progress among N session objects and the current session object; the processing module is further configured to: display a first score in a first area of the social session page, the first score representing the game progress of the session object with the highest game progress; and display a second score in a second area of the social session page, the second score representing the game progress of the current session object; wherein the first area and the second area are both arbitrary areas of the social session page.

在一个实施例中,社交会话页面中包含目标会话消息,目标会话消息包含目标表情;游戏对局要求N个会话对象在设定时间内分别对目标表情执行设定操作,在到达设定时间时,按照设定操作的执行次数得到游戏对局的对战结果;或者,游戏对局要求N个会话对象分别对目标表情执行预设次数的设定操作,在执行设定操作达到预设次数时,按照执行预设次数的设定操作的时间得到游戏对局的对战结果。In one embodiment, the social conversation page contains a target conversation message, which contains a target emoticon; the game requires N conversation objects to perform a set operation on the target emoticon within a set time, and the game result is obtained according to the number of times the set operation is performed when the set time is reached; or, the game requires N conversation objects to perform a preset number of set operations on the target emoticon, and the game result is obtained according to the time taken to perform the preset number of set operations when the preset number of set operations is reached.

在一个实施例中,战状态包括对战结果状态;处理模块,具体还用于:社交会话页面中显示与对战结果状态相对应的结果动画。In one embodiment, the battle state includes the battle result state; the processing module is further configured to: display the result animation corresponding to the battle result state on the social conversation page.

在一个实施例中,结果动画包括电子资源包;处理模块,还用于:当电子资源包被触发时,对电子资源包中的电子资源进行分配处理。In one embodiment, the resulting animation includes an electronic resource package; the processing module is further configured to: allocate electronic resources in the electronic resource package when the electronic resource package is triggered.

在一个实施例中,对战结果状态包括对战获胜状态或对战失败状态;处理模块,具体还用于:若对战结果状态是对战获胜状态,则在社交会话页面中显示第一动画,第一动画包括电子资源包;或者,若对战结果状态是对战失败状态,则在社交会话页面中显示第二动画,第二动画包括文字提示动画。In one embodiment, the battle result status includes a battle win status or a battle loss status; the processing module is further configured to: if the battle result status is a battle win status, display a first animation on the social conversation page, the first animation including an electronic resource pack; or, if the battle result status is a battle loss status, display a second animation on the social conversation page, the second animation including a text prompt animation.

在一个实施例中,社交会话页面中包含消息输入栏,消息输入栏用于输入会话消息的消息内容;处理模块,还用于:在消息输入栏中输入消息内容,消息内容包含目标表情;当针对消息内容的发送控件被选择时,在社交会话页面中显示会话消息,会话消息包含消息输入栏中的消息内容,且目标表情在会话消息中被放大显示。In one embodiment, the social conversation page includes a message input field for entering the message content of the conversation message; the processing module is further configured to: enter message content in the message input field, the message content including a target emoticon; when a send control for the message content is selected, display the conversation message on the social conversation page, the conversation message including the message content in the message input field, and the target emoticon being enlarged and displayed in the conversation message.

在一个实施例中,目标表情为彩蛋表情,社交会话页面对应的社交会话中包含多个会话对象;处理模块,还用于:当会话消息中的目标表情被社交会话中的任一会话对象执行触发操作时,播放目标表情对应的彩蛋动画。In one embodiment, the target emoticon is an Easter egg emoticon, and the social conversation corresponding to the social conversation page contains multiple conversation objects; the processing module is further configured to: play the Easter egg animation corresponding to the target emoticon when the target emoticon in the conversation message is triggered by any conversation object in the social conversation.

在一个实施例中,社交会话页面显示于目标终端中,对目标表情执行触发操作的任一会话对象是指目标终端中进行登录的当前会话对象;处理模块,具体用于:获取对目标表情对应的目标表情标识,并获取彩蛋动画配置,彩蛋动画配置用于指示与目标表情相映射的动画资源文件;根据目标表情标识及彩蛋动画配置确定动画资源文件;在社交会话页面中按照动画资源文件指示的动画内容播放彩蛋动画;In one embodiment, the social conversation page is displayed on the target terminal, and any conversation object that performs the triggering operation on the target emoticon refers to the current conversation object that is logged in on the target terminal; the processing module is specifically used to: obtain the target emoticon identifier corresponding to the target emoticon, and obtain the Easter egg animation configuration, the Easter egg animation configuration is used to indicate the animation resource file mapped to the target emoticon; determine the animation resource file according to the target emoticon identifier and the Easter egg animation configuration; and play the Easter egg animation on the social conversation page according to the animation content indicated by the animation resource file;

在一个实施例中,处理模块,还用于:获取第一彩蛋动画播放参数和当前会话对象针对目标表情执行触发操作的合并次数;将合并次数和第一彩蛋动画播放参数发送至服务器,以使得服务器基于合并次数和第一彩蛋动画播放参数确定第二彩蛋动画播放参数,第二彩蛋动画播放参数用于指示在除当前会话对象之外的其他会话对象登录的终端所显示的社交会话页面中,播放预设次数目标表情对应的彩蛋动画,预设次数小于合并次数。In one embodiment, the processing module is further configured to: obtain the first Easter egg animation playback parameters and the number of times the current session object performs a trigger operation on the target emoticon; send the number of merges and the first Easter egg animation playback parameters to the server, so that the server determines the second Easter egg animation playback parameters based on the number of merges and the first Easter egg animation playback parameters, wherein the second Easter egg animation playback parameters are used to instruct the Easter egg animation corresponding to the target emoticon to be played a preset number of times on the social session page displayed on the terminal logged in by other session objects besides the current session object, wherein the preset number of times is less than the number of merges.

在一个实施例中,社交会话页面显示于目标终端中,对目标表情执行触发操作的任一会话对象是指目标终端中进行登录的当前会话对象;处理模块,还用于:接收服务器推送的目标会话对象的对战状态;对战状态用于更新目标会话对象在目标终端中显示的对战状态;更新当前会话对象在目标终端中显示的对战状态并将当前会话对象的对战状态上传至服务器;若接收到包含对战结果状态的推送消息,则根据对战结果状态在社交会话页面中输出游戏对局的结果动画。In one embodiment, the social conversation page is displayed on the target terminal, and any conversation object that performs a triggering operation on the target emoticon refers to the current conversation object that is logged in on the target terminal; the processing module is further configured to: receive the battle status of the target conversation object pushed by the server; use the battle status to update the battle status displayed on the target terminal; update the battle status displayed on the target terminal and upload the battle status of the current conversation object to the server; if a push message containing the battle result status is received, output the game result animation on the social conversation page according to the battle result status.

一方面,本申请实施例提供了一种计算机设备,包括:处理器和存储器;存储器存储有计算机程序,计算机程序被处理器执行时,使得处理器执行本申请实施例中的方法。On one hand, embodiments of this application provide a computer device, including: a processor and a memory; the memory stores a computer program, and when the computer program is executed by the processor, the processor performs the method of the embodiments of this application.

相应地,本申请实施例提供了一种计算机可读存储介质,计算机可读存储介质存储有计算机程序,计算机程序包括程序指令,程序指令当被处理器执行时,执行本申请实施例中的方法。Accordingly, embodiments of this application provide a computer-readable storage medium storing a computer program, the computer program including program instructions, which, when executed by a processor, perform the methods described in the embodiments of this application.

相应地,本申请实施例提供了一种计算机程序产品,计算机程序产品包括计算机程序或计算机指令,计算机程序或计算机指令被处理器执行时实现本申请实施例的信息处理方法的步骤。Accordingly, this application provides a computer program product, which includes a computer program or computer instructions. When the computer program or computer instructions are executed by a processor, they implement the steps of the information processing method of this application.

在本申请实施例中,通过响应于社交会话页面中的触发事件,可进入游戏对局中,并在社交会话页面中直接显示游戏对局的对战状态,如此,可以使得参与社交会话的会话对象通过游戏对局的方式进行互动,丰富了社交会话中的互动方式;另外,社交会话页面中显示的对战状态可以增加游戏氛围,进而有效提高会话对象之间的互动的趣味性和活跃度。In this embodiment, by responding to a trigger event on the social conversation page, one can enter a game match and directly display the game match status on the social conversation page. In this way, conversation participants can interact through game matches, enriching the interaction methods in the social conversation. In addition, the game status displayed on the social conversation page can enhance the game atmosphere, thereby effectively improving the fun and activity of the interaction between conversation participants.

附图说明Attached Figure Description

为了更清楚地说明本发明实施例或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图是本发明的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。To more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

图1是本申请一个示例性实施例提供的一种信息处理系统的架构图;Figure 1 is an architecture diagram of an information processing system provided in an exemplary embodiment of this application;

图2是本申请一个示例性实施例提供的一种信息处理方法的流程示意图;Figure 2 is a flowchart illustrating an information processing method provided in an exemplary embodiment of this application;

图3a是本申请一个示例性实施例提供的一种发送目标表情的操作示意图;Figure 3a is a schematic diagram of an operation for sending a target emoticon according to an exemplary embodiment of this application;

图3b是本申请一个示例性实施例提供的一种表情详情页的界面示意图;Figure 3b is a schematic diagram of an emoticon details page provided in an exemplary embodiment of this application;

图4a是本申请一个示例性实施例提供的一种触发彩蛋动画的示意图;Figure 4a is a schematic diagram of a triggering Easter egg animation provided by an exemplary embodiment of this application;

图4b是本申请一个示例性实施例提供的一种在特定会话对象视角下播放彩蛋动画的示意图;Figure 4b is a schematic diagram of playing an Easter egg animation from the perspective of a specific session object, provided by an exemplary embodiment of this application;

图4c是本申请一个示例性实施例提供的另一种在特定会话对象视角下播放彩蛋动画的示意图;Figure 4c is a schematic diagram of another way of playing Easter egg animation from the perspective of a specific session object, provided by an exemplary embodiment of this application;

图4d是本申请一个示例性实施例提供的一种触发彩蛋表情的示意图;Figure 4d is a schematic diagram of a triggering Easter egg emoji provided in an exemplary embodiment of this application;

图5a是本申请一个示例性实施例提供的一种发送方触发彩蛋动画播放的流程示意图;Figure 5a is a schematic diagram of a process for triggering the playback of an Easter egg animation by a sender, provided in an exemplary embodiment of this application;

图5b是本申请一个示例性实施例提供的一种接收方播放彩蛋动画的流程示意图;Figure 5b is a schematic diagram of a process for a receiver to play an Easter egg animation according to an exemplary embodiment of this application;

图5c是本申请一个示例性实施例提供的一种播放彩蛋动画的信息交互流程的示意图;Figure 5c is a schematic diagram of an information interaction process for playing Easter egg animations provided in an exemplary embodiment of this application;

图6是本申请一个示例性实施例提供的另一种信息处理方法的流程示意图;Figure 6 is a flowchart illustrating another information processing method provided in an exemplary embodiment of this application;

图7a至图7c是本申请一个示例性实施例提供的一些社交会话页面的效果示意图;Figures 7a to 7c are schematic diagrams illustrating the effects of some social conversation pages provided in an exemplary embodiment of this application;

图7d是本申请一个示例性实施例提供的一种游戏启动提示的界面示意图;Figure 7d is a schematic diagram of a game launch prompt interface provided in an exemplary embodiment of this application;

图8a至图8c是本申请实施例提供的一些在特定会话对象视角下的游戏进行状态的界面示意图;Figures 8a to 8c are schematic diagrams of some game progress states from the perspective of a specific session object, provided in the embodiments of this application;

图9a是本申请一个示例性实施例提供的一种第一动画的效果示意图;Figure 9a is a schematic diagram of the effect of a first animation provided in an exemplary embodiment of this application;

图9b是本申请一个示例性实施例提供的一种第二动画的效果示意图;Figure 9b is a schematic diagram of the effect of a second animation provided in an exemplary embodiment of this application;

图9c是本申请一个示例性实施例提供的一种结果动画的效果示意图;Figure 9c is a schematic diagram of the effect of a result animation provided by an exemplary embodiment of this application;

图10a是本申请一个示例性实施例提供的一种游戏对局的流程示意图;Figure 10a is a schematic diagram of a game session provided in an exemplary embodiment of this application;

图10b是本申请一个示例性实施例提供的另一种游戏对局的流程示意图;Figure 10b is a schematic diagram of another game session provided in an exemplary embodiment of this application;

图11是本申请实施例一个示例性实施例提供的一种信息处理装置的结构示意图;Figure 11 is a schematic diagram of the structure of an information processing device provided in an exemplary embodiment of this application;

图12是本申请实施例一个示例性实施例提供的一种计算机设备的结构示意图。Figure 12 is a schematic diagram of the structure of a computer device provided in an exemplary embodiment of this application.

具体实施方式Detailed Implementation

下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例是本申请一部分实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本申请保护的范围。The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

为了更好地理解本申请实施例的方案,下面先对本申请实施例可能涉及的相关术语和概念进行介绍。To better understand the solutions of the embodiments of this application, the relevant terms and concepts that may be involved in the embodiments of this application will be introduced below.

一、即时通讯应用:I. Instant Messaging Applications:

即时通讯应用也称为即时通信应用,是一种通过即时通讯技术实现在线聊天和交流的软件,基于互联网的即时通讯软件可以针对各种主流操作系统进行设计,包括Windows、macOS、iPadOS、Android、iOS、Windowsphone、Linux等操作系统,即时通讯应用的功能十分丰富,举例来说,一些即时通讯应用可以支持在线聊天、视频通话、点对点断点续传文件、共享文件、网络硬盘、自定义面板、邮箱等等功能,并可与多种通讯终端相连。Instant messaging applications, also known as instant communication applications, are software that enables online chat and communication through instant messaging technology. Internet-based instant messaging software can be designed for various mainstream operating systems, including Windows, macOS, iPadOS, Android, iOS, Windows Phone, and Linux. Instant messaging applications have a wide range of functions. For example, some instant messaging applications support online chat, video calls, peer-to-peer file transfer with resume capability, file sharing, online storage, customizable panels, email, and more, and can connect to various communication terminals.

二、社交客户端:II. Social Media Clients:

社交客户端可以是指与服务器相对应,为客户提供本地服务的社交APP(Application,应用程序),例如社交客户端可包括但不限于:即时通信APP、地图社交APP、内容交互APP、游戏社交APP、免安装APP(一种无需下载安装即可使用的应用,用户扫一扫或者搜一下即可打开并使用,例如小程序)等等;社交客户端也可以是指与服务器相对应,为客户提供本地服务的具备社交会话功能的网站,例如社交网站、论坛等等。A social client can refer to a social app (application) that provides local services to customers in relation to a server. Examples of social clients include, but are not limited to: instant messaging apps, map-based social apps, content interaction apps, game-based social apps, and installation-free apps (applications that can be used without downloading or installing, which users can open and use by scanning a QR code or searching, such as mini-programs). A social client can also refer to a website with social conversation functions that provides local services to customers in relation to a server, such as social networking sites and forums.

三、AIO:全称为All In One,指公共的聊天窗口组件。3. AIO: It stands for All In One, which refers to a common chat window component.

在具备社交会话功能的APP(Application,应用程序)中,例如一些即时通讯应用中用户参与到好友、群、公众账号等众多不同类型的会话,为了给用户提供统一的交互体验,软件中提供了不同会话共享的聊天窗口组件,组件中用户的输入、点击操作等行为习惯都可视为是一致的。In apps with social conversation features, such as instant messaging apps, users participate in many different types of conversations, such as those with friends, groups, and public accounts. In order to provide users with a unified interactive experience, the software provides a chat window component that is shared across different conversations. The user's input, click operations, and other behavioral habits in the component can all be considered consistent.

四、会话:IV. Conversation:

会话是指面向一个人或者一个群组的对话。在社交客户端中,会话可以叫做社交会话,会话对象可以是指参与社交会话的社交用户,社交会话可以包括单独会话和群组(或群聊)会话。单独会话是指两个社交用户参与的社交会话,用于在两个社交用户之间进行信息交流,即个人与个人之间的互动(Consumer-to-Consumer,C2C)。群组(或群聊)会话是指多个(大于两个)社交用户参与的社交会话,用于在多个社交用户之间进行信息交流。A conversation refers to a dialogue between an individual or a group. In social networking clients, a conversation can be called a social conversation, and the conversation participants can be social users. Social conversations can include one-on-one conversations and group (or chat) conversations. A one-on-one conversation refers to a social conversation involving two social users, used for information exchange between them, i.e., person-to-person interaction (Consumer-to-Consumer, C2C). A group (or chat) conversation refers to a social conversation involving multiple (more than two) social users, used for information exchange between them.

五、社交会话页面:V. Social Conversation Page:

社交会话页面是指用于进行社交会话的用户界面;该用户界面可以是设置于终端设备中的社交客户端所提供的会话页面。该社交会话页面中可以显示参与社交会话的不同社交用户发送的会话消息,会话消息的内容可以是表情、文本、语音、视频、图像、小程序、链接、文件、地理位置等等内容,并且在社交会话页面中显示的会话消息可以支持一些附加功能,例如复制、撤销、回复、收藏、进入详情页面编辑等等,若会话消息包括链接,则可以点击跳转新的页面,若是文件则可以支持查看等等。在一些实施例中,即时通讯应用不仅支持表情原本大小的显示,还支持部分表情在社交会话页面中被放大显示。A social conversation page refers to the user interface used for social conversations; this user interface can be a conversation page provided by a social client installed on a terminal device. This social conversation page can display conversation messages sent by different social users participating in the conversation. The content of these messages can include emoticons, text, voice, video, images, mini-programs, links, files, geolocation, etc. The conversation messages displayed on the social conversation page can support additional functions such as copying, undoing, replying, saving, and editing in detail pages. If the conversation message includes a link, it can be clicked to jump to a new page; if it is a file, it can be viewed, etc. In some embodiments, instant messaging applications not only support the display of emoticons at their original size but also support the enlarged display of some emoticons on the social conversation page.

六、彩蛋:VI. Easter Egg:

在APP开发领域,彩蛋通常是指由开发人员预先埋在APP内由用户执行指定操作而触发的动画效果,并且能够很好地承接APP内的运营活动。In the field of app development, Easter eggs usually refer to animation effects that developers embed in the app beforehand and are triggered by users performing specific actions. They can also effectively support the operational activities within the app.

七、表情:VII. Facial Expressions:

在互联网应用场景下,表情是日常生活的艺术化表达,被喻为语音与文字以外的第三种语言。具体地,在聊天场景中的表情是在互联网上交流时用到的帮助人们更准确表达信息的符号和图片,不仅可以增加用户在聊天中的乐趣,还能够将替代文字更加具象地传递信息。In internet applications, emoticons are an artistic expression of daily life, often referred to as a third language besides speech and text. Specifically, in chat scenarios, emoticons are symbols and images used in online communication to help people express information more accurately. They not only increase the enjoyment of chatting but also convey information more concretely than text.

八、彩蛋表情:8. Easter Egg Emoticons:

彩蛋表情是基于彩蛋动画的播放来呈现的表情。彩蛋表情对应的彩蛋动画在社交会话页面中可以基于预设的触发操作播放,例如:点击彩蛋表情播放彩蛋动画,或者彩蛋表情发送至社交会话页面中即可自动播放彩蛋动画。Easter egg emojis are emojis that are presented based on the playback of Easter egg animations. The Easter egg animations corresponding to the emojis can be played in the social conversation page based on preset trigger actions, such as: clicking on the Easter egg emoji to play the Easter egg animation, or sending the Easter egg emoji to the social conversation page to automatically play the Easter egg animation.

基于上述术语及概念,下面将结合附图,对本申请实施例提供的信息处理系统的架构进行介绍。Based on the above terms and concepts, the architecture of the information processing system provided in the embodiments of this application will be described below with reference to the accompanying drawings.

请参见图1,图1是本申请一个示例性实施例提供的一种信息处理场景的示意图。如图1所示,该架构图可以包括多个(至少两个)计算机设备(例如图中的计算机设备100a、计算机设备100b和计算机设备100c)及服务器101。计算机设备可以和服务器通过有线或无线的方式建立通信连接,并和服务器进行数据交互。其中:Please refer to Figure 1, which is a schematic diagram of an information processing scenario provided by an exemplary embodiment of this application. As shown in Figure 1, the architecture diagram may include multiple (at least two) computer devices (e.g., computer device 100a, computer device 100b, and computer device 100c in the figure) and a server 101. The computer devices can establish a communication connection with the server via wired or wireless means and interact with the server for data. Wherein:

计算机设备是指参与社交会话的用户所使用的设备,该计算机设备可包括但不限于智能手机、平板电脑、智能可穿戴设备、智能语音交互设备、智能家电、个人电脑、车载终端等等设备,本申请对此不作限制。对于计算机设备的数量,本申请不做限制。计算机设备中安装并运行有社交客户端,用户可以基于各自的计算机设备中运行的社交客户端与其他用户进行社交交互,例如:用户A可以用计算机设备100a中运行的社交客户端与用户B进行社交交互;再如:用户A、用户B和用户C均可使用各自计算机设备中运行的社交客户端进行社交交互。社交客户端可以提供社交会话页面,用户基于社交客户端进行社交交互产生的会话消息可以显示于社交会话页面中。Computer devices refer to devices used by users participating in social conversations. These devices may include, but are not limited to, smartphones, tablets, smart wearable devices, smart voice interaction devices, smart home appliances, personal computers, in-vehicle terminals, etc., and this application does not impose any limitations on their use. The number of computer devices is also not limited in this application. A social client is installed and running on the computer device, allowing users to interact with other users based on the social client running on their respective computer devices. For example, user A can use the social client running on computer device 100a to interact with user B; similarly, users A, B, and C can all use the social clients running on their respective computer devices to interact. The social client can provide a social conversation page, where conversation messages generated by users interacting through the social client can be displayed.

