Information processing method and device, computer equipment and storage medium

文档序号:26106 发布日期:2021-09-24 浏览:26次 中文

阅读说明:本技术 一种信息处理方法、装置、计算机设备及存储介质 (Information processing method and device, computer equipment and storage medium ) 是由 应一新 胡志鹏 程龙 刘勇成 袁思思 于 2021-06-24 设计创作,主要内容包括:本申请实施例公开了一种信息处理方法、装置、计算机设备及存储介质。本方案根据用户选择的多个游戏服务器,设计同时排队,以使用户同时在多个游戏服务器中进行排队,然后获取用户在每一游戏服务器中的排队信息,并将所有排队信息展示在用户客户端界面。以此,用户可以选择多个不同游戏服务器进行排队,并根据排队信息选择等候时长较短的游戏服务器进入,节省用户等待时间,从而可以提高用户游戏体验。(The embodiment of the application discloses an information processing method, an information processing device, computer equipment and a storage medium. According to the scheme, simultaneous queuing is designed according to a plurality of game servers selected by a user, so that the user can queue in the plurality of game servers at the same time, then queuing information of the user in each game server is obtained, and all the queuing information is displayed on a user client interface. Therefore, the user can select a plurality of different game servers to queue, and select the game server with shorter waiting time to enter according to the queuing information, so that the waiting time of the user is saved, and the game experience of the user can be improved.)

1. An information processing method applied to a server, the method comprising:

when receiving a connection request of a target client to a game server, determining at least two candidate game servers from a plurality of game servers in response to the connection request;

adding the target client to a queue of the candidate game server, the queue comprising clients queued for entry into the candidate game server;

determining queuing information of the target client at the candidate game server based on the queuing queue;

and sending the queuing information to the target client to enable the target client to display the queuing information.

2. The method of claim 1, wherein determining queuing information of the target client at the candidate game server based on the queuing queue comprises:

determining the queuing position of the target client in the queuing queue;

acquiring the number of clients positioned in front of the queuing position in the queuing queue and the queuing speed of the candidate game server, wherein the queuing speed indicates the number of the clients entering the candidate game server in unit time;

calculating the waiting time of the target client according to the number of the clients and the queuing speed;

and obtaining the queuing information based on the queuing position and the waiting time.

3. The method of claim 1, further comprising, prior to said adding the target client to a queuing queue of the candidate game server:

obtaining candidate game server types;

if the candidate game server type is the designated type, determining that the queuing channel of the candidate game server comprises a first type queuing channel and a second type queuing channel, wherein the queuing channel is used for entering a client of the game server to queue, and the queuing speed of the first type queuing channel is smaller than that of the second type queuing channel;

the adding the target client to the queue of the candidate game server includes:

adding the target client to a queuing queue of the first type of queuing channel in the candidate game server.

4. The method of claim 3, further comprising, after said sending the queuing information to the target client:

when a queuing request initiated by the target client aiming at a second type queuing channel in the candidate game server is received, sending a charging request to the target client, wherein the charging request carries charging information of the second type queuing channel;

when a payment instruction returned by the target client aiming at the charging request is received, carrying out charging operation on the target client according to the payment instruction and the charging information;

and removing the target client from the queuing queue of the first type queuing channel, and adding the target client to the queuing queue of the second type queuing channel in the candidate game server.

5. The method of claim 4, further comprising, after said sending the queuing information to the target client:

and returning the charged fee to the target client based on the charging information when the target client is detected to enter the candidate game server through the first type queuing channel of the candidate game server.

6. The method of claim 3, wherein the designated type of candidate game server includes a plurality of charge levels of a second type of queuing channel, wherein different charge levels of the second type of queuing channel correspond to different charge information;

after said determining at least two candidate game servers from a plurality of game servers in response to said connection request, further comprising:

if the candidate game server of the appointed type exists in the at least two candidate game servers, acquiring user consumption information of the target client, wherein the user consumption information is information for a user to consume in a game;

determining a corresponding target charging level from the plurality of charging levels according to the user consumption information and the charging information of the second type queuing channel;

generating queuing channel recommendation information based on the target charging level;

the sending the queuing information to the target client includes:

and sending the queuing information and the recommendation information to the target client.

7. The method of claim 1, wherein adding the target client to a queue of the candidate game server comprises:

acquiring a queuing queue of each current candidate game server;

and simultaneously adding the target client to the queue of each current candidate game server.

8. The method of claim 1, further comprising, after sending the queuing information to the target client:

if the waiting time in the queuing information is detected to be less than the preset waiting time, determining a target game server from the candidate game servers based on the queuing information;

and removing the target client from the queuing queues of other candidate game servers, and establishing the connection between the target client and the target game server.

9. An information processing method applied to a client, the method comprising:

when a selection operation of a game server in a game interface is detected, determining at least two candidate game servers from a plurality of game servers based on the selection operation;

sending a connection request for the candidate game server to the server;

and receiving queuing information returned by the server aiming at the connection request, and displaying the queuing information on the game interface, wherein the queuing information comprises a queuing position and waiting time of the target client side for queuing into the candidate game server.