服务器101可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、CDN、以及大数据和人工智能平台等基础云计算服务的云服务器,但并不局限于此。对于服务器101的数量,本申请不做限制。在一种实施方式中,服务器101可以是社交客户端所对应的后台服务器,用于管理社交客户端并为其提供服务支持,该服务支持可包括但不限于:为各个社交客户端转发社交会话的会话消息,为各个社交客户端开启游戏,为各个社交客户端播放彩蛋动画,等等。可选地,服务器101具体可以包括消息处理服务器和游戏控制服务器,其中消息处理服务器作为社交客户端中会话消息的后台服务器,用于管理社交会话中的会话消息,例如转发社交会话的会话消息,缓存会话消息等等,游戏控制服务器可以作为社交客户端中运行游戏的后台服务器,用于管理社交客户端中的游戏运行状况,例如在满足游戏开启条件时向社交客户端推送开启游戏的通知消息,游戏过程中持续同步统计产生的数据,在游戏结束时向社交客户端推送游戏结束消息。可选地,游戏控制服务器还可以控制彩蛋表情对应的彩蛋动画的播放,并通过消息处理服务器向同一会话的各个社交客户端所在的计算机设备下发彩蛋动画播放参数,进而播放彩蛋动画。Server 101 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms, but it is not limited to these. This application does not limit the number of servers 101. In one embodiment, server 101 can be a backend server corresponding to a social client, used to manage the social client and provide service support for it. This service support may include, but is not limited to: forwarding conversation messages of social sessions for each social client, starting games for each social client, playing easter egg animations for each social client, etc. Optionally, server 101 may specifically include a message processing server and a game control server. The message processing server acts as a backend server for session messages in the social client, managing session messages such as forwarding and caching them. The game control server acts as a backend server for the game running in the social client, managing the game's status, such as pushing a game-start notification to the social client when game-starting conditions are met, continuously synchronizing and statistically analyzing data during gameplay, and pushing a game-end message to the social client when the game ends. Optionally, the game control server can also control the playback of easter egg animations corresponding to easter egg emoticons, and send easter egg animation playback parameters to the computer devices of each social client in the same session via the message processing server, thereby playing the easter egg animations.

设社交客户端中存在社交会话,该社交会话可以是单独会话,也可以是群组会话,本申请实施例以由用户A、用户B和用户C为同一群组,且用户A、用户B共同参与一轮游戏对局为例进行说明。需要说明的是,参与社交会话的各个用户又可称作会话对象,例如:用户A又可称为会话对象A、用户B又可称为会话对象B、用户C又可称为会话对象C。除特别说明外,本申请后续实施例中,社交会话中的用户与社交会话中的会话对象等同。下面详细阐述图1所示系统的工作原理,具体如下:Suppose a social client contains social sessions, which can be individual sessions or group sessions. This embodiment uses an example where user A, user B, and user C form the same group, and user A and user B participate in a single game. It should be noted that each user participating in the social session can also be referred to as a session object; for example, user A can be called session object A, user B can be called session object B, and user C can be called session object C. Unless otherwise specified, in subsequent embodiments of this application, the user in a social session is equivalent to the session object in a social session. The working principle of the system shown in Figure 1 is described in detail below:

(1)计算机设备(可以是系统中的任一计算机设备,假设为计算机设备100a)显示社交客户端中的社交会话页面。在一个实施例中,社交会话页面中包括一条或多条会话消息,会话消息可以包含文本、语音、视频、表情等中的一种或多种。当社交会话页面中显示的会话消息包括目标表情时,目标表情可以在社交会话页面中被放大显示,进一步地,若目标表情为彩蛋表情,则还可以被触发以播放彩蛋动画。示例性地,用户A点击在计算机设备100a中显示的彩蛋表情,则在计算机设备100a显示的社交会话页面中播放该彩蛋表情对应的彩蛋动画,同时彩蛋动画播放参数上报给游戏控制服务器,由游戏控制服务器通过消息处理服务器将彩蛋动画播放参数下发给其他社交客户端所在的计算机设备(包括计算机设备100b和计算机设备100c),以此实现彩蛋动画在其他社交客户端的社交会话页面中播放。可选地,游戏控制服务器还可以对彩蛋动画的播放频次进行控制,例如在计算机设备100a中每播放5次彩蛋动画,在其他计算机设备中播放1次彩蛋动画。(1) A computer device (which can be any computer device in the system, assuming it is computer device 100a) displays a social conversation page in a social client. In one embodiment, the social conversation page includes one or more conversation messages, which may contain one or more of text, voice, video, emoticons, etc. When the conversation message displayed in the social conversation page includes a target emoticon, the target emoticon can be enlarged and displayed in the social conversation page. Furthermore, if the target emoticon is an Easter egg emoticon, it can also be triggered to play an Easter egg animation. For example, if user A clicks on an Easter egg emoticon displayed in computer device 100a, the Easter egg animation corresponding to the Easter egg emoticon will be played in the social conversation page displayed in computer device 100a. At the same time, the Easter egg animation playback parameters are reported to the game control server, which then sends the Easter egg animation playback parameters to the computer devices (including computer devices 100b and 100c) where other social clients are located through a message processing server, thereby enabling the Easter egg animation to be played in the social conversation pages of other social clients. Optionally, the game control server can also control the playback frequency of the Easter egg animation, for example, playing the Easter egg animation 5 times on computer device 100a and 1 time on other computer devices.

(2)计算机设备(可以是系统中的任一计算机设备,假设为计算机设备100a)响应于社交会话页面中的触发事件,进入游戏对局中。在一个实施例中,进入游戏对局的触发事件可以是:在社交会话页面中显示的会话消息包括目标表情时,至少一个会话对象对目标表情在同一时间段内执行预设触发操作。例如,目标表情为彩蛋表情,只要大于一个会话对象点击社交会话页面中的彩蛋表情,那么点击彩蛋表情的会话对象可以进入游戏对局中,例如用户A和用户B同时点击“烟花”这一彩蛋表情,用户A和用户B进入游戏对局。(2) A computer device (which can be any computer device in the system, assuming it is computer device 100a) responds to a trigger event on the social conversation page and enters a game. In one embodiment, the trigger event for entering a game can be: when the conversation message displayed on the social conversation page includes a target emoticon, at least one conversation object performs a preset trigger operation on the target emoticon within the same time period. For example, if the target emoticon is an Easter egg emoticon, as long as more than one conversation object clicks on the Easter egg emoticon on the social conversation page, then the conversation object that clicked the Easter egg emoticon can enter a game. For example, if user A and user B click on the "fireworks" Easter egg emoticon at the same time, user A and user B will enter a game.

(3)计算机设备(可以是系统中的任一计算机设备,假设为计算机设备100a)在社交会话页面中显示游戏对局的游戏进度,表明对战状态处于游戏进行状态。可以按照设定的游戏规则进行对战,游戏进度具体可以通过进度条、积分、倒计时等方式来实时跟进,例如彩蛋游戏中点击彩蛋表情可以增加进度条的大小,点击次数和显示的进度条成正比,游戏过程中,在用户A点击时,用户C和用户B的计算机设备中可以显示彩蛋动画,并且在用户B点击时,用户A和用户C的计算机设备中也可以显示彩蛋动画。在一个实施例中,计算机设备100a的社交会话页面中可以显示用户A的游戏进度,还可以显示用户B的游戏进度。并且各个用户的游戏进度可以由游戏控制服务器持续统计并更新到各个计算机设备的社交客户端中。(3) The computer device (which can be any computer device in the system, assuming it is computer device 100a) displays the game progress of the game on the social chat page, indicating that the game is in progress. The game can proceed according to the set game rules. The game progress can be tracked in real time through progress bars, scores, countdowns, etc. For example, in the Easter egg game, clicking on an Easter egg emoji increases the size of the progress bar; the number of clicks is proportional to the displayed progress bar size. During the game, when user A clicks, Easter egg animations can be displayed on the computer devices of users C and B, and when user B clicks, Easter egg animations can also be displayed on the computer devices of users A and C. In one embodiment, the social chat page of computer device 100a can display the game progress of user A and user B. Furthermore, the game progress of each user can be continuously counted by the game control server and updated to the social clients of each computer device.

(4)计算机设备(可以是系统中的任一计算机设备,假设为计算机设备100a)在社交会话页面中显示和对战结果状态相对应的结果动画。在满足游戏结束条件时,例如出现获胜玩家(即是指参与游戏对局并获得胜利的会话对象)或者游戏计时结束,游戏对局的对战状态为游戏结束状态,此时可以输出结果动画,该结果动画用于提示用户游戏结束。示例性地,用户A在游戏对战中获取胜利,那么在计算机设备100a显示的社交会话页面中输出电子红包,游戏对局结束。(4) The computer device (which can be any computer device in the system, assuming it is computer device 100a) displays a result animation corresponding to the game outcome status on the social conversation page. When the game end conditions are met, such as the emergence of a winning player (i.e., the conversation object who participated in the game and won) or the game timer expires, the game state is "game over," and a result animation can be output to notify the user that the game has ended. For example, if user A wins the game, an electronic red envelope will be output on the social conversation page displayed on computer device 100a, and the game will end.

可以发现,本实施例提供的信息处理系统,可以通过在社交会话页面中的触发事件开启游戏对局,参与游戏对局的会话对象可以作为游戏玩家进行对战,如此,可以使得参与社交会话的会话对象通过游戏对局的方式进行互动,丰富了社交会话中的互动方式;另外,在社交会话页面显示对战状态可以增加游戏氛围,通过游戏的方式有助于带动用户之间的互动传播,提升社交会话各个会话对象之间互动的趣味性和活跃度。上述信息处理方案可以应用于各种互联网场景中,包括但不限于云技术、人工智能、智慧交通、辅助驾驶、社交交互等各种场景,具体可以是若这些场景的社交会话中用户的社交会话页面中存在触发事件,则进入游戏对局,并在社交会话页面中实时显示游戏对局的对战状态,是一种新型且有趣的社交互动方式。It can be observed that the information processing system provided in this embodiment can initiate game matches through triggered events on the social conversation page. Conversation participants can then engage in battles as game players, thus enriching the interaction methods within social conversations. Furthermore, displaying the battle status on the social conversation page enhances the game atmosphere, and the game format helps drive interaction and dissemination among users, increasing the fun and activity of interactions between various conversation participants. The aforementioned information processing solution can be applied to various internet scenarios, including but not limited to cloud technology, artificial intelligence, smart transportation, assisted driving, and social interaction. Specifically, if a triggered event occurs on a user's social conversation page in these scenarios, a game match is initiated, and the battle status is displayed in real-time on the social conversation page, representing a novel and engaging form of social interaction.

可以理解的是,在本申请的具体实施方式中,涉及到如用户的头像信息、用户在游戏对局中的对战状态以及有关用户的其他信息等相关的数据,当本申请以上实施例运用到具体产品或技术中时,需要获得用户许可或者同意,且相关数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。It is understood that in the specific implementation of this application, data such as user avatar information, user's battle status in game, and other information about the user are involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

下面结合附图,对本申请实施例提出的信息处理方法的具体实现方式进行详细阐述。除特别说明外,本申请后续实施例中提及的信息处理方法可以由计算机设备来执行,该计算机设备例如可以是图1所示系统中的任一个计算机设备;该计算机设备中运行有社交客户端。并且,本申请实施例中所涉及的社交会话可以是单独会话或群组会话,本申请实施例以群组会话为例进行说明。The specific implementation of the information processing method proposed in the embodiments of this application will be described in detail below with reference to the accompanying drawings. Unless otherwise specified, the information processing method mentioned in the subsequent embodiments of this application can be executed by a computer device, such as any computer device in the system shown in Figure 1; the computer device runs a social client. Furthermore, the social sessions involved in the embodiments of this application can be individual sessions or group sessions, and this application embodiment will use a group session as an example for explanation.

请参见图2,图2是本申请一个示例性实施例提供的一种信息处理方法的流程示意图。该信息处理方法可以由计算机设备来执行,该计算机设备例如可以是图1所示系统中的任一个计算机设备;该计算机设备中运行有社交客户端,该计算机设备可以是终端设备;该信息处理方法包括但不限于以下步骤。Please refer to Figure 2, which is a flowchart illustrating an information processing method provided in an exemplary embodiment of this application. This information processing method can be executed by a computer device, such as any computer device in the system shown in Figure 1; the computer device runs a social networking client and can be a terminal device; the information processing method includes, but is not limited to, the following steps.

S201,显示社交会话页面。S201, Display the social conversation page.

社交会话页面用于展示参与社交会话的会话对象之间交互的会话消息。会话对象可以是指参与社交会话的用户,会话消息可以共享给参与同一会话的所有会话对象,即任一会话对象发送的会话消息可以在参与社交会话的其他会话对象的社交会话页面中显示。The social conversation page displays conversation messages exchanged between participants in a social conversation. A conversation participant can be a user involved in the social conversation, and conversation messages can be shared with all participants in the same conversation. That is, a conversation message sent by any participant can be displayed on the social conversation pages of other participants in the same social conversation.

在一个实施例中,社交会话页面包含消息输入栏,该消息输入栏用于输入会话消息的消息内容。该消息内容可以为文本、表情、语音、视频、图像、小程序、链接、文件、地理位置等等一种或多种的组合。可选地,可以:在消息输入栏中输入消息内容,该消息内容包含目标表情;当针对消息内容的发送控件被选择时,在社交会话页面中显示会话消息,会话消息包含消息输入栏中的消息内容,且目标表情在会话消息中被放大显示。In one embodiment, the social conversation page includes a message input field for entering the content of a conversation message. The message content can be one or more combinations of text, emoticons, voice, video, images, mini-programs, links, files, geolocation, etc. Optionally, the message content, including a target emoticon, can be entered in the message input field; when a send control for the message content is selected, the conversation message is displayed on the social conversation page, containing the message content from the message input field, and the target emoticon is enlarged within the conversation message.

参与社交会话的会话对象可以在消息输入栏中输入包含目标表情的消息内容,可以是单独的目标表情,也可以是目标表情和其他内容(例如文本)的组合,目标表情可以是支持放大显示的表情,当该会话对象通过终端设备选中发送控件之后,可以将目标表情放大显示在社交会话页面中,并且放大显示的目标表情可以作为一条会话消息。其中,发送控件可以是虚拟按键或者是物理按键,并且发送控件可以设置在消息输入栏中,也可以设置在其他特定区域,此外,除了发送控件被选中的发送方式之外,还可以是按照特定的手势或轨迹发送目标表情。为方便描述,将在社交会话页面中被放大显示的表情称为大表情,而在社交会话页面中的从消息输入栏中显示的表情称为小表情,放大显示的过程中表情可以动态地变化,并且呈现出和小表情不同的内容。可见,对表情的展现形式并不局限于原本的尺寸,动态地放大显示表情,可以丰富表情的展示形式,同时增加表情呈现的趣味性。Participants in a social conversation can enter a message containing a target emoticon in the message input field. This can be a single target emoticon or a combination of the target emoticon and other content (such as text). The target emoticon can be magnified. When the participant selects the send control on their terminal device, the target emoticon is magnified and displayed on the social conversation page, and the magnified target emoticon can serve as a conversation message. The send control can be a virtual button or a physical button, and it can be placed in the message input field or other specific areas. In addition to sending via the selected send control, the target emoticon can also be sent via a specific gesture or trajectory. For ease of description, the emoticon magnified on the social conversation page is called a large emoticon, while the emoticon displayed in the message input field is called a small emoticon. During the magnification process, the emoticon can dynamically change and present different content than the small emoticon. Therefore, the display format of emoticons is not limited to their original size; dynamically magnifying emoticons can enrich their display format and increase their appeal.

请参见图3a,是本申请一个示例性实施例提供的一种发送目标表情的操作示意图,如图3a中的(1)所示,社交会话页面300中原本展示的会话消息包括表情符号“爱心”和文本“出去玩”。会话对象在表情选择栏301中选择“菜狗”3011这一小表情并显示到消息输入栏302中,当会话对象点击发送控件303,该消息输入栏302中显示的“菜狗”表情在社交会话页面300中进行放大显示,变为如图3a中的(2)示出的大表情“菜狗”3012。在这一过程中,表情可以动态地变化,最终定格为大表情3012。进一步地,图3a中的(2)示出的社交会话页面300中的大表情“菜狗”还可以被会话对象触发,从而进入如图3b所示的表情详情页304,在表情详情页304中设置有朗读、复制、划重点、装扮等功能控件,可选地,在表情详情页中可以编辑“菜狗”表情,例如通过装扮工具为“菜狗”表情叠加其他元素,保存为新的表情。需要说明的是,这里的表情详情页可以是区别于社交会话页面的另一独立页面,即表情详情页可以不显示在其他会话对象的登录的社交客户端的社交会话页面中;或者,表情详情页可以是显示在社交会话页面之上的一个窗口;本申请实施例并不对表情详情页的显示方式进行限定。综上,对于大表情的出现形式,触发流程可以为:“发送小表情”—>“触发大表情”—>“点击大表情进入到表情详情页”。Please refer to Figure 3a, which is a schematic diagram of an operation for sending a target emoticon according to an exemplary embodiment of this application. As shown in (1) of Figure 3a, the conversation message originally displayed on the social conversation page 300 includes the emoticon "heart" and the text "go out to play". The conversation object selects the small emoticon "Cai Gou" 3011 in the emoticon selection bar 301 and displays it in the message input bar 302. When the conversation object clicks the send control 303, the "Cai Gou" emoticon displayed in the message input bar 302 is enlarged in the social conversation page 300 and becomes the large emoticon "Cai Gou" 3012 shown in (2) of Figure 3a. During this process, the emoticon can change dynamically and finally settle into the large emoticon 3012. Furthermore, the large emoticon "Cai Gou" shown in (2) of Figure 3a can also be triggered by the conversation object, thereby entering the emoticon details page 304 as shown in Figure 3b. The emoticon details page 304 is equipped with functional controls such as reading aloud, copying, highlighting, and dressing up. Optionally, the "Cai Gou" emoticon can be edited in the emoticon details page, for example, by overlaying other elements on the "Cai Gou" emoticon using the dressing up tool and saving it as a new emoticon. It should be noted that the emoticon details page here can be another independent page different from the social conversation page, that is, the emoticon details page may not be displayed in the social conversation page of the social client logged in by other conversation objects; or, the emoticon details page can be a window displayed on top of the social conversation page; the embodiments of this application do not limit the display method of the emoticon details page. In summary, for the appearance form of the large emoticon, the triggering process can be: "Send small emoticon" -> "Trigger large emoticon" -> "Click on the large emoticon to enter the emoticon details page".

在一个实施例中,社交会话页面对应的社交会话包含多个会话对象,此处的多个会话对象是指两个或两个以上会话对象,当包含两个会话对象时,社交会话页面对应的社交会话为单聊会话,当包含两个以上会话对象时,社交会话页面对应的社交会话为群聊会话。可选地,目标表情为彩蛋表情,彩蛋表情是指基于彩蛋动画的播放来呈现的表情,并且彩蛋表情也可以在社交会话页面被放大显示。In one embodiment, the social conversation page corresponds to a social conversation containing multiple conversation objects. Multiple conversation objects refer to two or more conversation objects. When it contains two conversation objects, the social conversation page corresponds to a one-on-one chat; when it contains two or more conversation objects, the social conversation page corresponds to a group chat. Optionally, the target emoticon is an Easter egg emoticon, which refers to an emoticon presented based on the playback of an Easter egg animation. This Easter egg emoticon can also be enlarged and displayed on the social conversation page.

针对社交会话页面中的彩蛋表情,无论是在单聊会话或群组会话中:当会话消息中的目标表情被社交会话中的任一会话对象执行触发操作时,播放目标表情对应的彩蛋动画。也即,在社交会话页面中显示的会话消息包含目标表情为彩蛋表情时,可以被单聊会话或者群聊会话中的任一会话对象执行触发操作,从而播放彩蛋动画。该任一会话对象可以是发送彩蛋表情的会话对象(发送方),也可以是非表情发起方,即参与同一社交会话的其他会话对象(接收方),触发操作例如是单击、双击、滑动、长按等等可以触发播放彩蛋动画的操作,在此不做限制。For Easter egg emojis on social chat pages, whether in one-on-one or group chats: when the target emoji in a chat message is triggered by any chat object in the social chat, the corresponding Easter egg animation will play. That is, when a chat message displayed on the social chat page contains an Easter egg emoji as the target emoji, it can be triggered by any chat object in either a one-on-one or group chat, thus playing the Easter egg animation. This "any chat object" can be the chat object that sent the Easter egg emoji (sender) or another chat object participating in the same social chat (receiver). The triggering action can be anything that can trigger the Easter egg animation, such as a single click, double click, swipe, long press, etc., and there are no restrictions on which actions can trigger the playback of the Easter egg animation.

请参见图4a,是在单聊会话中触发彩蛋动画的示意图。和图3a所示出的“菜狗”表情类似,如图4a中的(1)所示,在消息输入栏402中为从表情选择栏401中选择的“烟花”小表情4011,当发送出去之后被放大显示为如图4a中的(2)所示社交会话页面400中的“烟花”大表情4012。当在社交会话页面400中显示的“烟花”大表情4012被会话对象A或者会话对象B触发时,在任一会话对象对应的社交会话页面中均可以播放对应的“烟花”彩蛋动画,如图4a中的(3)为会话对象A视角下的触发“烟花”彩蛋动画的效果示意图。Please refer to Figure 4a, which is a schematic diagram of triggering the Easter egg animation in a one-on-one chat session. Similar to the "clumsy dog" emoticon shown in Figure 3a, as shown in (1) of Figure 4a, the small "fireworks" emoticon 4011 selected from the emoticon selection bar 401 is displayed in the message input bar 402. After being sent, it is enlarged and displayed as the large "fireworks" emoticon 4012 in the social chat page 400 as shown in (2) of Figure 4a. When the large "fireworks" emoticon 4012 displayed in the social chat page 400 is triggered by chat object A or chat object B, the corresponding "fireworks" Easter egg animation can be played in the social chat page corresponding to either chat object. As shown in (3) of Figure 4a, it is a schematic diagram of the effect of triggering the "fireworks" Easter egg animation from the perspective of chat object A.

需要说明的是,彩蛋动画还可以在参与同一会话的其他会话对象所在的社交客户端显示的社交会话页面中播放。也就是说,在个人与个人之间的互动场景(Consumer-to-Consumer,C2C)或群场景中,发送方发送小表情触发大表情后,发送方与接收方皆可点击大表情触发彩蛋动画;而发送方与接收方同时在同一聊天窗口时,无论是哪方点击大表情,双方都可看到彩蛋动画播放。示例性地,在群组场景中,假设群组中包括3个会话对象,分别为会话对象A、会话对象B和会话对象C,对于某一会话对象点击彩蛋表情,在不同会话对象视角下播放的彩蛋动画可参见图4b和图4c,如图4b所示,会话对象A在群中发送了多个“烟花”表情,且点击了最新发送的“烟花”表情4201,触发了彩蛋动画,此时,对于会话对象A视角来说,烟花彩蛋在会话对象A的社交会话页面呈现,若此时群里的会话对象B和会话对象C都正在聊天窗口中,则会话对象B和会话对象C均可看到由会话对象A触发的彩蛋动画,如图4c所示的会话对象B视角和会话对象C视角的社交会话页面中播放的烟花彩蛋。与此同时,如图4d所示,会话对象B也可点击由会话对象A发出的“烟花”表情4202,触发彩蛋动画,该“烟花”表情4202为最新“烟花”表情4201的前一条会话消息,和会话对象A触发烟花彩蛋相同的原理,会话对象B触发播放彩蛋动画,在会话对象A视角和会话对象C视角下的社交会话页面也可以播放“烟花”表情4202对应的烟花彩蛋。综上,只要当前在同一聊天窗口群中的会话对象,均可看到由会话对象A或会话对象B触发的彩蛋动画,且群里的其他成员均可点击表情触发彩蛋。It's worth noting that the Easter egg animation can also be played on the social conversation page displayed on the social client of other participants in the same conversation. In other words, in consumer-to-consumer (C2C) or group scenarios, after the sender sends a small emoticon that triggers a larger emoticon, both the sender and receiver can click the larger emoticon to trigger the Easter egg animation; and when the sender and receiver are in the same chat window simultaneously, regardless of which party clicks the larger emoticon, both will see the Easter egg animation play. For example, in a group scenario, assuming the group includes three conversation objects, namely conversation object A, conversation object B, and conversation object C, when a conversation object clicks on an Easter egg emoji, the Easter egg animation played from the perspectives of different conversation objects can be seen in Figures 4b and 4c. As shown in Figure 4b, conversation object A sent multiple "fireworks" emojis in the group and clicked on the latest sent "fireworks" emoji 4201, triggering the Easter egg animation. At this time, from the perspective of conversation object A, the fireworks Easter egg is displayed on conversation object A's social conversation page. If conversation object B and conversation object C are both in the chat window at this time, then conversation object B and conversation object C can both see the Easter egg animation triggered by conversation object A, as shown in Figure 4c, where the fireworks Easter egg is played in the social conversation pages from the perspectives of conversation object B and conversation object C. Meanwhile, as shown in Figure 4d, conversation participant B can also click on the "fireworks" emoji 4202 sent by conversation participant A to trigger an Easter egg animation. This "fireworks" emoji 4202 is the previous conversation message before the latest "fireworks" emoji 4201. Following the same principle as conversation participant A triggering the fireworks Easter egg, conversation participant B triggers the Easter egg animation. The fireworks Easter egg corresponding to the "fireworks" emoji 4202 can also be played on the social conversation page from the perspectives of conversation participant A and conversation participant C. In summary, as long as conversation participants are currently in the same chat window group, they can all see the Easter egg animation triggered by conversation participant A or conversation participant B, and other members in the group can click on the emoji to trigger the Easter egg.

在一个实施例中,播放目标表情对应的彩蛋动画具体实现方式可以是:获取对目标表情对应的目标表情标识,并获取彩蛋动画配置,彩蛋动画配置用于指示与目标表情相映射的动画资源文件;根据目标表情标识及彩蛋动画配置确定动画资源文件;在社交会话页面中按照动画资源文件指示的动画内容播放彩蛋动画。每个表情对应有表情标识(ID),当目标表情为彩蛋表情时,目标表情标识和动画资源文件之间是存在映射关系的,目标表情标识可以映射一个动画资源文件或者多个动画资源文件,多个动画资源文件是同一类型不同呈现形式的动画,例如烟花表情对应的烟花动画可以是不同绽放形态不同颜色的烟花动画。通过彩蛋动画配置指示的动画资源文件可以是随机的动画内容(存在多个动画资源文件的情况下),也可以是固定的一个。在社交会话页面中播放动画资源文件包含的动画内容,可以是在社交会话页面的随机位置播放,也可以是在特定区域播放,例如在该彩蛋表情周围的特定区域内播放。In one embodiment, playing the Easter egg animation corresponding to the target emoji can be implemented as follows: obtaining the target emoji identifier and the Easter egg animation configuration, which indicates the animation resource file mapped to the target emoji; determining the animation resource file based on the target emoji identifier and the Easter egg animation configuration; and playing the Easter egg animation on the social conversation page according to the animation content indicated by the animation resource file. Each emoji corresponds to an emoji identifier (ID). When the target emoji is an Easter egg emoji, there is a mapping relationship between the target emoji identifier and the animation resource file. The target emoji identifier can map to one or more animation resource files. Multiple animation resource files are animations of the same type but with different presentation forms. For example, the fireworks animation corresponding to the fireworks emoji can be fireworks animations with different blooming shapes and colors. The animation resource file indicated by the Easter egg animation configuration can be random animation content (if multiple animation resource files exist) or a fixed one. Playing the animation content contained in the animation resource file on the social conversation page can be played at a random location on the social conversation page or in a specific area, such as in a specific area around the Easter egg emoji.

针对上述内容,社交客户端之间针对触发彩蛋表情播放彩蛋动画的交互流程以及对应的技术侧支持可参见如下说明:为便于描述,将社交客户端简称客户端,并且将客户端交互分为发送方和接收方,以发送方触发彩蛋动画播放,接收方同步播放彩蛋动画为例进行说明。Regarding the above content, the interaction process between social clients for triggering the Easter egg emoji to play the Easter egg animation, as well as the corresponding technical support, can be found in the following description: For ease of description, social clients will be referred to as clients for short, and client interactions will be divided into sender and receiver. The following example illustrates how the sender triggers the Easter egg animation and the receiver plays the Easter egg animation synchronously.

对于发送方,客户端需要拦截可触发彩蛋的表情点击,并根据彩蛋动画配置播放相应动画,同时,合并一定周期内的点击事件到一个请求中,并将该请求发送给后端服务器。更详细的内容可参见图5a,是本申请实施例提供的一种发送方触发彩蛋播放的流程示意图。包括以下内容:For the sender, the client needs to intercept clicks on emojis that can trigger Easter eggs, play the corresponding animation according to the Easter egg animation configuration, and simultaneously merge click events within a certain period into a single request, which is then sent to the backend server. More detailed information can be found in Figure 5a, a schematic diagram of a sender-triggered Easter egg playback process provided in this embodiment. This includes the following:

S11:用户点击表情。会话对象可以点击在社交会话页面中显示的任意表情。S11: The user clicks on an emoji. The conversation partner can click on any emoji displayed on the social conversation page.

S12:判断表情是否可触发彩蛋。由于会话对象点击的表情可以是显示在社交会话页面中的任意表情,而该表情可能没有对应的彩蛋动画,因此需要根据不同的判断结果对应执行不同的动作:若表情为不可触发彩蛋动画的表情,则点击该表情进入的是消息详情页(S13),这里的消息详情页也即上述图3b中示出的表情详情页304;若表情为可触发彩蛋动画的表情,则该表情的点击事件由客户端拦截,并执行下述步骤S14。S12: Determine if the emoticon can trigger an Easter egg animation. Since the emoticon clicked by the conversation object can be any emoticon displayed on the social conversation page, and the emoticon may not have a corresponding Easter egg animation, different actions need to be performed according to different judgment results: If the emoticon is an emoticon that cannot trigger an Easter egg animation, clicking the emoticon will lead to the message details page (S13), which is the emoticon details page 304 shown in Figure 3b above; if the emoticon is an emoticon that can trigger an Easter egg animation, the click event of the emoticon will be intercepted by the client, and the following step S14 will be executed.

S14:根据彩蛋动画配置,使用随机化参数播放相应动画。由于彩蛋动画配置中指定了表情标识(ID)和动画资源文件的映射关系,客户端拦截到被点击的表情之后,可以根据表情标识从彩蛋动画配置中查找是否存在相应动画资源文件。可触发彩蛋的表情根据彩蛋动画配置,能够找到相应动画资源文件。在一个实施例中,动画资源文件的动画内容以及显示的长宽是固定的,可以在客户端的社交会话页面中选取随机的位置来播放该动画资源文件,即随机化参数为随机的位置参数。在另一实施例中,一个表情标识对应的动画资源文件可以包括多个,这样在配置时可以从多个动画资源文件中随机选取任一个进行播放,也即随机化参数为随机动画内容。示例性地,“烟花”这一彩蛋表情对应的多个动画资源文件,各个动画资源文件包含的烟花动画可以是不同绽放形态不同颜色的烟花。或者还可以是上述两种方式的组合,即随机选取动画资源文件,并在随机位置处播放。S14: Play the corresponding animation using randomized parameters according to the Easter egg animation configuration. Since the Easter egg animation configuration specifies the mapping relationship between emoticon identifiers (IDs) and animation resource files, after the client intercepts a clicked emoticon, it can search the Easter egg animation configuration for the existence of a corresponding animation resource file based on the emoticon identifier. Emoticons that can trigger the Easter egg can find the corresponding animation resource file according to the Easter egg animation configuration. In one embodiment, the animation content and displayed dimensions of the animation resource file are fixed, and the animation resource file can be played at a random location on the client's social conversation page; that is, the randomization parameter is a random location parameter. In another embodiment, an emoticon identifier can correspond to multiple animation resource files, so that during configuration, any one of the multiple animation resource files can be randomly selected for playback; that is, the randomization parameter is random animation content. For example, the multiple animation resource files corresponding to the "fireworks" Easter egg emoticon can each contain fireworks animations of different blooming forms and colors. Alternatively, it can be a combination of the above two methods, i.e., randomly selecting animation resource files and playing them at random locations.

S15:记录此次点击表情的相关信息。相关信息具体可以包括表情标识、表情的点击次数等。S15: Record relevant information for this clicked emoji. This information may include the emoji icon, the number of times the emoji was clicked, etc.

S16:合并一定周期内记录的点击信息发送给后端。点击信息也即点击表情的相关信息,将一定周期内对彩蛋表情的点击事件合并到一个请求中,然后发送给服务器,以便服务器向其他客户端下发推送信息,播放彩蛋动画。通过合并点击信息可以有效节省收发数据所需的资源,并且在一定周期内的点击信息可以为作为是否实施频控策略的参考。此处,周期可以根据实际需要进行设定,例如1秒、2秒等等。S16: Merge click information recorded within a certain period and send it to the backend. Click information refers to information related to clicking on emojis. Merge click events for Easter egg emojis within a certain period into a single request and send it to the server. This allows the server to push notifications to other clients and play the Easter egg animation. Merging click information effectively saves resources required for data transmission and reception, and the click information within a certain period can serve as a reference for deciding whether to implement frequency control strategies. The period can be set according to actual needs, such as 1 second, 2 seconds, etc.

对于接收方,可以解析服务器下发的点击推送,如果解析出的被点击消息在当前屏幕中,则根据彩蛋动画配置播放相应动画;否则,不进行任何响应。请参见图5b,是本申请实施例提供的一种接收方播放彩蛋动画的流程示意图。具体包括:For the recipient, the click push notification sent by the server can be parsed. If the parsed clicked message is on the current screen, the corresponding animation is played according to the Easter egg animation configuration; otherwise, no response is made. Please refer to Figure 5b, which is a schematic diagram of the process of the recipient playing an Easter egg animation according to an embodiment of this application. Specifically, it includes:

S21:收到后端表情点击推送。服务器在收到发送方的点击信息之后,可以向接收方所在的客户端发送包含点击消息的相关信息的推送消息。S21: Received backend emoji click push notification. After receiving the click information from the sender, the server can send a push message containing relevant information about the click to the client where the recipient is located.

S22:解析推送,获取被点击消息的相关信息。通过解析推送消息,可以获取被点击表情的点击次数以及表情标识。S22: Parse the push notification to obtain relevant information about the clicked message. By parsing the push notification, you can obtain the number of clicks and the emoji identifier of the clicked emoji.

S23:判断被点击信息用户是否可见。当发送方点击表情时,由于不是所有的表情都能够播放彩蛋动画,例如发送方点击表情进入的可能是消息详情页,而该消息详情页呈现在发送方的客户端中,对于接收方是不可见的,因此,需判断该消息被点击之后所呈现的内容(即被点击信息)其他用户是否可见,若用户不可见时(例如消息详情页),可以忽略本次推送(S24),在用户可见时(例如彩蛋动画),可以执行下述步骤S25。S23: Determine if the clicked message is visible to the user. When the sender clicks on an emoji, not all emojis can play the Easter egg animation. For example, clicking on an emoji might lead to a message details page, which is displayed on the sender's client and is not visible to the recipient. Therefore, it is necessary to determine whether the content displayed after the message is clicked (i.e., the clicked message) is visible to other users. If it is not visible to the user (e.g., the message details page), the push notification can be ignored (S24). If it is visible to the user (e.g., the Easter egg animation), the following step S25 can be executed.

S25:根据彩蛋动画配置,使用随机化参数播放动画。由于彩蛋动画配置中指定了表情标识与动画资源文件的映射关系,接收方获取到被点击表情后,可根据表情标识从彩蛋动画配置中查找到相应动画资源文件。这里的随机化参数可以用于指示固定彩蛋动画在社交会话页面中的播放位置是随机的,或者指示彩蛋动画的具体动画内容是随机的,或者彩蛋动画的内容和播放位置均是随机的。S25: Play the animation using randomization parameters according to the Easter egg animation configuration. Since the Easter egg animation configuration specifies the mapping relationship between emoticons and animation resource files, the recipient, after obtaining the clicked emoticon, can find the corresponding animation resource file from the Easter egg animation configuration based on the emoticon identifier. The randomization parameters here can be used to indicate that the playback position of the fixed Easter egg animation on the social conversation page is random, or to indicate that the specific animation content of the Easter egg animation is random, or that both the content and playback position of the Easter egg animation are random.

在一实施例中,为了防止在播放彩蛋动画时服务器访问次数暴增而崩溃,设置了频控策略对彩蛋动画的单位时间内的播放次数,即播放频率进行限制。设社交会话页面显示于目标终端中,对目标表情执行触发操作的任一会话对象是指目标终端中进行登录的当前会话对象,在频控策略下,彩蛋动画播放可以是:获取第一彩蛋动画播放参数和当前会话对象针对目标表情执行触发操作的合并次数;将合并次数和第一彩蛋动画播放参数发送至服务器,以使得服务器基于合并次数和第一彩蛋动画播放参数确定第二彩蛋动画播放参数。In one embodiment, to prevent server crashes due to a surge in server access during Easter egg animation playback, a frequency control strategy is implemented to limit the number of times the Easter egg animation is played per unit of time, i.e., the playback frequency. Assuming the social conversation page is displayed on the target terminal, any conversation object that triggers the operation on the target emoticon refers to the currently logged-in conversation object on the target terminal. Under the frequency control strategy, Easter egg animation playback can be achieved by: obtaining the first Easter egg animation playback parameters and the combined number of times the current conversation object performs the trigger operation on the target emoticon; sending the combined number and the first Easter egg animation playback parameters to the server, so that the server determines the second Easter egg animation playback parameters based on the combined number and the first Easter egg animation playback parameters.

其中,第二彩蛋动画播放参数用于指示在除当前会话对象之外的其他会话对象登录的终端所显示的社交会话页面中,播放预设次数目标表情对应的彩蛋动画,该预设次数小于合并次数。第一彩蛋动画播放参数是当前会话对象在目标终端设备中对目标表情执行触发操作产生的,第一彩蛋动画播放参数用于指示当前会话对象触发的目标表情所对应的彩蛋动画。第二彩蛋动画播放参数和第一彩蛋动画播放参数所指示的彩蛋动画的内容是相同的。为了进一步节省数据传输资源并对播放频率进行更好的控制,当前会话对象在设定周期内(例如每2秒)对目标表情执行的触发操作的次数可以进行合并,生成合并次数,之后将合并次数和第一彩蛋动画播放参数上传至服务器,例如将彩蛋表情的点击事件合并到一个请求中再发送给服务器,服务器可以是彩蛋控制后台,可以用于控制彩蛋动画的播放频率。当服务器接收到第一彩蛋动画播放参数和合并次数,首先通过合并次数判定是否使用频控策略,再确定出第二彩蛋动画播放参数。在合并次数大于设定次数阈值时,可以使用频控策略,通过频控策略可以将播放彩蛋动画的次数限制到预设次数(例如1次),该预设次数是小于合并次数的,第二彩蛋动画播放参数可以携带该预设次数,这样参与同一社交会话的其他会话对象的终端中可以播放小于合并次数的彩蛋动画,从而实现频率控制,减轻服务器的压力。The second Easter egg animation playback parameter is used to instruct the playback of the target emoji's corresponding Easter egg animation a preset number of times on the social conversation page displayed on terminals logged in by other conversation objects besides the current conversation object. This preset number of times is less than the merged number. The first Easter egg animation playback parameter is generated by the current conversation object performing a trigger operation on the target emoji on the target terminal device. The first Easter egg animation playback parameter is used to instruct the Easter egg animation corresponding to the target emoji triggered by the current conversation object. The content of the Easter egg animation indicated by the second Easter egg animation playback parameter and the first Easter egg animation playback parameter is the same. To further save data transmission resources and better control the playback frequency, the number of trigger operations performed by the current conversation object on the target emoji within a set period (e.g., every 2 seconds) can be merged to generate a merged number. Then, the merged number and the first Easter egg animation playback parameter are uploaded to the server. For example, the click events of the Easter egg emoji can be merged into one request and sent to the server. The server can be an Easter egg control backend that can be used to control the playback frequency of the Easter egg animation. When the server receives the first Easter egg animation playback parameter and the merged number, it first determines whether to use the frequency control strategy based on the merged number, and then determines the second Easter egg animation playback parameter. When the number of merges exceeds a set threshold, a frequency control strategy can be used. This strategy can limit the number of times the Easter egg animation is played to a preset number (e.g., 1 time), which is less than the number of merges. The second Easter egg animation playback parameters can carry this preset number. In this way, the terminals of other session objects participating in the same social session can play Easter egg animations with fewer merges, thereby achieving frequency control and reducing the pressure on the server.

具体地,对于频控策略的应用场景如下:在C2C(Consumer-to-Consumer,个人与个人之间的互动)场景,当前会话对象触发大表情次数(例如点击次数)可以等于彩蛋动画播放次数,发送方和接收方所见彩蛋动画的形态一致,可以不用频控策略的限制。而在群场景下,触发彩蛋动画进行播放的当前会话对象点击表情次数等于彩蛋动画播放次数,其他会话对象也可见彩蛋动画,但是彩蛋动画的播放次数会受到频控策略的限制。以发送方触发彩蛋表情播放彩蛋动画为例,假设发送方一秒触发5次彩蛋,发送方可以在社交会话页面中见到5次彩蛋动画的播放,但是由于频控策略的限制,接收方只能见到一次彩蛋动画播放。此外,频控策略支持运营配置,可以根据实际情况进行调整。在一个实施例中,不仅可以根据对目标表情的触发操作执行次数来进行频率控制,还可以根据社交会话包括的会话对象的数量来实现,例如群组会话包括的会话对象的数量小于频控阈值(例如5个),对彩蛋动画的播放也可不使用频控策略。Specifically, the application scenarios for frequency control strategies are as follows: In C2C (Consumer-to-Consumer) scenarios, the number of times the current conversation object triggers a large emoji (e.g., the number of clicks) can equal the number of times the Easter egg animation plays. The form of the Easter egg animation seen by the sender and receiver is consistent, and the frequency control strategy is not required. However, in group scenarios, the number of times the current conversation object triggers the Easter egg animation to play is equal to the number of times the Easter egg animation plays. Other conversation objects can also see the Easter egg animation, but the number of times the Easter egg animation plays is limited by the frequency control strategy. Taking the sender triggering the Easter egg emoji to play the Easter egg animation as an example, assuming the sender triggers the Easter egg 5 times per second, the sender can see the Easter egg animation played 5 times on the social conversation page. However, due to the frequency control strategy, the receiver can only see the Easter egg animation played once. In addition, the frequency control strategy supports operational configuration and can be adjusted according to the actual situation. In one embodiment, frequency control can be implemented not only based on the number of times the trigger operation on the target emoticon is executed, but also based on the number of conversation objects included in the social conversation. For example, if the number of conversation objects included in a group conversation is less than the frequency control threshold (e.g., 5), the playback of the Easter egg animation may not use a frequency control strategy.