10. The method of claim 9, wherein said presenting said queuing information at said game interface comprises:

determining the number of candidate game servers;

dividing the game interface according to the number of the candidate game servers to obtain display areas of the number of the candidate game servers;

and respectively showing the queuing information of each candidate game server in each showing area.

11. The method of claim 10, further comprising:

if the candidate game server of the specified type exists in the at least two candidate game servers, displaying a specified control in a display area corresponding to the candidate game server, wherein the specified control is used for triggering to enter a second type queuing channel of the candidate game server;

and when the operation aiming at the specified control is detected, updating the display content of the display area corresponding to the candidate game server.

12. An information processing apparatus, applied to a server, the apparatus comprising:

a first receiving unit configured to determine, when a connection request of a target client to a game server is received, at least two candidate game servers from among a plurality of game servers in response to the connection request;

an adding unit, configured to add the target client to a queue of the candidate game server, where the queue includes clients that are queued to enter the candidate game server;

a first determining unit, configured to determine queuing information of the target client at the candidate game server based on the queuing queue;

and the first sending unit is used for sending the queuing information to the target client so as to enable the target client to display the queuing information.

13. An information processing apparatus, applied to a client, the apparatus comprising:

a selection unit configured to determine, when a selection operation of a game server in a game interface is detected, at least two candidate game servers from among a plurality of game servers based on the selection operation;

a second transmission unit configured to transmit a connection request for the candidate game server to the server;

and the display unit is used for receiving queuing information returned by the server aiming at the connection request and displaying the queuing information on the game interface, wherein the queuing information comprises a queuing position and waiting time of the target client side for queuing into the candidate game server.

14. A computer device comprising a memory, a processor and a computer program stored on the memory and running on the processor, wherein the processor implements the information processing method according to any one of claims 1 to 11 when executing the program.

15. A storage medium storing a plurality of instructions adapted to be loaded by a processor to execute the information processing method according to any one of claims 1 to 11.

Technical Field

The present application relates to the field of computer technologies, and in particular, to an information processing method and apparatus, a computer device, and a storage medium.

Background

Online games (Online games) are also called Online games, which are also called Online games. The game client software is used as an information interaction window, and aims to realize entertainment, leisure, communication and virtual achievement obtaining of a sustainable individual multiplayer online game.

As the number of players of the network game increases, and the number of players per game server is limited. Then, the player needs to wait in line when logging into the network game. The existing game servers comprise a hot game server and a non-hot game server, and a player needs to wait for a long queuing time when selecting the hot game server; the player chooses to not wait for a longer time for the next-hit game server, but the game experience of accessing the next-hit game server is worse than that of the next-hit game server. Therefore, by setting the green channel in the queue of the hot game server, the player can purchase the green channel to shorten the queue time of the hot game server.

However, when the number of players purchasing the green channel increases, players also need to queue in the green channel, which results in a waste of player waiting time.

Disclosure of Invention

The embodiment of the application provides an information processing method, an information processing device, computer equipment and a storage medium, and can improve game experience of a user.

The embodiment of the application provides an information processing method, which is applied to a server and comprises the following steps:

when receiving a connection request of a target client to a game server, determining at least two candidate game servers from a plurality of game servers in response to the connection request;

adding the target client to a queue of the candidate game server, the queue comprising clients queued for entry into the candidate game server;

determining queuing information of the target client at the candidate game server based on the queuing queue;

and sending the queuing information to the target client to enable the target client to display the queuing information.

Correspondingly, the embodiment of the application provides another information processing method, which is applied to a client side and comprises the following steps:

when a selection operation of a game server in a game interface is detected, determining at least two candidate game servers from a plurality of game servers based on the selection operation;

sending a connection request for the candidate game server to the server;

and receiving queuing information returned by the server aiming at the connection request, and displaying the queuing information on the game interface, wherein the queuing information comprises a queuing position and waiting time of the target client side for queuing into the candidate game server.

Correspondingly, an embodiment of the present application further provides an information processing apparatus, which is applied to a server, and the apparatus includes:

a first receiving unit configured to determine, when a connection request of a target client to a game server is received, at least two candidate game servers from among a plurality of game servers in response to the connection request;

an adding unit, configured to add the target client to a queue of the candidate game server, where the queue includes clients that are queued to enter the candidate game server;

a first determining unit, configured to determine queuing information of the target client at the candidate game server based on the queuing queue;

and the first sending unit is used for sending the queuing information to the target client so as to enable the target client to display the queuing information.

In some embodiments, the first determination unit comprises:

the first determining subunit is used for determining the queuing position of the target client in the queuing queue;

a first obtaining subunit, configured to obtain the number of clients located before the queuing position in the queuing queue and a queuing speed of the candidate game server, where the queuing speed indicates the number of clients entering the candidate game server in unit time;

the calculating subunit is used for calculating the waiting time of the target client according to the number of the clients and the queuing speed;

and the second first determining unit is used for obtaining the queuing information based on the queuing position and the waiting time.