上述介绍了彩蛋动画触发在发送方和接收方所涉及的大致技术流程,下面以群场景为例,对各个客户端和服务端之间的信息交互流程进行详细说明。请参见图5c,是本申请实施例提供的一种信息交互流程的示意图。具体地,以群组会话包括三个会话对象,各个会话对象所登录的客户端分别对应为客户端A、客户端B以及客户端C为例进行如下说明。The above describes the general technical process involved in triggering the Easter egg animation on the sender and receiver. The following section uses a group scenario as an example to explain in detail the information interaction process between the various clients and the server. Please refer to Figure 5c, which is a schematic diagram of an information interaction process provided in an embodiment of this application. Specifically, taking a group session including three session objects, with each session object logged into by clients A, B, and C respectively, as an example, the following explanation will be provided.

S31:会话对象A通过客户端A在群AIO页面(社交会话页面)发送彩蛋表情消息msgA。该消息经过群消息后台触达所有群成员(即参与同一会话的其他会话对象)所登录的客户端,其中包括客户端B和客户端C。S31: Session object A sends an Easter egg emoji message msgA on the group AIO page (social conversation page) via client A. This message is sent through the group message backend to all group members (i.e., other session objects participating in the same conversation) and their logged-in clients, including client B and client C.

S32:客户端A响应于会话对象点击彩蛋表情消息msgA的操作,并触发彩蛋动画,同时将本次彩蛋动画播放参数上报至彩蛋控制后台。S32: Client A responds to the operation of clicking the Easter egg emoji message msgA in the session object, triggers the Easter egg animation, and reports the playback parameters of this Easter egg animation to the Easter egg control backend.

S33:彩蛋控制后台经过一系列频率控制等计算后,利用群消息后台的推送(push)通道接口将彩蛋动画播放参数下发给客户端B和客户端C。S33: After a series of calculations such as frequency control, the Easter egg control backend uses the push channel interface of the group message backend to send the Easter egg animation playback parameters to client B and client C.

S34:客户端B和客户端C根据接收到的彩蛋动画播放参数进行本地相应会话消息中彩蛋表情的彩蛋动画播放。S34: Clients B and C play the Easter egg animations of the corresponding local session messages according to the received Easter egg animation playback parameters.

S35:由于彩蛋表情消息msgA属于群消息,对于所有群成员都能看到,因此客户端B对应的会话对象B可以通过点击会话对象A在客户端A发送的群消息msgA触发彩蛋动画,同时客户端B将本次彩蛋动画播放参数上报彩蛋控制后台,彩蛋控制后台同样利用群消息后台推送(push)通道下发将该彩蛋动画播放参数通知到客户端A和客户端C,之后客户端A和客户端C解析彩蛋动画播放参数在对应的会话消息上播放彩蛋动画。S35: Since the Easter egg emoji message msgA is a group message, it can be seen by all group members. Therefore, the conversation object B corresponding to client B can trigger the Easter egg animation by clicking on the group message msgA sent by client A in the conversation object A. At the same time, client B reports the playback parameters of this Easter egg animation to the Easter egg control backend. The Easter egg control backend also uses the group message backend push channel to send the Easter egg animation playback parameters to client A and client C. Then, client A and client C parse the Easter egg animation playback parameters and play the Easter egg animation on the corresponding conversation message.

需要说明的是,对于客户端C触发彩蛋动画的播放和客户端B类似,只是彩蛋动画播放参数通过群消息后台通知的对象为客户端B和客户端C。此外,在C2C(Consumer-to-Consumer,个人与个人之间的互动)场景下,和群场景是相同的原理,例如会话对象A所在的客户端A和会话对象B所在客户端B之间的单聊会话,触发彩蛋表情播放彩蛋动画所涉及的交互流程与上述介绍的类似,在此不做赘述。It should be noted that triggering the Easter egg animation on client C is similar to client B, except that the Easter egg animation playback parameters are notified to both client B and client C via the group message backend. Furthermore, in C2C (Consumer-to-Consumer) scenarios, the principle is the same as in group scenarios. For example, in a one-on-one chat between client A (conversation object A) and client B (conversation object B), the interaction process involved in triggering the Easter egg emoticon playback is similar to that described above and will not be elaborated upon here.

可见上述方式是一种基于彩蛋的新消息互动形式,会话对象点击会话消息中包括的彩蛋表情,触发彩蛋,彩蛋的展示个数和触发操作(例如点击)次数有关,整体触发流程为:“发送小表情”-“触发大表情”-“点击大表情触发彩蛋”。As can be seen, the above method is a new form of message interaction based on Easter eggs. When a conversation partner clicks on an Easter egg emoji included in the conversation message, the Easter egg is triggered. The number of Easter eggs displayed is related to the number of triggering operations (such as clicking). The overall triggering process is: "send small emoji" - "trigger large emoji" - "click large emoji to trigger Easter egg".

S202,响应于社交会话页面中的触发事件,进入游戏对局中。S202, responding to a trigger event on the social conversation page, enters the game match.

由于社交会话页面中包含一条或多条会话消息,社交会话页面中的触发事件可以是针对一条或多条会话消息中某一类型的会话消息(例如包含彩蛋表情的会话消息)的手势操作,例如点击、滑动以及预设手势轨迹等等,也可以是社交会话页面中所包含的会话消息满足自动进入游戏对局的条件(例如至少两条会话消息包含的彩蛋表情分别由至少两个会话对象发送),还可以是其他触发事件,针对进入游戏对局的触发事件更详细地内容可以参见图6对应实施例的内容,在此先不做详述。游戏对局是指至少两个会话对象参与的游戏,在游戏对局中,参与游戏的会话对象扮演游戏玩家。Since the social conversation page contains one or more conversation messages, the triggering event on the social conversation page can be a gesture operation on a certain type of conversation message (such as a conversation message containing Easter egg emojis) within the one or more conversation messages, such as clicking, swiping, and preset gesture trajectories, etc. It can also be that the conversation messages contained in the social conversation page meet the conditions for automatically entering a game match (for example, at least two conversation messages containing Easter egg emojis sent by at least two conversation objects respectively), or other triggering events. For more detailed information on triggering events for entering a game match, please refer to the corresponding embodiment in Figure 6, which will not be elaborated upon here. A game match refers to a game involving at least two conversation objects, where the participating conversation objects act as game players.

在一种实施方式中,社交会话页面对应的社交会话包括多个会话对象,多个会话对象可以为两个或两个以上会话对象。社交会话页面中包含目标会话消息,目标会话消息包含目标表情。社交会话页面中包含的目标会话消息的数量可以为一条或多条,目标表情可以是可触发彩蛋动画的彩蛋表情,也可以是没有彩蛋动画的表情。步骤S202的具体实现方式可以是:当社交会话中存在N个会话对象在同一时间段内对目标会话消息中的目标表情进行触发操作时,N个会话对象进入至游戏对局中,N为大于1的整数。In one implementation, the social conversation page corresponds to a social conversation that includes multiple conversation objects, which can be two or more. The social conversation page contains a target conversation message, which contains a target emoticon. The number of target conversation messages contained in the social conversation page can be one or more, and the target emoticon can be an emoticon that triggers an Easter egg animation, or it can be an emoticon without an Easter egg animation. Step S202 can be specifically implemented as follows: when N conversation objects in the social conversation trigger the target emoticon in the target conversation message within the same time period, the N conversation objects enter the game match, where N is an integer greater than 1.

N个会话对象可以是参与同一社交会话的部分或者所有会话对象。在C2C(Consumer-to-Consumer,个人与个人之间的互动)场景下,进入游戏对局的N个会话对象为单聊会话的所有(即两个)会话对象;在群聊场景下,进入游戏对局的N个会话对象可能是部分会话对象或者所有会话对象,部分会话对象为至少两个会话对象。并且N个会话对象是在同一时间段内对目标会话消息中的目标表情执行触发操作进入游戏对局中的。触发操作可以是点击(包括单击、双击、长按等),也可以是按照预设手势轨迹,例如在目标表情显示区域向预设方向滑动等等,在此不做限制。同一时间段可以是游戏启动的起始时间点和结束时间点之间的一段时间,其中,起始时间点是第一个对目标表情执行触发操作的时间点或者至少两个会话对象同时对目标表情执行触发操作的时间点,结束时间点是在起始时间点之上加预设时间差(例如3秒)得到的。在起始时间点和结束时间点之间的一段时间内对目标表情进行触发操作的会话对象的数量N大于等于2时,N个会话对象可以作为参与游戏的会话对象。可选地,当存在两个会话对象在一定时间内对目标表情进行触发操作时就可以启动游戏对局,若设定的进入游戏对局的时间点还未达到,则可以开启进入游戏对局的倒计时,在倒计时结束之前有其他会话对象对目标会话消息中的目标表情进行触发操作时,也可以加入到游戏对局中。The N conversation objects can be some or all of the conversation objects participating in the same social conversation. In a C2C (Consumer-to-Consumer) scenario, the N conversation objects entering the game are all (i.e., two) conversation objects from a one-on-one chat. In a group chat scenario, the N conversation objects entering the game may be some or all of the conversation objects, with some conversation objects being at least two conversation objects. Furthermore, the N conversation objects enter the game by performing a trigger operation on the target emoticon in the target conversation message within the same time period. The trigger operation can be a click (including single click, double click, long press, etc.) or following a preset gesture trajectory, such as swiping in a preset direction within the target emoticon display area, etc., without restriction. The same time period can be the period between the start and end times of the game. The start time is the time when the first trigger operation on the target emoticon is performed, or the time when at least two conversation objects simultaneously perform the trigger operation on the target emoticon. The end time is obtained by adding a preset time difference (e.g., 3 seconds) to the start time. If the number N of session objects that trigger the target emoticon within a period between the start and end times is greater than or equal to 2, then N session objects can be used as participants in the game. Optionally, a game can be started when two session objects trigger the target emoticon within a certain time. If the set time for entering the game has not yet been reached, a countdown to enter the game can be started. If other session objects trigger the target emoticon in the target session message before the countdown ends, they can also join the game.

示例性地,群组中包括6个会话对象,社交会话页面中的目标会话消息包含的目标表情为彩蛋表情,会话对象A在12:00:01这一时间点击彩蛋表情,会话对象B在12:00:02点击彩蛋表情,或者说会话对象A和会话对象B在相同时间点,例如12:00:02点击彩蛋表情,则可以启动游戏对局,游戏对局进入的倒计时为2秒,也即在12:00:04才真正进入游戏对局,会话对象C在12:00:03点击彩蛋表情,那么最终进入至游戏对局中的会话对象有3个。For example, the group includes 6 conversation participants. The target conversation message on the social conversation page contains an Easter egg emoji. If conversation participant A clicks the Easter egg emoji at 12:00:01, and conversation participant B clicks the Easter egg emoji at 12:00:02, or if conversation participant A and conversation participant B click the Easter egg emoji at the same time, for example, 12:00:02, then a game match can be started. The countdown to the start of the game match is 2 seconds, meaning the game match will actually start at 12:00:04. If conversation participant C clicks the Easter egg emoji at 12:00:03, then ultimately 3 conversation participants will enter the game match.

在一个实施例中,此步骤的实现方式还可以为以下任一种:In one embodiment, this step can also be implemented in any of the following ways:

(1)响应于社交会话页面中的触发事件,在社交会话页面中进入游戏对局模式。具体地,在社交会话页面中进入游戏对局模式是指在社交会话页面进行的游戏享有优先级,在游戏对局模式下,社交客户端可以通过优先处理游戏进程来优化游戏时的性能输出,不会跳转至其他页面,并且游戏对局模式下的社交会话页面可以添加标识进入游戏模式的控件(例如进度条),该控件还可以用来实时跟进游戏进度。例如,在游戏对局模式下,两个或多个会话对象在社交会话页面中进行彩蛋表情点击次数的PK,在会话对象本身的视角下,可以显示会话对象自己的进度条和当前游戏进度最大的进度条。(1) Responding to a trigger event on the social conversation page, enter game mode on the social conversation page. Specifically, entering game mode on the social conversation page means that games played on the social conversation page have priority. In game mode, the social client can optimize the performance output of the game by prioritizing the game process, without redirecting to other pages. Furthermore, the social conversation page in game mode can add controls to indicate that the game mode has been entered (such as a progress bar), which can also be used to track the game progress in real time. For example, in game mode, two or more conversation objects can compete in the number of clicks of Easter egg emoticons on the social conversation page. From the perspective of the conversation object itself, the conversation object's own progress bar and the current maximum progress bar can be displayed.

(2)响应于社交会话页面中的触发事件,显示游戏对局页面。可选地,游戏对局页面包含以下任一种:游戏对局页面是指社交会话页面所属社交客户端中的一个原生页面;游戏对局页面是指社交客户端之外的游戏客户端中的一个页面;游戏对局页面是指社交客户端中的小程序页面。(2) In response to a triggered event on the social conversation page, display the game match page. Optionally, the game match page includes any of the following: the game match page refers to a native page in the social client to which the social conversation page belongs; the game match page refers to a page in a game client outside the social client; the game match page refers to a mini-program page in the social client.

这种方式可以通过在终端设备中从社交会话页面跳转至游戏对局页面来告知会话对象进入游戏对局。游戏对局页面为社交会话页面所属社交客户端中的原生页面时,可以在没有网络的情况下正常显示,该原生页面可以为其他针对游戏对局设计的不同于社交会话页面的原生页面,可以直接依托于操作系统,交互性强,性能好;游戏对局页面为社交客户端中的小程序页面时,具体可以是社交客户端内置的小程序游戏的页面,即通过社交会话页面中的触发事件拉起小程序游戏,显示小程序游戏页面;游戏对局页面为其他游戏客户端中的一个页面时,社交会话页面中的触发事件可以调起游戏客户端中的游戏,从社交客户端跳转至游戏客户端进行游戏对局。This method notifies the conversation partner to enter a game by redirecting them from the social conversation page to the game match page on the terminal device. When the game match page is a native page within the social client to which the social conversation page belongs, it can display normally without a network connection. This native page can be other native pages designed for game matches that are different from the social conversation page. It can directly rely on the operating system, offering strong interactivity and good performance. When the game match page is a mini-program page within the social client, specifically a page of a mini-game built into the social client, the mini-game is launched and displayed through a trigger event in the social conversation page. When the game match page is a page in another game client, a trigger event in the social conversation page can launch the game in the game client, allowing the user to jump from the social client to the game client to start a game match.

S203,在社交会话页面中显示游戏对局的对战状态。S203 displays the game's match status on the social chat page.

游戏对局的对战状态用于指示游戏对局所处的阶段。该对战状态可以包括游戏进行状态和游戏结束状态,在不同的对战状态之下,社交会话页面中可以显示不同的内容以提示会话对象,例如会话对象在游戏对局中失败,可以在社交会话页面中输出文字提示:“还差一点了,下次加油”。具体内容可以参见下述图6对应实施例介绍的内容,在此先不做详述。The game's match status indicates the current stage of the game. This status can include both ongoing and over-the-game states. Different content can be displayed on the social chat page to prompt the chat participant under different match statuses. For example, if the participant loses a match, the social chat page can display the text message: "Almost there, try harder next time." For details, please refer to the embodiment described in Figure 6 below; further details will not be provided here.

由前述介绍可知,游戏对局可以是基于彩蛋的游戏,举例来说,一旦大于一个用户同时触发彩蛋表情,即可进入游戏模式,在AIO左右侧显示点击进度条,进度条的增加与彩蛋表情的点击次数成正比,率先完成进度条的一方,即可获得电子虚拟资源包(例如电子红包)。这样表情彩蛋不仅可以基于彩蛋动画播放,还可以通过彩蛋游戏的玩法增加可玩性,用户触发彩蛋后,即可开启彩蛋游戏,如进度条提示点击次数、电子资源包下发等,增加用户新鲜感和参与度。As described above, the game can be based on Easter eggs. For example, if more than one user triggers an Easter egg emoji simultaneously, the game mode can be entered. A progress bar will be displayed on the left and right sides of the AI (AI interface), and the increase of the progress bar is proportional to the number of clicks on the Easter egg emoji. The first side to complete the progress bar will receive an electronic virtual resource pack (such as an electronic red envelope). In this way, the emoji Easter eggs can not only be played based on Easter egg animations, but also have increased playability through Easter egg game mechanics. After a user triggers an Easter egg, they can start an Easter egg game, such as a progress bar indicating the number of clicks or the distribution of electronic resource packs, increasing user novelty and participation.

可见,通过社交会话页面不仅仅可以通过会话消息发送有趣的表情进行聊天,还能够响应于在社交会话页面中的触发事件开启相应的游戏,例如点击彩蛋表情触发彩蛋游戏,这样可以使得参与社交会话的会话对象通过游戏对局的方式进行互动,丰富了社交会话中的互动方式;在社交会话页面显示对战状态可以增加游戏氛围,通过游戏的方式也可以吸引更多会话对象参与到社交会话中,有助于带动会话对象之间的互动传播,进一步增加会话对象之间的互动的趣味性和活跃度,提升消息总量。It is evident that the social chat page not only allows users to chat by sending fun emoticons, but also enables them to initiate corresponding games in response to events triggered on the social chat page. For example, clicking on an Easter egg emoticon can trigger an Easter egg game, allowing participants in the social chat to interact through game matches, thus enriching the interactive methods within the social chat. Displaying the battle status on the social chat page can enhance the gaming atmosphere, and the game format can attract more participants to join the social chat, helping to drive the spread of interaction among participants, further increasing the fun and activity of the interaction, and boosting the total number of messages.

请参见图6,图6是本申请一个示例性实施例提供的另一种信息处理方法的流程示意图。该信息处理方法可以由计算机设备来执行,该计算机设备例如可以是图1所示系统中的任一个计算机设备;该计算机设备中运行有社交客户端,该计算机设备可以是终端设备;该信息处理方法包括但不限于以下步骤。Please refer to Figure 6, which is a flowchart illustrating another information processing method provided in an exemplary embodiment of this application. This information processing method can be executed by a computer device, such as any computer device in the system shown in Figure 1; the computer device runs a social client and can be a terminal device; the information processing method includes, but is not limited to, the following steps.

S601,显示社交会话页面。S601, displays the social conversation page.

此步骤的具体实现方式可参见上述图2对应实施例中的S201,这里不再进行赘述。The specific implementation of this step can be found in S201 of the embodiment corresponding to Figure 2 above, and will not be repeated here.

S602,响应于社交会话页面中的触发事件,进入游戏对局中。S602, responding to a trigger event on the social conversation page, enters a game match.

社交会话页面对应的社交会话包括多个会话对象,多个会话对象可以为两个或两个以上会话对象。除了前述实施例介绍的方式,进入游戏对局还可以包括以下两种方式:The social conversation page corresponds to a social conversation that includes multiple conversation objects, which can be two or more conversation objects. Besides the methods described in the preceding embodiments, entering a game match can also include the following two methods:

方式1:当社交会话页面中存在包含目标表情或包含目标表情的关联表情的至少两条会话消息时,且至少两条会话消息是由社交会话中的N个会话对象在同一时间段内分别发送的,N个会话对象进入至游戏对局中,N为大于1的整数。Method 1: When there are at least two conversation messages on the social conversation page that contain the target emoticon or a related emoticon containing the target emoticon, and the at least two conversation messages are sent by N conversation objects in the social conversation within the same time period, the N conversation objects enter the game match, where N is an integer greater than 1.

也就是说,当社交会话中的至少两个会话对象在同一时间段内分别发送包含目标表情的会话消息或者包含目标表情的关联表情的会话消息,且数量大于等于2时,N个会话对象可以自动进入到游戏对局中。这样,社交会话页面中的多条会话消息中的至少两条会话消息都包括目标表情或者至少两条会话消息对应为目标表情和关联表情的组合。这里的关联表情可以是指和目标表情同类型的表情,例如关联表情和目标表情均为彩蛋表情,只是对应的彩蛋动画不同。In other words, when at least two participants in a social conversation send conversation messages containing the target emoji or related emojis within the same time period, and the number is greater than or equal to two, N participants can automatically enter the game. Thus, at least two of the multiple conversation messages on the social conversation page include the target emoji, or at least two conversation messages correspond to a combination of the target emoji and related emojis. Here, related emojis can refer to emojis of the same type as the target emoji; for example, both the related and target emojis could be Easter egg emojis, only with different corresponding Easter egg animations.

示例性地,在群组会话场景中,群组包括6个会话对象,会话对象A在12:00:01这一时间点发送了“烟花”表情,在之后的2s之内,会话对象B和会话对象C同时发送了“鞭炮”表情,而“鞭炮”表情和“烟花”表情都是彩蛋表情,能够触发彩蛋动画,属于关联表情,那么会话对象A、会话对象B以及会话对象C可以进入游戏对局中,如图7a所示的社交会话页面中包括同一时间段内发送的“烟花”表情7011和“鞭炮”表情7012;又例如,如图7b,会话对象A和会话对象B在前后紧邻的时间内发送了“烟花”表情,那么会话对象A、会话对象B可以进入游戏对局中;再例如,如图7b所示的社交会话页面中包括3个会话对象在同一时间段内分别发送的“烟花”表情且总数量为4。For example, in a group chat scenario, the group includes 6 chat participants. Chat participant A sends a "fireworks" emoji at 12:00:01. Within 2 seconds, chat participants B and C simultaneously send "firecrackers" emojis. Both "firecrackers" and "fireworks" are Easter egg emojis that can trigger Easter egg animations and are considered related emojis. Therefore, chat participants A, B, and C can enter the game. As shown in Figure 7a, the social chat page includes "fireworks" emoji 7011 and "firecrackers" emoji 7012 sent within the same time period. As another example, as shown in Figure 7b, chat participants A and B send "fireworks" emojis in adjacent time intervals, so chat participants A and B can enter the game. As yet another example, as shown in Figure 7b, the social chat page includes 3 chat participants sending "fireworks" emojis within the same time period, for a total of 4.

方式2:当社交会话页面中存在至少一条包含目标表情的第一会话消息及至少一条包含与目标表情相关联口令的第二会话消息时,且第一会话消息和第二会话消息是由社交会话中的N个会话对象在同一时间段内分别发送的时,N个会话对象进入至游戏对局中,N为大于1的整数。Method 2: When there is at least one first conversation message containing the target emoticon and at least one second conversation message containing a password associated with the target emoticon in the social conversation page, and the first and second conversation messages are sent by N conversation objects in the social conversation within the same time period, the N conversation objects enter the game match, where N is an integer greater than 1.

此种方式是至少两个会话对象发送目标表情和与之关联的口令时进入至游戏对局的方式,其中,目标表情可以是任意的彩蛋表情,口令以文本形式呈现。对应地,社交会话页面中呈现的会话消息包含两类会话消息,第一会话消息为包含目标表情的会话消息,第二会话消息为包含口令的会话消息,且口令和目标表情关联。示例性地,请参见图7c所示的社交会话页面,包括在同一时间段内,会话对象B和会话对象C分别发送的“烟花”表情,会话对象A发送的“新年快乐”的文本口令,那么,会话对象A、会话对象B以及会话对象C可以进入游戏对局中。This method involves at least two conversation participants sending a target emoticon and its associated password to enter a game match. The target emoticon can be any Easter egg emoticon, and the password is presented in text form. Correspondingly, the conversation messages presented on the social conversation page include two types of conversation messages: the first conversation message contains the target emoticon, and the second conversation message contains the password, which is associated with the target emoticon. For example, please refer to the social conversation page shown in Figure 7c. If conversation participant B and conversation participant C send a "fireworks" emoticon and conversation participant A sends the text password "Happy New Year" within the same time period, then conversation participant A, conversation participant B, and conversation participant C can enter the game match.

上述多种触发进入游戏对局的方式不限于单独使用,还可以进行至少两种的组合。针对前述示出的任一种方式,还可以在进入游戏对局之前:响应于社交会话页面中的触发事件,输出游戏启动提示;当游戏启动提示被确认时,进入至游戏对局中。游戏启动提示用于提示即将进入至游戏对局中,具体可以是倒计时提示、是否参与游戏的文本提示或者其他内容的提示信息,通过该游戏启动提示可以更好地让会话对象知晓游戏对局的开启以及选择是否进入游戏对局中,进一步确认会话对象参与游戏的意愿。当游戏启动提示被确认,说明会话对象是愿意参与游戏的,那么该会话对象可以进入至游戏对局中。反之,若该游戏启动提示没有被确认,则该会话对象不进入至游戏对局中,这一主动性的确认操作可为会话对象提供放弃参与游戏的权利。The aforementioned methods for triggering entry into a game are not limited to individual use; at least two can be combined. For any of the methods described above, before entering a game: in response to a trigger event on the social conversation page, a game start prompt is output; when the game start prompt is confirmed, the player enters the game. The game start prompt indicates that a game is about to begin; it can be a countdown prompt, a text prompt asking whether the player wants to participate, or other prompts. This prompt allows the conversation participant to be aware that a game is starting and to choose whether to enter, further confirming their willingness to participate. When the game start prompt is confirmed, it means the participant is willing to participate, and they can enter the game. Conversely, if the game start prompt is not confirmed, the participant will not enter the game; this proactive confirmation provides the participant with the right to choose not to participate.

请参见图7d,是本申请实施例提供的一个示例性实施例提供一种游戏启动提示的界面示意图,如图7d中的(1)所示,在群组会话对应的社交会话页面中,包括会话对象A、会话对象B以及会话对象C发送的“烟花”表情和会话对象C发送的“新年快乐”口令。根据上述方式2介绍的内容,在社交会话页面中包括的会话消息是符合进入游戏对局的条件,此时在各个会话对象对应的社交会话页面中输出如7041标记的倒计时,在倒计时内,会话对象可以通过设置的选择控件来确定放弃或者继续进入游戏对局。此外,在同样的情景下,游戏启动提示还可以是如图7d中的(2)所示的由7042标记的“是否进入游戏对局”的文本提示,同时也设置有相同的选择控件确定放弃或者进入游戏对局。Please refer to Figure 7d, which is an exemplary embodiment of this application providing a schematic diagram of a game launch prompt interface. As shown in (1) of Figure 7d, the social conversation page corresponding to the group conversation includes a "fireworks" emoticon sent by conversation object A, conversation object B, and conversation object C, and a "Happy New Year" password sent by conversation object C. According to the content described in Method 2 above, the conversation messages included in the social conversation page meet the conditions for entering the game. At this time, a countdown marked as 7041 is output in the social conversation page corresponding to each conversation object. During the countdown, the conversation object can use the set selection control to determine whether to give up or continue entering the game. In addition, in the same scenario, the game launch prompt can also be a text prompt marked as 7042, as shown in (2) of Figure 7d, asking "Do you want to enter the game?", and also has the same selection control to determine whether to give up or enter the game.

根据上述示例,社交会话页面对应的社交会话中共有N个会话对象进入至游戏对局中,N为大于1的整数;在N个会话对象确定进入游戏对局之后,可以在社交会话页面中显示游戏对局的对战状态,对战状态可以包括对战进行状态和对战结束状态。更详细的内容可以参见下述S603和S604的介绍。Based on the example above, a total of N conversation objects enter the game in the social conversation corresponding to the social conversation page, where N is an integer greater than 1. After the N conversation objects confirm their entry into the game, the game's battle status can be displayed on the social conversation page. The battle status can include the battle in progress status and the battle ended status. For more details, please refer to the descriptions of S603 and S604 below.

S603,在社交会话页面中显示目标会话对象的游戏进度。S603 displays the game progress of the target conversation object on the social conversation page.

对战进行状态包括N个会话对象中的目标会话对象的游戏进度,游戏进度是指玩家对目标任务的完成度。目标任务可以为设定时间内达到最高点击次数,或者达到预设点击次数的时间最短,或者其他,可以根据需要设定。在游戏对局的过程中,社交会话页面中显示的游戏对局的对战状态可以为目标会话对象的游戏进度。The battle status includes the game progress of the target conversation object out of N conversation objects. Game progress refers to the player's completion of the target task. The target task can be to reach the maximum number of clicks within a set time, or to reach a preset number of clicks in the shortest time, or other settings, which can be configured as needed. During the game, the battle status displayed on the social conversation page can be the game progress of the target conversation object.

其中,目标会话对象包括以下至少一种或多种:①目标会话对象是指N个会话对象中游戏进度最大的会话对象;②目标会话对象是指N个会话对象中游戏进度最小的会话对象;③目标会话对象是指按照N个会话对象中游戏进度由大至小的顺序选取的一个或多个会话对象;④目标会话对象是指N个会话对象中的任一个或多个会话对象;⑤若社交会话页面显示于目标终端中,则目标会话对象是指N个会话对象中在目标终端中进行登录的当前会话对象。The target session object includes at least one or more of the following: ① The target session object is the session object with the highest game progress among N session objects; ② The target session object is the session object with the lowest game progress among N session objects; ③ The target session object is one or more session objects selected in descending order of game progress among N session objects; ④ The target session object is any one or more session objects among N session objects; ⑤ If the social session page is displayed on the target terminal, then the target session object is the current session object that is logged in on the target terminal among N session objects.

对应的,在社交会话页面中可以显示目标会话对象的游戏进度包括以下一种或多种的组合:所有进入游戏对局的会话对象的游戏进度;从N个会话对象中选取的在同一时间段内目标任务的完成度最高和/或最低(即游戏进度最大和/或最小)的会话对象的游戏进度;从N个会话对象中按照任务完成度由高到底的顺序进行排列,并选取排列在前几个会话对象,或者排列在倒数几个会话对象,或者是随机的一个或多个会话对象的游戏进度;当前会话对象的游戏进度。当前会话对象对应的社交会话页面可以显示在目标终端中以及其他会话对象的游戏进度也可以显示在目标终端的社交会话页面中。Correspondingly, the social conversation page can display the game progress of the target conversation object, including one or more of the following combinations: the game progress of all conversation objects entering the game; the game progress of the conversation object selected from N conversation objects that has the highest and/or lowest completion rate of the target task within the same time period (i.e., the largest and/or smallest game progress); the game progress of one or more conversation objects selected from N conversation objects arranged in descending order of task completion rate, or randomly selected from the top few conversation objects, or the bottom few conversation objects; and the game progress of the current conversation object. The social conversation page corresponding to the current conversation object can be displayed on the target terminal, and the game progress of other conversation objects can also be displayed on the social conversation page of the target terminal.

当目标会话对象包括N个会话对象中游戏进度最大的会话对象及当前会话对象时,对于游戏进度在社交会话页面中的显示方式,在一个实施例中,具体可以是:在社交会话页面中一侧以第一进度条的方式显示游戏进度最大的会话对象的游戏进度,在社交会话页面中的另一侧以第二进度条的方式显示当前会话对象的游戏进度。When the target session object includes the session object with the highest game progress among N session objects and the current session object, the way the game progress is displayed on the social session page can be, in one embodiment, as follows: the game progress of the session object with the highest game progress is displayed on one side of the social session page in the form of a first progress bar, and the game progress of the current session object is displayed on the other side of the social session page in the form of a second progress bar.

在社交会话页面中以进度条的方式显示会话对象在游戏对局中游戏进度,可以帮助会话对象明确当前的游戏进度,并且进度条在游戏对局中是根据会话对象执行的游戏操作(例如点击彩蛋表情)动态变化的,具体的,进度条和会话对象执行有效的游戏操作成正比,会话对象可以实时地看到自己,或者,自己和他人的游戏进度。第一进度条和第二进度条分别表示当前游戏进度最大的会话对象以及当前会话对象的游戏进度,且设置在社交会话页面的不同侧,通过进度条的方式可以直观地看到自己和其他会话对象之间的进度差距。针对进度条的方式显示游戏进度,可以适用于预先设置统一游戏进度的场景,例如统一游戏进度可以是对会话消息中的彩蛋表情的点击次数为50次,当达到这个点击次数,即表明会话对象完成游戏。Displaying game progress as a progress bar on the social chat page helps participants clearly understand their current game progress. The progress bar dynamically changes based on the player's actions (e.g., clicking on an Easter egg emoticon). Specifically, the progress bar is directly proportional to the number of valid actions performed. Participants can see their own progress, or their progress relative to others, in real time. The first and second progress bars represent the participant with the highest current progress and the current participant's progress, respectively, and are positioned on opposite sides of the social chat page. This allows for a clear visual comparison of progress differences between participants and others. Displaying game progress using a progress bar is suitable for scenarios where a uniform game progress is pre-set. For example, a uniform progress could be set at 50 clicks on an Easter egg emoticon in the chat message; reaching this number of clicks signifies completion of the game.

如图8a所示,是在会话对象B视角下的游戏进行状态的界面示意图,在游戏进行状态之下,群聊会话对应的社交会话页面中显示两个进度条,包括:显示在社交会话页面左侧的会话对象A的进度条8011,该进度条是群聊会话中点击次数最高的会话对象进度条,显示在右侧的会话对象B的进度条8012,进度条的增加和在社交会话页面中会话对象点击彩蛋表情的次数成正比,在游戏对局的过程中,显示的两个进度条可以实时更新。进一步地,还可以显示参与游戏对局的所有会话对象的进度条,如图8b所示,是在会话对象B视角下的社交会话页面中显示的会话对象A、会话对象B以及会话对象C各自的进度条,对于其他会话对象对应的社交会话页面也是显示相同或不同的进度条。Figure 8a shows a schematic diagram of the game's progress from the perspective of conversation participant B. During the game, the social conversation page corresponding to the group chat displays two progress bars: progress bar 8011 for conversation participant A on the left side of the social conversation page (this is the progress bar for the conversation participant with the highest number of clicks in the group chat), and progress bar 8012 for conversation participant B on the right side. The increase in these progress bars is proportional to the number of times the conversation participant clicks the Easter egg emoticon on the social conversation page. These two progress bars can be updated in real time during the game. Furthermore, progress bars for all conversation participants participating in the game can also be displayed. Figure 8b shows the progress bars for conversation participants A, B, and C displayed on the social conversation page from conversation participant B's perspective. The same or different progress bars are also displayed on the social conversation pages for other conversation participants.

在另一个实施例中,具体可以是:在社交会话页面中的第一区域显示第一积分,第一积分用于表示游戏进度最大的会话对象的游戏进度;以及,在社交会话页面中的第二区域显示第二积分,第二积分用于表示当前会话对象的游戏进度;其中,第一区域和第二区域均为社交会话页面中的任意区域。In another embodiment, specifically: a first score is displayed in a first area of the social conversation page, the first score representing the game progress of the conversation object with the highest game progress; and a second score is displayed in a second area of the social conversation page, the second score representing the game progress of the current conversation object; wherein the first area and the second area are both arbitrary areas of the social conversation page.

第一积分和第二积分可以是具体的数值,该数值可以用于表示会话对象进行游戏操作的分数,并且可以随着会话对象的游戏操作进行实时更新,两个积分显示在社交会话页面中的不同区域。示例性地,第一积分以及第二积分均和会话对象点击彩蛋表情的次数成正比,例如点击一次可以获得5积分。后续在游戏对局设置的时间结束时,可以比对积分的高低确定最终获胜的玩家。如图8c所示,会话对象B视角下,在社交会话页面的左上方显示游戏进度最大的会话对象A的积分为40分(由8021标记),在社交会话页面的右上方显示的当前会话对象B的游戏进度所得到的积分为30分(由8022标记)。在此方式下,显示积分可以适用于在设定时间段内获取最高分数的游戏对局。此外,上述两种方式在社交会话页面中不仅可以显示相应评判游戏进度的信息(包括进度条或者积分),还可以显示相应的会话对象的头像信息等等。The first and second scores can be specific numerical values representing the scores achieved by the participants in the game. These scores are updated in real-time based on the participants' game actions and are displayed in different areas of the social conversation page. For example, both the first and second scores are proportional to the number of times a participant clicks on an Easter egg emoticon; for instance, each click earns 5 points. At the end of the game's set time, the scores are compared to determine the final winner. As shown in Figure 8c, from participant B's perspective, participant A's score (marked by 8021) is displayed in the upper left corner of the social conversation page, indicating the highest game progress. Meanwhile, participant B's current game progress score is displayed in the upper right corner of the social conversation page, indicating 30 points (marked by 8022). This method of displaying scores is suitable for games where the participant achieves the highest score within a set time period. Furthermore, both of these methods can display not only information evaluating game progress (including progress bars or scores) but also the avatar information of the participants on the social conversation page.

在一个可能的实施例中,社交会话页面中包含目标会话消息,目标会话消息包含目标表情;游戏对局要求N个会话对象在设定时间内分别对目标表情执行设定操作,在到达设定时间时,按照设定操作的执行次数得到游戏对局的对战结果;或者,游戏对局要求N个会话对象分别对目标表情执行预设次数的设定操作,在执行设定操作达到预设次数时,按照执行预设次数的设定操作的时间得到游戏对局的对战结果。In one possible embodiment, the social conversation page contains a target conversation message, which contains a target emoticon; the game requires N conversation objects to perform a set operation on the target emoticon within a set time, and the game result is obtained according to the number of times the set operation is performed when the set time is reached; or, the game requires N conversation objects to perform a preset number of set operations on the target emoticon, and the game result is obtained according to the time taken to perform the preset number of set operations when the preset number of set operations is reached.

也即,针对N个会话对象,每个会话对象在游戏对局中的对战结果可以是在设定时间内对目标表情执行设定操作的次数统计得到的,设定时间是游戏对局时间,例如10秒;目标表情可以是彩蛋表情,对彩蛋表情的设定操作可以是触发彩蛋动画播放的操作(即触发操作),该触发操作可以是点击、滑动或者更复杂的手势轨迹,在此不做限制。另外,对战结果也可以是对目标表情执行设定操作达到预设次数所花费的时间,例如,对会话对象对彩蛋表情点击50次所消耗的时间。每个会话对象在相同的规则下进行游戏对局,根据游戏对局的对战结果可以获知游戏对战的对战结果,并且可以按照相应规则将N个会话对象的对战结果进行排序,前一种方式可以按照设定操作的执行次数排序,后一种方式可以按照执行设定操作达到预设次数的时间进行排序,按照N个会话对象中各会话对象执行设定操作达到预设次数的时间顺序,可以得到所有会话对象的游戏对局的对战结果。In other words, for N conversation objects, the battle result for each conversation object in a game can be obtained by counting the number of times a set operation is performed on a target emoticon within a set time, which is the game duration, such as 10 seconds. The target emoticon can be an Easter egg emoticon, and the set operation for the Easter egg emoticon can be the operation that triggers the Easter egg animation (i.e., the trigger operation). This trigger operation can be a click, a swipe, or a more complex gesture trajectory, without any restrictions. Alternatively, the battle result can also be the time spent performing the set operation on the target emoticon to reach a preset number of times, for example, the time spent by a conversation object clicking on the Easter egg emoticon 50 times. Each conversation object plays the game under the same rules. The battle result can be obtained based on the game result, and the battle results of the N conversation objects can be sorted according to corresponding rules. The former method can be sorted by the number of times the set operation is performed, and the latter method can be sorted by the time it takes to perform the set operation to reach a preset number of times. By following the order in which each of the N conversation objects performs the set operation to reach the preset number of times, the battle results of all conversation objects can be obtained.

S604,在社交会话页面中显示与对战结果状态相对应的结果动画。S604 displays result animations corresponding to the battle result status on the social conversation page.

在一个实施例中,结果动画包括电子资源包,该电子资源包例如为电子红包,当电子资源包被触发时,对电子资源包中的电子资源进行分配处理。可选地,当任一个或多个会话对象在游戏对局中同时率先完成游戏进度,则可以触发电子资源包(例如电子红包),该电子资源包中的电子资源可以被N个会话对象按照游戏进度的大小进行分配,例如,以积分的方式表示游戏最终完成度的方式下,会话对象分配的电子资源和所获得的积分成正比,也即积分越高,分配到的电子资源越多,也可以是将该电子资源包分配给游戏进度最先完成的一个或多个会话对象。In one embodiment, the resulting animation includes an electronic resource pack, such as an electronic red envelope. When the electronic resource pack is triggered, the electronic resources within it are allocated. Optionally, when one or more session objects simultaneously complete the game progress first in a match, an electronic resource pack (e.g., an electronic red envelope) can be triggered. The electronic resources in this pack can be allocated among N session objects according to their game progress. For example, if the final game completion is represented by points, the electronic resources allocated to a session object are proportional to the points earned; that is, the higher the points, the more electronic resources are allocated. Alternatively, the electronic resource pack can be allocated to one or more session objects that complete the game progress first.

在另一个实施例中,对战结果状态包括对战获胜状态和对战失败状态,结果动画包括第一动画和第二动画。若对战结果状态是对战获胜状态,则在社交会话页面中显示第一动画,第一动画包括电子资源包;或者,若对战结果状态是对战失败状态,则在社交会话页面中显示第二动画,第二动画包括文字提示动画。在游戏对局设定的规则下,对战获胜状态是指按照规则率先完成游戏的状态。举例来说,如果游戏对局要求在设定时间内对彩蛋表情执行点击操作,那么在达到设定时间时,如果会话对象点击彩蛋表情的次数是N(大于2)个会话对象中的最高值,或者和其他会话对象并列最高,可以视为对战获胜。需要说明的是,在单聊会话中,如果两个会话对象点击彩蛋表情的次数同时达到相同次数,则视为对战为平局,此时可以按照前述分配电子资源包的方式显示结果动画,也可以为会话对象显示开启下一轮游戏对局的结果动画,直到分出最终的胜负。在对战获胜状态下,社交会话页面显示的第一动画可以为电子资源包(例如电子红包),如图9a所示的第一动画的效果示意图,在会话对象B的进度条9011率先达到目标进度的情况下,社交会话页面弹出电子红包9012,并且还有对应的提示文字“恭喜你获得烟花红包”。对战失败状态与对战获胜状态相反,例如在设定时间内对彩蛋表情的点击次数不是最高,则视为对战失败,此时,可以输出相应的文字提示,如图9b所示的第二动画的效果示意图,会话对象B没有率先完成进度条,在社交会话页面中显示“还差一点,下次加油哦”的文字提示动画9022。此外,在游戏结果还可能是平局,如图9c所示的结果动画的效果示意图,会话对象A的进度条9031和会话对象B的进度条9032同时完成,在社交会话页面中输出“游戏平局,开启下一轮”的文本提示9033。In another embodiment, the battle result status includes a winning state and a losing state, and the result animation includes a first animation and a second animation. If the battle result status is a winning state, the first animation, which includes an e-resource pack, is displayed on the social conversation page; or, if the battle result status is a losing state, the second animation, which includes a text prompt animation, is displayed on the social conversation page. Under the rules set for the game, a winning state refers to the state of being the first to complete the game according to the rules. For example, if the game requires clicking on an Easter egg emoji within a set time, then if, when the set time is reached, the number of times a conversation partner clicks the Easter egg emoji is the highest among N (greater than 2) conversation partners, or is tied for the highest number with other conversation partners, it can be considered a win. It should be noted that in a one-on-one chat, if two conversation partners click on the Easter egg emoji the same number of times simultaneously, it is considered a draw. In this case, the result animation can be displayed in the manner described above for allocating e-resource packs, or the result animation of starting the next round of the game can be displayed for the conversation partners until a final winner is determined. In the winning state, the first animation displayed on the social conversation page can be an electronic resource pack (such as an electronic red envelope), as shown in Figure 9a. If conversation partner B's progress bar 9011 reaches the target progress first, the social conversation page pops up an electronic red envelope 9012, along with the corresponding prompt text "Congratulations on winning the fireworks red envelope." The losing state is the opposite of the winning state. For example, if the number of clicks on the Easter egg emoticon is not the highest within the set time, it is considered a loss. In this case, a corresponding text prompt can be output, as shown in Figure 9b. If conversation partner B does not complete the progress bar first, the social conversation page displays the text prompt animation 9022, "Almost there, try harder next time!" Furthermore, the game result may also be a draw, as shown in Figure 9c. If conversation partner A's progress bar 9031 and conversation partner B's progress bar 9032 complete simultaneously, the social conversation page outputs the text prompt 9033, "Game draw, start the next round."

本申请实施例提供的方案涉及一种新的消息彩蛋玩法,发送方在C2C(Consumer-to-Consumer,个人与个人之间的互动)或群场景中发出彩蛋表情后,发送方与接收方皆可点击表情触发彩蛋动画,一旦大于一个用户同时触发彩蛋,即可进入游戏模式,在游戏模式下,可以在AIO左右侧显示点击进度条,进度条的增加与彩蛋点击次数成正比,率先完成进度条的一方,即可获得电子红包。The solution provided in this application involves a new message easter egg gameplay. After the sender sends an easter egg emoticon in a C2C (Consumer-to-Consumer) or group scenario, both the sender and the receiver can click on the emoticon to trigger the easter egg animation. Once more than one user triggers the easter egg at the same time, a game mode can be entered. In the game mode, a click progress bar can be displayed on the left and right sides of the AIO. The increase of the progress bar is proportional to the number of times the easter egg is clicked. The party that completes the progress bar first can receive an electronic red envelope.

在一个实施例中,社交会话页面显示于目标终端中,对目标表情执行触发操作的任一会话对象是指目标终端中进行登录的当前会话对象。在社交会话页面中显示游戏对局的对战状态的技术内容可以是:接收服务器推送的目标会话对象的对战状态;对战状态用于更新目标会话对象在目标终端中显示的对战状态;更新当前会话对象在目标终端中显示的对战状态并将当前会话对象的对战状态上传至服务器;若接收到包含对战结果状态的推送消息,则根据对战结果状态在社交会话页面中输出游戏对局的结果动画。按照此方式,参与游戏对局的各个会话对象之间的对战状态都可以同步地更新,在当前会话对象的视角下,社交会话页面中显示的目标会话对象的对战状态可以根据服务器推送的消息进行更新,目标会话对象是不同于当前会话对象的其他会话对象,例如是游戏进度最大的会话对象,并且当前会话对象的对战状态也可以同步上传至服务器,以更新其他会话对象的终端中可能显示的当前会话对象的对战状态。在服务器下发对战结果状态的推送消息时,代表游戏结束,就可以输出结果动画,例如当前会话对象在游戏对局中胜利,可以输出电子资源包,当前会话对象在游戏对局中失败,可以输出文字提示,具体可以参见前述介绍,在此不做赘述。结合此处介绍的内容,下述以播放彩蛋动画的游戏为例,将客户端和服务器之间的大致交互内容进行说明,如图10a,是本申请实施例提供的一种游戏对局的流程示意图。In one embodiment, the social conversation page is displayed on the target terminal, and any conversation object that triggers the operation on the target emoticon refers to the currently logged-in conversation object on the target terminal. The technical content of displaying the game's battle status on the social conversation page can be: receiving the battle status of the target conversation object pushed by the server; using the battle status to update the battle status displayed on the target conversation object on the target terminal; updating the battle status displayed on the current conversation object on the target terminal and uploading the current conversation object's battle status to the server; if a push message containing the battle result status is received, then outputting the game's result animation on the social conversation page according to the battle result status. In this way, the battle status of each conversation object participating in the game can be updated synchronously. From the perspective of the current conversation object, the battle status of the target conversation object displayed on the social conversation page can be updated according to the message pushed by the server. The target conversation object is another conversation object different from the current conversation object, such as the conversation object with the highest game progress. Furthermore, the battle status of the current conversation object can also be synchronously uploaded to the server to update the battle status of the current conversation object that may be displayed on the terminals of other conversation objects. When the server sends a push message indicating the game's outcome, signifying the game's end, a result animation can be output. For example, if the current session participant wins the game, an electronic resource pack can be output; if the current session participant loses, a text prompt can be output. For details, please refer to the aforementioned description, which will not be repeated here. Based on the content described here, the following uses a game playing Easter egg animations as an example to illustrate the general interaction between the client and server. Figure 10a is a schematic diagram of a game match flow provided in an embodiment of this application.

S41:服务器向客户端发送游戏开始的推送消息。客户端在收到后端服务器的游戏推送后,则进入游戏模式。可选地,可以根据推送包括的对手的完成状态信息,在客户端中显示的社交会话页面的左侧展示对手完成进度。根据当前用户的任务完成状态,在右侧展示自己的完成进度,如图8a所示。S41: The server sends a push notification to the client to start the game. Upon receiving the game push from the backend server, the client enters game mode. Optionally, based on the opponent's completion status information included in the push, the opponent's progress can be displayed on the left side of the social conversation page in the client. Based on the current user's task completion status, their own progress is displayed on the right side, as shown in Figure 8a.

S42:服务器向客户端发送游戏进度更新推送。通过此推送,服务器可以将其他客户端上报的游戏进度同步给当前客户端。例如将进度最大的会话对象的游戏进度同步到当前会话对象的终端中。S42: The server sends a game progress update push to the client. This push allows the server to synchronize the game progress reported by other clients to the current client. For example, it can synchronize the game progress of the session with the highest progress to the terminal of the current session.

S43:客户端更新对手完成状态。客户端接收游戏状态更新推送,更新对手游戏状态,并且在游戏过程中,持续更新用户自己的游戏完成状态并上传(即下述S44和S45)。S43: The client updates the opponent's completion status. The client receives game status update push notifications, updates the opponent's game status, and continuously updates and uploads the user's own game completion status during the game (i.e., S44 and S45 below).

S44:客户端在用户操作后更新自己的完成状态。完成状态表示当前目标任务的完成度,也即游戏进度的大小,目标任务可以为设定时间内达到最高点击次数,或者达到预设点击次数的时间最短。用户每次操作之后,游戏进度会同步更新。S44: The client updates its completion status after each user action. The completion status indicates the degree of completion of the current target task, i.e., the progress of the game. The target task can be to reach the maximum number of clicks within a set time, or to reach the preset number of clicks in the shortest possible time. The game progress is updated synchronously after each user action.

S45:客户端向服务器上传自身完成状态。客户端可以每隔一定周期(例如2秒)向服务器上传状态。S45: The client uploads its completion status to the server. The client can upload the status to the server at regular intervals (e.g., every 2 seconds).

S46:服务器向客户端发送游戏结束的推送消息。在推送消息中包括用户在客户端进行游戏对局的结果状态,可以包括游戏获胜状态、游戏失败状态、游戏平局状态。在不同的游戏状态下,可以播放不同的动画内容。S46: The server sends a push notification to the client indicating that the game has ended. The push notification includes the game's outcome status on the client, which can be a win, a loss, or a draw. Different animations can be played depending on the game status.

S47:结束相应动画。如果收到后端服务器的游戏结束推送并且该推送包括的状态为获胜时,额外展示游戏获胜动画。否则,展示游戏失败动画。S47: End the corresponding animation. If a game-ending notification is received from the backend server and the notification indicates a win, display an additional game-winning animation. Otherwise, display a game-losing animation.

对应技术侧客户端和服务器端的更详细的交互流程如下可参见图10b所示的流程示意图。如图10b是在群场景下以彩蛋游戏为例示出的交互示意图。The more detailed interaction flow between the client and server sides on the technical side is shown in Figure 10b. Figure 10b is an interaction diagram illustrating an Easter egg game in a group scenario.

基于图5c对应介绍的群场景表情彩蛋下发能力的基础上,可以对彩蛋游戏的玩法进行拓展,即可以在游戏模式下对彩蛋表情的点击次数进行对决。由于彩蛋触发数据会上报彩蛋控制后台,彩蛋控制后台可以根据一定条件触发彩蛋游戏玩法的开启。如图10b所示,包括客户端A、客户端B和客户端C、群消息后台以及彩蛋控制后台,各端之间的信息处理流程包括:Based on the group scene emoji easter egg distribution capability described in Figure 5c, the gameplay of the easter egg game can be expanded, allowing for a competition based on the number of clicks on the easter egg emojis in game mode. Since easter egg trigger data is reported to the easter egg control backend, the easter egg control backend can trigger the easter egg game gameplay based on certain conditions. As shown in Figure 10b, the information processing flow between the various terminals, including client A, client B, client C, the group message backend, and the easter egg control backend, includes:

S50:客户端A点击彩蛋表情msgA,向彩蛋控制后台上报播放参数。S50: Client A clicks on the Easter egg emoji msgA, and reports the playback parameters to the Easter egg control backend.

S51:彩蛋控制后台记录当前彩蛋触发人数,并向群消息后台下发msgA彩蛋播放参数。S51: The Easter egg control backend records the number of people who triggered the current Easter egg and sends the msgA Easter egg playback parameters to the group message backend.

S53:群消息后台向客户端B和客户端C分别下发msgA彩蛋播放参数。S53: The group message backend sends msgA, the parameters for playing the Easter egg, to clients B and C respectively.

S54:客户端B点击彩蛋表情msgA,向彩蛋控制后台上报播放参数。此时彩蛋控制后台执行同S51相同的内容,即S55:彩蛋控制后台记录当前彩蛋触发人数,并向群消息后台下发msgA彩蛋播放参数。S54: Client B clicks on the Easter egg emoji msgA, reporting the playback parameters to the Easter egg control backend. At this time, the Easter egg control backend performs the same content as S51, namely S55: The Easter egg control backend records the number of people currently triggering the Easter egg and sends the msgA Easter egg playback parameters to the group message backend.

S56:群消息后台向客户端A和客户端C分别下发msgA彩蛋播放参数。S56: The group message backend sends the msgA easter egg playback parameters to client A and client C respectively.

S57:彩蛋控制后台判断游戏开启条件,开始计时。游戏开启条件可以是当前时间“满足大于1人触发表情彩蛋”的条件。S57: The background system controls the game to determine the start conditions and start the timer. The start condition can be that "more than one person triggers the emoji easter egg" at the current time.

S58:彩蛋控制后台将游戏开始通知下发至群消息后台,由群消息后台将该游戏开始通知下发至客户端A、客户端B和客户端C。S58: The Easter Egg Control Backend sends the game start notification to the Group Message Backend, which then sends the game start notification to Client A, Client B, and Client C.

S59:彩蛋控制后台统计各用户彩蛋触发数据,并持续向群消息后台同步统计数据。S59: The Easter egg control backend collects Easter egg trigger data for each user and continuously synchronizes the statistical data to the group message backend.

S60:当彩蛋控制后台计时游戏结束,彩蛋控制后台向群消息后台发送游戏结束通知结果,并由群消息后台将该游戏结束通知结果下发至客户端A、客户端B和客户端C。S60: When the Easter Egg Control background timer ends, the Easter Egg Control background sends a game end notification result to the group message background, and the group message background then sends the game end notification result to client A, client B, and client C.

可见,客户端和后台基于实时表情彩蛋触发上报、游戏状态计算和游戏状态下发能力实现了一种多人高性能表情彩蛋游戏玩法。客户端A和客户端B在一定时间内触发了相同的表情彩蛋点击,彩蛋控制后台判断当前时间“满足大于1人触发表情彩蛋”的条件,即开启本群的游戏,并将游戏状态同步到群内客户端A、客户端B和客户端C表示游戏开启。在一定时间内,彩蛋控制后台持续统计本局游戏内的彩蛋触发数据,并同步到群内各客户端。游戏时间结束后,触发游戏结束状态,并将本局游戏结果同步给各客户端。由于彩蛋控制后台可以统一获取表情彩蛋触发数据,并将游戏状态实时同步给各客户端,具有较强的扩展性,后续可以基于此能力应用于群内的烟花红包、群内游戏对局成绩的榜单排名等场景。这样有助于带动用户之间的互动传播,提升聊天氛围,并提高用户消息活跃率及总消息量。此外,由于彩蛋游戏触发由服务器控制,可根据运营需求快速迭代更换彩蛋游戏玩法,增加彩蛋游戏运营能力。As can be seen, the client and backend implement a high-performance multiplayer emoji easter egg game based on real-time emoji easter egg trigger reporting, game status calculation, and game status dissemination capabilities. When client A and client B trigger the same emoji easter egg click within a certain time, the easter egg control backend determines that the current time "meets the condition of more than one person triggering the emoji easter egg," thus starting the game in the group and synchronizing the game status to clients A, B, and C within the group to indicate that the game has started. Within a certain time, the easter egg control backend continuously collects easter egg trigger data for this game and synchronizes it to all clients in the group. When the game time ends, a game end status is triggered, and the game result is synchronized to all clients. Because the easter egg control backend can uniformly obtain emoji easter egg trigger data and synchronize the game status to all clients in real time, it has strong scalability. This capability can be applied to scenarios such as firework red envelopes within the group and ranking lists for in-group game results. This helps to promote interaction and dissemination among users, enhance the chat atmosphere, and increase user message activity and total message volume. Furthermore, since the triggering of the Easter egg game is controlled by the server, the gameplay of the Easter egg game can be quickly iterated and changed according to operational needs, thereby increasing the operational capabilities of the Easter egg game.

本申请提供的信息处理方案可以通过为社交会话的会话对象提供游戏对局的方式,例如通过触发彩蛋开启彩蛋游戏,丰富社交会话的会话对象之间的互动方式;在游戏对局中以进度条、积分等形式提示会话对象的游戏进度,游戏获胜时以电子资源包发送给会话对象并作为游戏奖励,这样可以增加游戏氛围,提升社交互动的新鲜感和趣味性,吸引更多会话对象主动参与到社交会话中,进而提升聊天氛围,增加消息活跃率和消息总量。The information processing solution provided in this application can enrich the interaction between conversation participants in social conversations by providing game-like gameplay, such as triggering easter eggs to start easter egg games. During the game, the game progress of the conversation participants can be indicated in the form of progress bars, points, etc. When the game is won, an electronic resource package can be sent to the conversation participants as a game reward. This can increase the game atmosphere, enhance the novelty and fun of social interaction, attract more conversation participants to actively participate in social conversations, thereby improving the chat atmosphere and increasing message activity rate and total message volume.

请参见图11,图11是本申请一个示例性实施例提供的一种信息处理装置的结构示意图。上述信息处理装置可以是运行于计算机设备中的一个计算机程序(包括程序代码),例如该信息处理装置为一个应用软件;该信息处理装置可以用于执行本申请实施例提供的方法中的相应步骤。如图11所示,该信息处理装置1100可以包括:显示模块1101和处理模块1102。Please refer to Figure 11, which is a schematic diagram of the structure of an information processing device provided in an exemplary embodiment of this application. The aforementioned information processing device may be a computer program (including program code) running on a computer device; for example, the information processing device may be an application software. The information processing device may be used to execute corresponding steps in the methods provided in the embodiments of this application. As shown in Figure 11, the information processing device 1100 may include a display module 1101 and a processing module 1102.

显示模块1101,用于显示社交会话页面;Display module 1101 is used to display the social conversation page;

处理模块1102,用于响应于社交会话页面中的触发事件,进入游戏对局中;以及,在社交会话页面中显示游戏对局的对战状态。The processing module 1102 is used to respond to a trigger event on the social conversation page to enter the game; and to display the battle status of the game on the social conversation page.

在一个实施例中,社交会话页面对应的社交会话中包含多个会话对象;社交会话页面中包含目标会话消息,目标会话消息包含目标表情;处理模块1102,具体用于:当社交会话中存在N个会话对象在同一时间段内对目标会话消息中的目标表情执行触发操作时,N个会话对象进入至游戏对局中,N为大于1的整数。In one embodiment, the social conversation page contains multiple conversation objects; the social conversation page contains a target conversation message, and the target conversation message contains a target emoticon; the processing module 1102 is specifically used to: when N conversation objects in the social conversation perform a trigger operation on the target emoticon in the target conversation message within the same time period, the N conversation objects enter the game match, where N is an integer greater than 1.

在一个实施例中,社交会话页面对应的社交会话中包含多个会话对象;处理模块1102,具体用于:当社交会话页面中存在包含目标表情或包含目标表情的关联表情的至少两条会话消息时,且至少两条会话消息是由社交会话中的N个会话对象在同一时间段内分别发送的,N个会话对象进入至游戏对局中,N为大于1的整数。In one embodiment, the social conversation page contains multiple conversation objects in the social conversation. The processing module 1102 is specifically used to: when there are at least two conversation messages in the social conversation page that contain a target emoticon or an associated emoticon containing the target emoticon, and the at least two conversation messages are sent by N conversation objects in the social conversation within the same time period, the N conversation objects enter the game match, where N is an integer greater than 1.

在一个实施例中,社交会话页面对应的社交会话中包含多个会话对象;处理模块1102,具体用于:当社交会话页面中存在至少一条包含目标表情的第一会话消息及至少一条包含与目标表情相关联口令的第二会话消息时,且第一会话消息和第二会话消息是由社交会话中的N个会话对象在同一时间段内分别发送的,N个会话对象进入至游戏对局中,N为大于1的整数。In one embodiment, the social conversation page contains multiple conversation objects in the social conversation. The processing module 1102 is specifically used to: when there is at least one first conversation message containing a target emoticon and at least one second conversation message containing a password associated with the target emoticon in the social conversation page, and the first conversation message and the second conversation message are sent by N conversation objects in the social conversation within the same time period, the N conversation objects enter the game, where N is an integer greater than 1.

在一个实施例中,处理模块1102还用于:响应于社交会话页面中的触发事件,输出游戏启动提示,游戏启动提示用于提示即将进入至游戏对局中;当游戏启动提示被确认时,进入至游戏对局中。In one embodiment, the processing module 1102 is further configured to: respond to a trigger event on the social conversation page, output a game start prompt, the game start prompt being used to indicate that the player is about to enter a game match; and enter the game match when the game start prompt is confirmed.

在一个实施例中,处理模块1102具体用于:响应于社交会话页面中的触发事件,在社交会话页面中进入游戏对局模式;或者,响应于社交会话页面中的触发事件,显示游戏对局页面;其中,游戏对局页面包含以下任一种:游戏对局页面是指社交会话页面所属社交客户端中的一个原生页面;游戏对局页面是指社交客户端之外的游戏客户端中的一个页面;游戏对局页面是指社交客户端中的小程序页面。In one embodiment, the processing module 1102 is specifically configured to: enter the game mode in the social conversation page in response to a trigger event in the social conversation page; or, display the game page in response to a trigger event in the social conversation page; wherein the game page includes any of the following: the game page refers to a native page in the social client to which the social conversation page belongs; the game page refers to a page in a game client outside the social client; the game page refers to a mini-program page in the social client.

在一个实施例中,社交会话页面对应的社交会话中共有N个会话对象进入至游戏对局中,N为大于1的整数;对战状态包括对战进行状态;对战进行状态包括N个会话对象中的目标会话对象的游戏进度;In one embodiment, there are N session objects entering the game in the social session corresponding to the social session page, where N is an integer greater than 1; the battle status includes the battle progress status; the battle progress status includes the game progress of the target session object among the N session objects;

处理模块1102,具体用于:在社交会话页面中显示目标会话对象的游戏进度;其中,目标会话对象包括以下任一种或多种:目标会话对象是指N个会话对象中游戏进度最大的会话对象;目标会话对象是指N个会话对象中游戏进度最小的会话对象;目标会话对象是指按照N个会话对象中游戏进度由大至小的顺序选取的一个或多个会话对象;目标会话对象是指N个会话对象中的任一个或多个会话对象;若社交会话页面显示于目标终端中,则目标会话对象是指N个会话对象中在目标终端中进行登录的当前会话对象。Processing module 1102 is specifically used for: displaying the game progress of a target session object on a social session page; wherein, the target session object includes any one or more of the following: the target session object is the session object with the largest game progress among N session objects; the target session object is the session object with the smallest game progress among N session objects; the target session object is one or more session objects selected in descending order of game progress among N session objects; the target session object is any one or more session objects among N session objects; if the social session page is displayed on a target terminal, then the target session object is the current session object that is logged in on the target terminal among N session objects.

在一个实施例中,目标会话对象包括N个会话对象中游戏进度最大的会话对象及当前会话对象;处理模块1102,具体还用于:在社交会话页面中一侧以第一进度条的方式显示游戏进度最大的会话对象的游戏进度,在社交会话页面中的另一侧以第二进度条的方式显示当前会话对象的游戏进度。In one embodiment, the target session object includes the session object with the highest game progress among N session objects and the current session object; the processing module 1102 is further configured to: display the game progress of the session object with the highest game progress on one side of the social session page in the form of a first progress bar, and display the game progress of the current session object on the other side of the social session page in the form of a second progress bar.

在一个实施例中,目标会话对象包括N个会话对象中游戏进度最大的会话对象及当前会话对象;处理模块1102,具体还用于:在社交会话页面中的第一区域显示第一积分,第一积分用于表示游戏进度最大的会话对象的游戏进度;以及,在社交会话页面中的第二区域显示第二积分,第二积分用于表示当前会话对象的游戏进度;其中,第一区域和第二区域均为社交会话页面中的任意区域。In one embodiment, the target session object includes the session object with the highest game progress among N session objects and the current session object; the processing module 1102 is further configured to: display a first score in a first area of the social session page, the first score representing the game progress of the session object with the highest game progress; and display a second score in a second area of the social session page, the second score representing the game progress of the current session object; wherein the first area and the second area are both arbitrary areas of the social session page.

在一个实施例中,社交会话页面中包含目标会话消息,目标会话消息包含目标表情;游戏对局要求N个会话对象在设定时间内分别对目标表情执行设定操作,在到达设定时间时,按照设定操作的执行次数得到游戏对局的对战结果;或者,游戏对局要求N个会话对象分别对目标表情执行预设次数的设定操作,在执行设定操作达到预设次数时,按照执行预设次数的设定操作的时间得到游戏对局的对战结果。In one embodiment, the social conversation page contains a target conversation message, which contains a target emoticon; the game requires N conversation objects to perform a set operation on the target emoticon within a set time, and the game result is obtained according to the number of times the set operation is performed when the set time is reached; or, the game requires N conversation objects to perform a preset number of set operations on the target emoticon, and the game result is obtained according to the time taken to perform the preset number of set operations when the preset number of set operations is reached.

在一个实施例中,战状态包括对战结果状态;处理模块1102,具体还用于:社交会话页面中显示与对战结果状态相对应的结果动画。In one embodiment, the battle status includes the battle result status; the processing module 1102 is further configured to: display the result animation corresponding to the battle result status on the social conversation page.

在一个实施例中,结果动画包括电子资源包;处理模块1102,还用于:当电子资源包被触发时,对电子资源包中的电子资源进行分配处理。In one embodiment, the resulting animation includes an electronic resource package; the processing module 1102 is further configured to: allocate electronic resources in the electronic resource package when the electronic resource package is triggered.

在一个实施例中,对战结果状态包括对战获胜状态或对战失败状态;处理模块1102,具体还用于:若对战结果状态是对战获胜状态,则在社交会话页面中显示第一动画,第一动画包括电子资源包;或者,若对战结果状态是对战失败状态,则在社交会话页面中显示第二动画,第二动画包括文字提示动画。In one embodiment, the battle result status includes a battle win status or a battle loss status; the processing module 1102 is further configured to: if the battle result status is a battle win status, display a first animation on the social conversation page, the first animation including an electronic resource pack; or, if the battle result status is a battle loss status, display a second animation on the social conversation page, the second animation including a text prompt animation.

在一个实施例中,社交会话页面中包含消息输入栏,消息输入栏用于输入会话消息的消息内容;处理模块1102,还用于:在消息输入栏中输入消息内容,消息内容包含目标表情;当针对消息内容的发送控件被选择时,在社交会话页面中显示会话消息,会话消息包含消息输入栏中的消息内容,且目标表情在会话消息中被放大显示。In one embodiment, the social conversation page includes a message input field for entering the message content of the conversation message; the processing module 1102 is further configured to: enter message content in the message input field, the message content including a target emoticon; when a send control for the message content is selected, display the conversation message on the social conversation page, the conversation message including the message content in the message input field, and the target emoticon being enlarged and displayed in the conversation message.

在一个实施例中,目标表情为彩蛋表情,社交会话页面对应的社交会话中包含多个会话对象;处理模块1102,还用于:当会话消息中的目标表情被社交会话中的任一会话对象执行触发操作时,播放目标表情对应的彩蛋动画。In one embodiment, the target emoticon is an Easter egg emoticon, and the social conversation corresponding to the social conversation page contains multiple conversation objects; the processing module 1102 is further configured to: play the Easter egg animation corresponding to the target emoticon when the target emoticon in the conversation message is triggered by any conversation object in the social conversation.

在一个实施例中,社交会话页面显示于目标终端中,对目标表情执行触发操作的任一会话对象是指目标终端中进行登录的当前会话对象;处理模块1102,具体用于:获取对目标表情对应的目标表情标识,并获取彩蛋动画配置,彩蛋动画配置用于指示与目标表情相映射的动画资源文件;根据目标表情标识及彩蛋动画配置确定动画资源文件;在社交会话页面中按照动画资源文件指示的动画内容播放彩蛋动画;In one embodiment, the social conversation page is displayed on the target terminal, and any conversation object that performs the triggering operation on the target emoticon refers to the current conversation object that is logged in on the target terminal; the processing module 1102 is specifically used to: obtain the target emoticon identifier corresponding to the target emoticon, and obtain the Easter egg animation configuration, the Easter egg animation configuration is used to indicate the animation resource file mapped to the target emoticon; determine the animation resource file according to the target emoticon identifier and the Easter egg animation configuration; and play the Easter egg animation on the social conversation page according to the animation content indicated by the animation resource file;

在一个实施例中,处理模块1102,还用于:获取第一彩蛋动画播放参数和当前会话对象针对目标表情执行触发操作的合并次数;将合并次数和第一彩蛋动画播放参数发送至服务器,以使得服务器基于合并次数和第一彩蛋动画播放参数确定第二彩蛋动画播放参数,第二彩蛋动画播放参数用于指示在除当前会话对象之外的其他会话对象登录的终端所显示的社交会话页面中,播放预设次数目标表情对应的彩蛋动画,预设次数小于合并次数。In one embodiment, the processing module 1102 is further configured to: obtain the first Easter egg animation playback parameters and the number of times the current session object performs a trigger operation on the target emoticon; send the number of merges and the first Easter egg animation playback parameters to the server, so that the server determines the second Easter egg animation playback parameters based on the number of merges and the first Easter egg animation playback parameters, wherein the second Easter egg animation playback parameters are used to instruct the Easter egg animation corresponding to the target emoticon to be played a preset number of times on the social session page displayed on the terminal logged in by other session objects besides the current session object, wherein the preset number of times is less than the number of merges.

在一个实施例中,社交会话页面显示于目标终端中,对目标表情执行触发操作的任一会话对象是指目标终端中进行登录的当前会话对象;处理模块1102,还用于:接收服务器推送的目标会话对象的对战状态;对战状态用于更新目标会话对象在目标终端中显示的对战状态;更新当前会话对象在目标终端中显示的对战状态并将当前会话对象的对战状态上传至服务器;若接收到包含对战结果状态的推送消息,则根据对战结果状态在社交会话页面中输出游戏对局的结果动画。In one embodiment, the social conversation page is displayed on the target terminal, and any conversation object that performs the trigger operation on the target emoticon refers to the current conversation object that is logged in on the target terminal; the processing module 1102 is further configured to: receive the battle status of the target conversation object pushed by the server; use the battle status to update the battle status displayed on the target terminal of the target conversation object; update the battle status displayed on the target terminal of the current conversation object and upload the battle status of the current conversation object to the server; if a push message containing the battle result status is received, output the result animation of the game match on the social conversation page according to the battle result status.

可以理解的是,本申请实施例所描述的信息处理装置的各功能模块的功能可根据上述方法实施例中的方法具体实现,其具体实现过程可以参照上述方法实施例的相关描述,此处不再赘述。另外,对采用相同方法的有益效果描述,也不再进行赘述。It is understood that the functions of each functional module of the information processing device described in the embodiments of this application can be specifically implemented according to the methods in the above method embodiments, and the specific implementation process can be referred to the relevant descriptions in the above method embodiments, which will not be repeated here. In addition, the beneficial effects of using the same method will not be repeated here either.

请参见图12,图12是本申请实施例提供的一种计算机设备的结构示意图。该计算机设备1200可以包含独立设备(例如服务器、节点、终端等等中的一个或者多个),也可以包含独立设备内部的部件(例如芯片、软件模块或者硬件模块等)。该计算机设备1200可以包括至少一个处理器1201和通信接口1202,进一步可选地,计算机设备1200还可以包括至少一个存储器1203和总线1204。其中,处理器1201、通信接口1202和存储器1203通过总线1204相连。Please refer to Figure 12, which is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device 1200 may include one or more independent devices (such as servers, nodes, terminals, etc.), or components within independent devices (such as chips, software modules, or hardware modules). The computer device 1200 may include at least one processor 1201 and a communication interface 1202. Further optionally, the computer device 1200 may also include at least one memory 1203 and a bus 1204. The processor 1201, communication interface 1202, and memory 1203 are connected via the bus 1204.

其中,处理器1201是进行算术运算和/或逻辑运算的模块,具体可以是中央处理器(central processing unit,CPU)、图片处理器(graphics processing unit,GPU)、微处理器(microprocessor unit,MPU)、专用集成电路(Application Specific IntegratedCircuit,ASIC)、现场可编程逻辑门阵列(Field Programmable Gate Array,FPGA)、复杂可编程逻辑器件(Complex programmable logic device,CPLD)、协处理器(协助中央处理器完成相应处理和应用)、微控制单元(Microcontroller Unit,MCU)等处理模块中的一种或者多种的组合。The processor 1201 is a module that performs arithmetic and/or logical operations. Specifically, it can be one or a combination of processing modules such as a central processing unit (CPU), a graphics processing unit (GPU), a microprocessor unit (MPU), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), a complex programmable logic device (CPLD), a coprocessor (to assist the central processing unit in completing corresponding processing and applications), and a microcontroller unit (MCU).

通信接口1202可以用于为至少一个处理器提供信息输入或者输出。和/或,通信接口1202可以用于接收外部发送的数据和/或向外部发送数据,可以为包括诸如以太网电缆等的有线链路接口,也可以是无线链路(Wi-Fi、蓝牙、通用无线传输、车载短距通信技术以及其他短距无线通信技术等)接口。The communication interface 1202 can be used to provide information input or output to at least one processor. And/or, the communication interface 1202 can be used to receive data sent from outside and/or send data to outside, and can be a wired link interface including such as an Ethernet cable, or a wireless link interface (Wi-Fi, Bluetooth, general wireless transmission, vehicle short-range communication technology and other short-range wireless communication technologies, etc.).

存储器1203用于提供存储空间,存储空间中可以存储操作系统和计算机程序等数据。存储器1203可以是随机存储记忆体(random access memory,RAM)、只读存储器(read-only memory,ROM)、可擦除可编程只读存储器(erasable programmable read onlymemory,EPROM)、或便携式只读存储器(compact disc read-only memory,CD-ROM)等等中的一种或者多种的组合。The memory 1203 provides storage space, in which data such as the operating system and computer programs can be stored. The memory 1203 can be one or a combination of random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM), or compact disc read-only memory (CD-ROM), etc.

该计算机设备1200中的至少一个处理器1201用于调用至少一个存储器1203中存储的计算机程序,用于执行前述的信息处理方法,例如前述图2、图6所示实施例所描述的信息处理方法。At least one processor 1201 in the computer device 1200 is used to call a computer program stored in at least one memory 1203 to execute the aforementioned information processing method, such as the information processing method described in the embodiments shown in Figures 2 and 6.

在一种可能的实施方式中,该计算机设备1200中的处理器1201用于调用至少一个存储器1203中存储的计算机程序,用于执行以下操作:显示社交会话页面;响应于社交会话页面中的触发事件,进入游戏对局中;以及,在社交会话页面中显示游戏对局的对战状态。In one possible implementation, the processor 1201 in the computer device 1200 is configured to invoke a computer program stored in at least one memory 1203 to perform the following operations: display a social conversation page; enter a game match in response to a trigger event on the social conversation page; and display the match status on the social conversation page.

在一个实施例中,社交会话页面对应的社交会话中包含多个会话对象;社交会话页面中包含目标会话消息,目标会话消息包含目标表情;处理器1201,具体用于:当社交会话中存在N个会话对象在同一时间段内对目标会话消息中的目标表情执行触发操作时,N个会话对象进入至游戏对局中,N为大于1的整数。In one embodiment, the social conversation page contains multiple conversation objects; the social conversation page contains a target conversation message, and the target conversation message contains a target emoticon; the processor 1201 is specifically used to: when N conversation objects in the social conversation perform a trigger operation on the target emoticon in the target conversation message within the same time period, the N conversation objects enter the game match, where N is an integer greater than 1.

在一个实施例中,社交会话页面对应的社交会话中包含多个会话对象;处理器1201,具体用于:当社交会话页面中存在包含目标表情或包含目标表情的关联表情的至少两条会话消息时,且至少两条会话消息是由社交会话中的N个会话对象在同一时间段内分别发送的,则N个会话对象进入至游戏对局中,N为大于1的整数。In one embodiment, the social conversation page contains multiple conversation objects in the social conversation. The processor 1201 is specifically configured to: when there are at least two conversation messages in the social conversation page that contain a target emoticon or an associated emoticon containing the target emoticon, and the at least two conversation messages are sent by N conversation objects in the social conversation within the same time period, then the N conversation objects enter the game match, where N is an integer greater than 1.

在一个实施例中,社交会话页面对应的社交会话中包含多个会话对象;处理器1201,具体用于:当社交会话页面中存在至少一条包含目标表情的第一会话消息及至少一条包含与目标表情相关联口令的第二会话消息时,且第一会话消息和第二会话消息是由社交会话中的N个会话对象在同一时间段内分别发送的,则N个会话对象进入至游戏对局中,N为大于1的整数。In one embodiment, the social conversation page contains multiple conversation objects in the social conversation. The processor 1201 is specifically configured to: when there is at least one first conversation message containing a target emoticon and at least one second conversation message containing a password associated with the target emoticon in the social conversation page, and the first conversation message and the second conversation message are sent by N conversation objects in the social conversation within the same time period, then the N conversation objects enter the game, where N is an integer greater than 1.

在一个实施例中,处理器1201还用于:响应于社交会话页面中的触发事件,输出游戏启动提示,游戏启动提示用于提示即将进入至游戏对局中;当游戏启动提示被确认时,进入至游戏对局中。In one embodiment, the processor 1201 is further configured to: respond to a trigger event on a social conversation page, output a game launch prompt, the game launch prompt being used to indicate that the player is about to enter a game match; and enter a game match when the game launch prompt is confirmed.

在一个实施例中,处理器1201具体用于:响应于社交会话页面中的触发事件,在社交会话页面中进入游戏对局模式;或者,响应于社交会话页面中的触发事件,显示游戏对局页面;其中,游戏对局页面包含以下任一种:游戏对局页面是指社交会话页面所属社交客户端中的一个原生页面;游戏对局页面是指社交客户端之外的游戏客户端中的一个页面;游戏对局页面是指社交客户端中的小程序页面。In one embodiment, the processor 1201 is specifically configured to: enter a game mode on the social conversation page in response to a trigger event on the social conversation page; or, display a game page in response to a trigger event on the social conversation page; wherein the game page includes any of the following: the game page refers to a native page in the social client to which the social conversation page belongs; the game page refers to a page in a game client outside the social client; the game page refers to a mini-program page in the social client.

在一个实施例中,社交会话页面对应的社交会话中共有N个会话对象进入至游戏对局中,N为大于1的整数;对战状态包括对战进行状态;对战进行状态包括N个会话对象中的目标会话对象的游戏进度;In one embodiment, there are N session objects entering the game in the social session corresponding to the social session page, where N is an integer greater than 1; the battle status includes the battle progress status; the battle progress status includes the game progress of the target session object among the N session objects;

处理器1201,具体用于:在社交会话页面中显示目标会话对象的游戏进度;其中,目标会话对象包括以下任一种或多种:目标会话对象是指N个会话对象中游戏进度最大的会话对象;目标会话对象是指N个会话对象中游戏进度最小的会话对象;目标会话对象是指按照N个会话对象中游戏进度由大至小的顺序选取的一个或多个会话对象;目标会话对象是指N个会话对象中的任一个或多个会话对象;若社交会话页面显示于目标终端中,则目标会话对象是指N个会话对象中在目标终端中进行登录的当前会话对象。Processor 1201 is specifically used for: displaying the game progress of a target session object on a social session page; wherein the target session object includes any one or more of the following: the target session object is the session object with the largest game progress among N session objects; the target session object is the session object with the smallest game progress among N session objects; the target session object is one or more session objects selected in descending order of game progress among N session objects; the target session object is any one or more session objects among N session objects; if the social session page is displayed on a target terminal, then the target session object is the current session object that is logged in on the target terminal among N session objects.

在一个实施例中,目标会话对象包括N个会话对象中游戏进度最大的会话对象及当前会话对象;处理器1201,具体还用于:在社交会话页面中一侧以第一进度条的方式显示游戏进度最大的会话对象的游戏进度,在社交会话页面中的另一侧以第二进度条的方式显示当前会话对象的游戏进度。In one embodiment, the target session object includes the session object with the highest game progress among N session objects and the current session object; the processor 1201 is further configured to: display the game progress of the session object with the highest game progress on one side of the social session page in the form of a first progress bar, and display the game progress of the current session object on the other side of the social session page in the form of a second progress bar.

在一个实施例中,目标会话对象包括N个会话对象中游戏进度最大的会话对象及当前会话对象;处理器1201,具体还用于:在社交会话页面中的第一区域显示第一积分,第一积分用于表示游戏进度最大的会话对象的游戏进度;以及,在社交会话页面中的第二区域显示第二积分,第二积分用于表示当前会话对象的游戏进度;其中,第一区域和第二区域均为社交会话页面中的任意区域。In one embodiment, the target session object includes the session object with the highest game progress among N session objects and the current session object; the processor 1201 is further configured to: display a first score in a first area of the social session page, the first score representing the game progress of the session object with the highest game progress; and display a second score in a second area of the social session page, the second score representing the game progress of the current session object; wherein the first area and the second area are both arbitrary areas of the social session page.

在一个实施例中,社交会话页面中包含目标会话消息,目标会话消息包含目标表情;游戏对局要求N个会话对象在设定时间内分别对目标表情执行设定操作,在到达设定时间时,按照设定操作的执行次数得到游戏对局的对战结果;或者,游戏对局要求N个会话对象分别对目标表情执行预设次数的设定操作,在执行设定操作达到预设次数时,按照执行预设次数的设定操作的时间得到游戏对局的对战结果。In one embodiment, the social conversation page contains a target conversation message, which contains a target emoticon; the game requires N conversation objects to perform a set operation on the target emoticon within a set time, and the game result is obtained according to the number of times the set operation is performed when the set time is reached; or, the game requires N conversation objects to perform a preset number of set operations on the target emoticon, and the game result is obtained according to the time taken to perform the preset number of set operations when the preset number of set operations is reached.

在一个实施例中,战状态包括对战结果状态;处理器1201,具体还用于:社交会话页面中显示与对战结果状态相对应的结果动画。In one embodiment, the battle state includes the battle result state; the processor 1201 is further configured to: display a result animation corresponding to the battle result state on the social conversation page.

在一个实施例中,结果动画包括电子资源包;处理器1201,还用于:当电子资源包被触发时,对电子资源包中的电子资源进行分配处理。In one embodiment, the resulting animation includes an electronic resource package; the processor 1201 is further configured to: allocate electronic resources in the electronic resource package when the electronic resource package is triggered.

在一个实施例中,对战结果状态包括对战获胜状态或对战失败状态;处理器1201,具体还用于:若对战结果状态是对战获胜状态,则在社交会话页面中显示第一动画,第一动画包括电子资源包;或者,若对战结果状态是对战失败状态,则在社交会话页面中显示第二动画,第二动画包括文字提示动画。In one embodiment, the battle result status includes a battle win status or a battle loss status; the processor 1201 is further configured to: if the battle result status is a battle win status, display a first animation on the social conversation page, the first animation including an electronic resource pack; or, if the battle result status is a battle loss status, display a second animation on the social conversation page, the second animation including a text prompt animation.

在一个实施例中,社交会话页面中包含消息输入栏,消息输入栏用于输入会话消息的消息内容;处理器1201,还用于:在消息输入栏中输入消息内容,消息内容包含目标表情;当针对消息内容的发送控件被选择时,在社交会话页面中显示会话消息,会话消息包含消息输入栏中的消息内容,且目标表情在会话消息中被放大显示。In one embodiment, the social conversation page includes a message input field for entering the message content of the conversation message; the processor 1201 is further configured to: enter message content in the message input field, the message content including a target emoticon; when a send control for the message content is selected, display the conversation message on the social conversation page, the conversation message including the message content in the message input field, and the target emoticon being enlarged and displayed in the conversation message.

在一个实施例中,目标表情为彩蛋表情,社交会话页面对应的社交会话中包含多个会话对象;处理器1201,还用于:当会话消息中的目标表情被社交会话中的任一会话对象执行触发操作时,播放目标表情对应的彩蛋动画。In one embodiment, the target emoticon is an Easter egg emoticon, and the social conversation corresponding to the social conversation page contains multiple conversation objects; the processor 1201 is further configured to: play the Easter egg animation corresponding to the target emoticon when the target emoticon in the conversation message is triggered by any conversation object in the social conversation.

在一个实施例中,社交会话页面显示于目标终端中,对目标表情执行触发操作的任一会话对象是指目标终端中进行登录的当前会话对象;处理器1201,具体用于:获取对目标表情对应的目标表情标识,并获取彩蛋动画配置,彩蛋动画配置用于指示与目标表情相映射的动画资源文件;根据目标表情标识及彩蛋动画配置确定动画资源文件;在社交会话页面中按照动画资源文件指示的动画内容播放彩蛋动画;In one embodiment, the social conversation page is displayed on the target terminal, and any conversation object that performs the triggering operation on the target emoticon refers to the current conversation object that is logged in on the target terminal; the processor 1201 is specifically used to: obtain the target emoticon identifier corresponding to the target emoticon, and obtain the Easter egg animation configuration, the Easter egg animation configuration is used to indicate the animation resource file mapped to the target emoticon; determine the animation resource file according to the target emoticon identifier and the Easter egg animation configuration; and play the Easter egg animation on the social conversation page according to the animation content indicated by the animation resource file;

在一个实施例中,处理器1201,还用于:获取第一彩蛋动画播放参数和当前会话对象针对目标表情执行触发操作的合并次数;将合并次数和第一彩蛋动画播放参数发送至服务器,以使得服务器基于合并次数和第一彩蛋动画播放参数确定第二彩蛋动画播放参数,第二彩蛋动画播放参数用于指示在除当前会话对象之外的其他会话对象登录的终端所显示的社交会话页面中,播放预设次数目标表情对应的彩蛋动画,预设次数小于合并次数。In one embodiment, the processor 1201 is further configured to: obtain the first Easter egg animation playback parameters and the number of times the current session object performs a trigger operation on the target emoticon; send the number of merges and the first Easter egg animation playback parameters to the server, so that the server determines the second Easter egg animation playback parameters based on the number of merges and the first Easter egg animation playback parameters, wherein the second Easter egg animation playback parameters are used to instruct the Easter egg animation corresponding to the target emoticon to be played a preset number of times on the social session page displayed on the terminal logged in by other session objects besides the current session object, wherein the preset number of times is less than the number of merges.

在一个实施例中,社交会话页面显示于目标终端中,对目标表情执行触发操作的任一会话对象是指目标终端中进行登录的当前会话对象;处理器1201,还用于:接收服务器推送的目标会话对象的对战状态;对战状态用于更新目标会话对象在目标终端中显示的对战状态;更新当前会话对象在目标终端中显示的对战状态并将当前会话对象的对战状态上传至服务器;若接收到包含对战结果状态的推送消息,则根据对战结果状态在社交会话页面中输出游戏对局的结果动画。In one embodiment, the social conversation page is displayed on the target terminal, and any conversation object that performs the triggering operation on the target emoticon refers to the current conversation object that is logged in on the target terminal; the processor 1201 is further configured to: receive the battle status of the target conversation object pushed by the server; use the battle status to update the battle status displayed on the target terminal; update the battle status displayed on the target terminal and upload the battle status of the current conversation object to the server; if a push message containing the battle result status is received, output the result animation of the game match on the social conversation page according to the battle result status.

应当理解,本申请实施例中所描述的计算机设备1200可执行前文所对应实施例中对该信息处理方法的描述,也可执行前文图11所对应实施例中对该信息处理装置1100的描述,在此不再赘述。另外,对采用相同方法的有益效果描述,也不再进行赘述。It should be understood that the computer device 1200 described in the embodiments of this application can perform the information processing method described in the corresponding embodiments above, and can also perform the information processing apparatus 1100 described in the corresponding embodiments of FIG11 above, which will not be repeated here. In addition, the beneficial effects of using the same method will not be repeated here.

此外,还应指出,本申请一个示例性实施例还提供了一种存储介质,该存储介质中存储了前述信息处理方法的计算机程序,该计算机程序包括程序指令,当一个或多个处理器加载并执行该程序指令,可以实现实施例中对信息处理方法的描述,这里不再赘述,对采用相同方法的有益效果描述,也在此不再赘述。可以理解的是,程序指令可以被部署在一个或能够互相通信的多个计算机设备上执行。Furthermore, it should be noted that an exemplary embodiment of this application also provides a storage medium storing a computer program for the aforementioned information processing method. This computer program includes program instructions that, when loaded and executed by one or more processors, can implement the information processing method described in the embodiments, which will not be repeated here. The beneficial effects of employing the same method will also not be repeated here. It is understood that the program instructions can be deployed on one or more computer devices capable of communicating with each other for execution.

上述计算机可读存储介质可以是前述任一实施例提供的信息处理装置或者上述计算机设备的内部存储单元,例如计算机设备的硬盘或内存。该计算机可读存储介质也可以是该计算机设备的外部存储设备,例如该计算机设备上配备的插接式硬盘,智能存储卡(smart media card,SMC),安全数字(secure digital,SD)卡,闪存卡(flash card)等。进一步地,该计算机可读存储介质还可以既包括该计算机设备的内部存储单元也包括外部存储设备。该计算机可读存储介质用于存储该计算机程序以及该计算机设备所需的其他程序和数据。该计算机可读存储介质还可以用于暂时地存储已经输出或者将要输出的数据。The aforementioned computer-readable storage medium can be an internal storage unit of the information processing apparatus or computer device provided in any of the foregoing embodiments, such as a hard disk or memory of the computer device. The computer-readable storage medium can also be an external storage device of the computer device, such as a plug-in hard disk, smart media card (SMC), secure digital (SD) card, flash card, etc., provided on the computer device. Furthermore, the computer-readable storage medium can include both internal and external storage units of the computer device. The computer-readable storage medium is used to store the computer program and other programs and data required by the computer device. The computer-readable storage medium can also be used to temporarily store data that has been output or will be output.

本申请的一个方面,提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行本申请实施例中一方面提供的方法。One aspect of this application provides a computer program product or computer program including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the method provided in one aspect of the embodiments of this application.

本申请的一个方面,提供了另一种计算机程序产品,该计算机程序产品包括计算机程序或计算机指令,该计算机程序或计算机指令被处理器执行时实现本申请实施例提供的信息处理方法的步骤。In one aspect of this application, another computer program product is provided, which includes a computer program or computer instructions that, when executed by a processor, implement the steps of the information processing method provided in the embodiments of this application.

以上所揭露的仅为本申请较佳实施例而已,当然不能以此来限定本申请之权利范围,因此依本申请权利要求所作的等同变化,仍属本申请所涵盖的范围。The above-disclosed embodiments are merely preferred embodiments of this application and should not be construed as limiting the scope of this application. Therefore, any equivalent variations made in accordance with the claims of this application shall still fall within the scope of this application.

Claims (22)

1.一种信息处理方法,其特征在于,包括:1. An information processing method, characterized in that it comprises: 显示社交会话页面;Display the social conversation page; 响应于所述社交会话页面中的触发事件,进入游戏对局中;以及,In response to a trigger event on the social conversation page, enter the game; and, 在所述社交会话页面中显示所述游戏对局的对战状态。The game match status is displayed on the social chat page. 2.如权利要求1所述的方法,其特征在于,所述社交会话页面对应的社交会话中包含多个会话对象;所述社交会话页面中包含目标会话消息,所述目标会话消息包含目标表情;2. The method as described in claim 1, wherein the social conversation corresponding to the social conversation page contains multiple conversation objects; the social conversation page contains a target conversation message, and the target conversation message contains a target emoticon; 所述响应于所述社交会话页面中的触发事件,进入游戏对局中,包括:The response to the triggered event on the social conversation page, entering the game match, includes: 当所述社交会话中存在N个会话对象在同一时间段内对所述目标会话消息中的目标表情执行触发操作时,所述N个会话对象进入至所述游戏对局中,N为大于1的整数。When N conversation objects in the social conversation perform a trigger operation on the target emoticon in the target conversation message within the same time period, the N conversation objects enter the game match, where N is an integer greater than 1. 3.如权利要求1所述的方法,其特征在于,所述社交会话页面对应的社交会话中包含多个会话对象;所述响应于所述社交会话页面中的触发事件,进入游戏对局中,包括:3. The method as described in claim 1, wherein the social session corresponding to the social session page contains multiple session objects; the step of entering a game match in response to a trigger event in the social session page includes: 当所述社交会话页面中存在包含目标表情或包含所述目标表情的关联表情的至少两条会话消息时,且所述至少两条会话消息是由所述社交会话中的N个会话对象在同一时间段内分别发送的,所述N个会话对象进入至所述游戏对局中,N为大于1的整数。When there are at least two conversation messages in the social conversation page that contain the target emoticon or an associated emoticon of the target emoticon, and the at least two conversation messages are sent by N conversation objects in the social conversation within the same time period, the N conversation objects enter the game match, where N is an integer greater than 1. 4.如权利要求1所述的方法,其特征在于,所述社交会话页面对应的社交会话中包含多个会话对象;所述响应于所述社交会话页面中的触发事件,进入游戏对局中,包括:4. The method as described in claim 1, wherein the social conversation corresponding to the social conversation page contains multiple conversation objects; the step of entering a game match in response to a trigger event in the social conversation page includes: 当所述社交会话页面中存在至少一条包含目标表情的第一会话消息及至少一条包含与目标表情相关联口令的第二会话消息时,且所述第一会话消息和所述第二会话消息是由所述社交会话中的N个会话对象在同一时间段内分别发送的,所述N个会话对象进入至所述游戏对局中,N为大于1的整数。When there is at least one first conversation message containing the target emoticon and at least one second conversation message containing a password associated with the target emoticon in the social conversation page, and the first conversation message and the second conversation message are sent by N conversation objects in the social conversation within the same time period, the N conversation objects enter the game match, where N is an integer greater than 1. 5.如权利要求2-4任一项所述的方法,其特征在于,所述方法还包括:5. The method according to any one of claims 2-4, characterized in that the method further comprises: 响应于所述社交会话页面中的触发事件,输出游戏启动提示,所述游戏启动提示用于提示即将进入至游戏对局中;In response to a trigger event on the social conversation page, a game launch prompt is output, which indicates that the player is about to enter a game match. 当所述游戏启动提示被确认时,进入至所述游戏对局中。When the game launch prompt is confirmed, the player will enter the game. 6.如权利要求1所述的方法,其特征在于,所述响应于所述社交会话页面中的触发事件,进入游戏对局中,包括:6. The method as described in claim 1, wherein entering a game match in response to a trigger event on the social conversation page includes: 响应于所述社交会话页面中的触发事件,在所述社交会话页面中进入游戏对局模式;或者,In response to a triggered event on the social conversation page, enter the game mode on the social conversation page; or, 响应于所述社交会话页面中的触发事件,显示游戏对局页面;In response to a triggered event on the social conversation page, the game match page is displayed; 其中,所述游戏对局页面包含以下任一种:所述游戏对局页面是指所述社交会话页面所属社交客户端中的一个原生页面;所述游戏对局页面是指所述社交客户端之外的游戏客户端中的一个页面;所述游戏对局页面是指所述社交客户端中的小程序页面。The game match page includes any of the following: the game match page refers to a native page in the social client to which the social conversation page belongs; the game match page refers to a page in a game client other than the social client; the game match page refers to a mini-program page in the social client. 7.如权利要求1所述的方法,其特征在于,所述社交会话页面对应的社交会话中共有N个会话对象进入至所述游戏对局中,N为大于1的整数;所述对战状态包括对战进行状态;所述对战进行状态包括所述N个会话对象中的目标会话对象的游戏进度;7. The method as described in claim 1, wherein N conversation objects enter the game in the social conversation corresponding to the social conversation page, where N is an integer greater than 1; the battle state includes the battle progress state; the battle progress state includes the game progress of the target conversation object among the N conversation objects; 所述在所述社交会话页面中显示所述游戏对局的对战状态,包括:在所述社交会话页面中显示所述目标会话对象的游戏进度;Displaying the game match status on the social conversation page includes: displaying the game progress of the target conversation object on the social conversation page; 其中,所述目标会话对象包括以下任一种或多种:所述目标会话对象是指所述N个会话对象中游戏进度最大的会话对象;所述目标会话对象是指所述N个会话对象中游戏进度最小的会话对象;所述目标会话对象是指按照所述N个会话对象中游戏进度由大至小的顺序选取的一个或多个会话对象;所述目标会话对象是指所述N个会话对象中的任一个或多个会话对象;若所述社交会话页面显示于目标终端中,则所述目标会话对象是指所述N个会话对象中在所述目标终端中进行登录的当前会话对象。The target session object includes any one or more of the following: the target session object is the session object with the largest game progress among the N session objects; the target session object is the session object with the smallest game progress among the N session objects; the target session object is one or more session objects selected in descending order of game progress among the N session objects; the target session object is any one or more session objects among the N session objects; if the social session page is displayed on the target terminal, then the target session object is the current session object that is logged in on the target terminal among the N session objects. 8.如权利要求7所述的方法,其特征在于,所述目标会话对象包括所述N个会话对象中游戏进度最大的会话对象及所述当前会话对象;在所述社交会话页面中显示所述目标会话对象的游戏进度,包括:8. The method as described in claim 7, wherein the target session object includes the session object with the highest game progress among the N session objects and the current session object; displaying the game progress of the target session object on the social session page includes: 在所述社交会话页面中一侧以第一进度条的方式显示所述游戏进度最大的会话对象的游戏进度,在所述社交会话页面中的另一侧以第二进度条的方式显示所述当前会话对象的游戏进度。On one side of the social conversation page, the game progress of the conversation object with the largest game progress is displayed as a first progress bar, and on the other side of the social conversation page, the game progress of the current conversation object is displayed as a second progress bar. 9.如权利要求7所述的方法,其特征在于,所述目标会话对象包括所述N个会话对象中游戏进度最大的会话对象及所述当前会话对象;在所述社交会话页面中显示所述目标会话对象的游戏进度,包括:9. The method as described in claim 7, wherein the target session object includes the session object with the highest game progress among the N session objects and the current session object; displaying the game progress of the target session object on the social session page includes: 在所述社交会话页面中的第一区域显示第一积分,所述第一积分用于表示所述游戏进度最大的会话对象的游戏进度;以及,A first score is displayed in a first area of the social conversation page, representing the game progress of the conversation object with the highest game progress; and... 在所述社交会话页面中的第二区域显示第二积分,所述第二积分用于表示所述当前会话对象的游戏进度;A second score is displayed in a second area of the social conversation page, and the second score is used to represent the game progress of the current conversation object; 其中,所述第一区域和所述第二区域均为所述社交会话页面中的任意区域。The first region and the second region are both arbitrary regions within the social conversation page. 10.如权利要求7所述的方法,其特征在于,所述社交会话页面中包含目标会话消息,所述目标会话消息包含目标表情;10. The method as described in claim 7, wherein the social conversation page contains a target conversation message, and the target conversation message contains a target emoticon; 所述游戏对局要求所述N个会话对象在设定时间内分别对所述目标表情执行设定操作,在到达所述设定时间时,按照设定操作的执行次数得到所述游戏对局的对战结果;或者,The game requires the N conversation participants to perform a set operation on the target emoticon within a set time. Upon reaching the set time, the game result is determined based on the number of times the set operation was performed; or... 所述游戏对局要求所述N个会话对象分别对所述目标表情执行预设次数的设定操作,在执行所述设定操作达到所述预设次数时,按照所述执行预设次数的设定操作的时间得到所述游戏对局的对战结果。The game requires the N conversation objects to perform a preset number of operations on the target emoticon. When the preset number of operations is reached, the game result is obtained according to the time taken to perform the preset number of operations. 11.如权利要求1所述的方法,其特征在于,所述对战状态包括对战结果状态;所述在所述社交会话页面中显示所述游戏对局的对战状态,包括:11. The method as described in claim 1, wherein the battle status includes the battle result status; and displaying the battle status of the game match on the social conversation page includes: 在所述社交会话页面中显示与所述对战结果状态相对应的结果动画。The social chat page displays a result animation corresponding to the battle result status. 12.如权利要求11所述的方法,其特征在于,所述结果动画包括电子资源包;所述方法还包括:12. The method of claim 11, wherein the resulting animation includes an electronic resource package; the method further includes: 当所述电子资源包被触发时,对所述电子资源包中的电子资源进行分配处理。When the electronic resource package is triggered, the electronic resources in the electronic resource package are allocated. 13.如权利要求11所述的方法,其特征在于,所述对战结果状态包括对战获胜状态或对战失败状态;所述在所述社交会话页面中显示与所述对战结果状态相对应的结果动画,包括:13. The method as described in claim 11, wherein the battle result state includes a battle win state or a battle loss state; and the step of displaying a result animation corresponding to the battle result state on the social conversation page includes: 若所述对战结果状态是对战获胜状态,则在所述社交会话页面中显示第一动画,所述第一动画包括电子资源包;或者,If the battle result status is a victory status, then a first animation is displayed on the social conversation page, the first animation including an electronic resource pack; or, 若所述对战结果状态是对战失败状态,则在所述社交会话页面中显示第二动画,所述第二动画包括文字提示动画。If the battle result status is a battle loss status, a second animation is displayed on the social conversation page, the second animation including a text prompt animation. 14.如权利要求1所述的方法,其特征在于,所述社交会话页面中包含消息输入栏,所述消息输入栏用于输入会话消息的消息内容;所述方法还包括:14. The method as described in claim 1, wherein the social conversation page includes a message input field for inputting the message content of a conversation message; the method further includes: 在所述消息输入栏中输入消息内容,所述消息内容包含目标表情;Enter the message content in the message input field, and the message content includes the target emoticon; 当针对所述消息内容的发送控件被选择时,在所述社交会话页面中显示会话消息,所述会话消息包含所述消息输入栏中的消息内容,且所述目标表情在所述会话消息中被放大显示。When the send control for the message content is selected, a conversation message is displayed on the social conversation page. The conversation message contains the message content in the message input field, and the target emoticon is enlarged and displayed in the conversation message. 15.如权利要求14所述的方法,其特征在于,所述目标表情为彩蛋表情,所述社交会话页面对应的社交会话中包含多个会话对象;所述方法还包括:15. The method as described in claim 14, wherein the target emoticon is an Easter egg emoticon, and the social conversation page corresponding to the social conversation contains multiple conversation objects; the method further includes: 当所述会话消息中的目标表情被所述社交会话中的任一会话对象执行触发操作时,播放所述目标表情对应的彩蛋动画。When the target emoticon in the conversation message is triggered by any conversation object in the social conversation, the Easter egg animation corresponding to the target emoticon is played. 16.如权利要求15所述的方法,其特征在于,所述社交会话页面显示于目标终端中,所述对所述目标表情执行触发操作的任一会话对象是指所述目标终端中进行登录的当前会话对象;所述播放所述目标表情对应的彩蛋动画,包括:16. The method as described in claim 15, wherein the social conversation page is displayed on the target terminal, and any conversation object that performs the triggering operation on the target emoticon refers to the current conversation object that is logged in on the target terminal; playing the Easter egg animation corresponding to the target emoticon includes: 获取对所述目标表情对应的目标表情标识,并获取彩蛋动画配置,所述彩蛋动画配置用于指示与所述目标表情相映射的动画资源文件;Obtain the target emoji identifier corresponding to the target emoji, and obtain the Easter egg animation configuration, wherein the Easter egg animation configuration is used to indicate the animation resource file mapped to the target emoji; 根据所述目标表情标识及所述彩蛋动画配置确定所述动画资源文件;The animation resource file is determined based on the target emoticon identifier and the Easter egg animation configuration; 在所述社交会话页面中按照所述动画资源文件指示的动画内容播放彩蛋动画。Play the Easter egg animation on the social conversation page according to the animation content indicated by the animation resource file. 17.如权利要求16所述的方法,其特征在于,所述方法还包括:17. The method of claim 16, wherein the method further comprises: 获取第一彩蛋动画播放参数和所述当前会话对象针对所述目标表情执行触发操作的合并次数;Obtain the playback parameters of the first Easter egg animation and the combined number of times the current session object performs a trigger operation on the target emoticon; 将所述合并次数和第一彩蛋动画播放参数发送至服务器,以使得服务器基于所述合并次数和所述第一彩蛋动画播放参数确定第二彩蛋动画播放参数,所述第二彩蛋动画播放参数用于指示在除所述当前会话对象之外的其他会话对象登录的终端所显示的社交会话页面中,播放预设次数所述目标表情对应的彩蛋动画,所述预设次数小于所述合并次数。The number of merges and the first Easter egg animation playback parameters are sent to the server so that the server determines the second Easter egg animation playback parameters based on the number of merges and the first Easter egg animation playback parameters. The second Easter egg animation playback parameters are used to instruct the Easter egg animation corresponding to the target emoticon to be played a preset number of times on the social conversation page displayed on the terminal logged in by other conversation objects besides the current conversation object. The preset number of times is less than the number of merges. 18.如权利要求7所述的方法,其特征在于,所述社交会话页面显示于目标终端中,所述对所述目标表情执行触发操作的任一会话对象是指所述目标终端中进行登录的当前会话对象;所述在所述社交会话页面中显示所述游戏对局的对战状态,包括:18. The method as described in claim 7, wherein the social conversation page is displayed on the target terminal, and any conversation object that performs the triggering operation on the target emoticon refers to the current conversation object that is logged in on the target terminal; displaying the game match status on the social conversation page includes: 接收服务器推送的所述目标会话对象的对战状态;所述对战状态用于更新所述目标会话对象在所述目标终端中显示的对战状态;Receive the battle status of the target session object pushed by the server; the battle status is used to update the battle status displayed by the target session object on the target terminal; 更新所述当前会话对象在目标终端中显示的对战状态并将所述当前会话对象的对战状态上传至服务器;Update the battle status of the current session object displayed on the target terminal and upload the battle status of the current session object to the server; 若接收到包含对战结果状态的推送消息,则根据所述对战结果状态在社交会话页面中输出所述游戏对局的结果动画。If a push notification containing the battle result status is received, the result animation of the game match will be output on the social chat page according to the battle result status. 19.一种信息处理装置,其特征在于,包括:19. An information processing apparatus, characterized in that it comprises: 显示模块,用于显示社交会话页面;The display module is used to display the social conversation page; 处理模块,用于响应于社交会话页面中的触发事件,进入游戏对局中;以及,在社交会话页面中显示游戏对局的对战状态。The processing module is used to respond to triggered events on the social conversation page to enter the game; and to display the battle status of the game on the social conversation page. 20.一种计算机设备,其特征在于,包括:处理器、存储器以及网络接口;20. A computer device, characterized in that it comprises: a processor, a memory, and a network interface; 处理器与存储器、网络接口相连,其中,网络接口用于提供网络通信功能,存储器用于存储程序代码,处理器用于调用程序代码,以执行权利要求1至18任一项的信息处理方法。The processor is connected to a memory and a network interface, wherein the network interface is used to provide network communication functions, the memory is used to store program code, and the processor is used to call the program code to execute the information processing method of any one of claims 1 to 18. 21.一种计算机可读存储介质,其特征在于,计算机可读存储介质存储有计算机程序,计算机程序包括程序指令,程序指令当被处理器执行时,执行权利要求1至18任一项的信息处理方法。21. A computer-readable storage medium, characterized in that the computer-readable storage medium stores a computer program, the computer program including program instructions, which, when executed by a processor, perform the information processing method of any one of claims 1 to 18. 22.一种计算机程序产品,其特征在于,计算机程序产品包括计算机程序或计算机指令,计算机程序或计算机指令被处理器执行时实现如权利要求1至18中任一项的信息处理方法的步骤。22. A computer program product, characterized in that the computer program product includes a computer program or computer instructions, which, when executed by a processor, implement the steps of the information processing method as claimed in any one of claims 1 to 18.
HK42023078210.4A 2023-08-28 Information processing method and related device HK40090388A (en)

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