In some embodiments, the apparatus further comprises:

a first acquisition unit configured to acquire a candidate game server type;

and the second determining unit is used for determining that the queuing channels of the candidate game servers comprise a first type queuing channel and a second type queuing channel if the type of the candidate game server is the designated type, wherein the queuing channels are used for entering clients of the game servers to queue, and the queuing speed of the first type queuing channel is smaller than that of the second type queuing channel.

In some embodiments, the adding unit comprises:

a first adding subunit, configured to add the target client to a queuing queue of the first type queuing channel in the candidate game server.

In some embodiments, the apparatus further comprises:

the second receiving unit is used for sending a charging request to the target client when receiving a queuing request initiated by the target client aiming at a second type queuing channel in the candidate game server, wherein the charging request carries charging information of the second type queuing channel;

a third receiving unit, configured to, when receiving a payment instruction returned by the target client for the charging request, perform charging operation on the target client according to the payment instruction and the charging information;

and the operation unit is used for removing the target client from the queuing queue of the first type queuing channel and adding the target client to the queuing queue of the second type queuing channel in the candidate game server.

In some embodiments, the apparatus further comprises:

and the detection unit is used for returning the charged fee to the target client side based on the charging information when the target client side is detected to enter the candidate game server through the first type queuing channel of the candidate game server.

In some embodiments, the apparatus further comprises:

the second acquisition unit is used for acquiring the user consumption information of the target client if the candidate game server of the specified type exists in the at least two candidate game servers, wherein the user consumption information is information consumed by the user in the game;

a third determining unit, configured to determine a corresponding target charging level from the multiple charging levels according to the user consumption information and charging information of a second type queuing channel;

and the generating unit is used for generating queuing channel recommendation information based on the target charging level.

In some embodiments, the first sending unit comprises:

and the sending subunit is configured to send the queuing information and the recommendation information to the target client.

In some embodiments, the adding unit comprises:

the second acquisition subunit is used for acquiring the queuing queue of each current candidate game server;

and the second adding subunit is used for simultaneously adding the target client to the queue of each current candidate game server.

In some embodiments, the apparatus further comprises:

a fourth determining unit, configured to determine, if it is detected that a waiting time duration in the queuing information is smaller than a preset waiting time duration, a target game server from the candidate game servers based on the queuing information;

and the connection unit is used for removing the target client from the queue of other candidate game servers and establishing the connection between the target client and the target game server.

Correspondingly, an embodiment of the present application further provides another information processing apparatus, which is applied to a client, and the apparatus includes:

a selection unit configured to determine, when a selection operation of a game server in a game interface is detected, at least two candidate game servers from among a plurality of game servers based on the selection operation;

a second transmission unit configured to transmit a connection request for the candidate game server to the server;

and the display unit is used for receiving queuing information returned by the server aiming at the connection request and displaying the queuing information on the game interface, wherein the queuing information comprises a queuing position and waiting time of the target client side for queuing into the candidate game server.

In some embodiments, the display unit comprises:

a second determining subunit, configured to determine the number of candidate game servers;

the dividing subunit is used for dividing the game interface according to the number of the candidate game servers to obtain display areas of the number of the candidate game servers;

and the display subunit is used for respectively displaying the queuing information of each candidate game server in each display area.

In some embodiments, the apparatus further comprises:

the display unit is used for displaying a specified control in a display area corresponding to the candidate game server if the candidate game server of the specified type exists in the at least two candidate game servers, wherein the specified control is used for triggering to enter a second type queuing channel of the candidate game server;

and the updating unit is used for updating the display content of the display area corresponding to the candidate game server when the operation aiming at the specified control is detected.

Accordingly, embodiments of the present application further provide a computer device, which includes a memory, a processor, and a computer program stored on the memory and executable on the processor, where the processor executes the information processing method provided in any of the embodiments of the present application.

Correspondingly, the embodiment of the application also provides a storage medium, wherein the storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by the processor to execute the information processing method.

According to the scheme, simultaneous queuing is designed according to a plurality of game servers selected by a user, so that the user can queue in the plurality of game servers at the same time, then queuing information of the user in each game server is obtained, and all the queuing information is displayed on a user client interface. Therefore, the user can select a plurality of different game servers to queue, and select the game server with shorter waiting time to enter according to the queuing information, so that the waiting time of the user is saved, and the game experience of the user can be improved.

Drawings

In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.

Fig. 1 is a schematic view of a scenario of an information processing system according to an embodiment of the present application.

Fig. 2 is a schematic flowchart of an information processing method according to an embodiment of the present application.

Fig. 3 is a schematic flowchart of another information processing method according to an embodiment of the present application.

Fig. 4 is a game interface schematic diagram of an information processing method according to an embodiment of the present application.

Fig. 5 is a game interface schematic diagram of an information processing method according to an embodiment of the present application.

Fig. 6 is a game interface schematic diagram of an information processing method according to an embodiment of the present application.

Fig. 7 is a game interface schematic diagram of an information processing method according to an embodiment of the present application.

Fig. 8 is a game interface schematic diagram of an information processing method according to an embodiment of the present application.

Fig. 9 is a game interface schematic diagram of an information processing method according to an embodiment of the present application.

Fig. 10 is a flowchart illustrating another information processing method according to an embodiment of the present application.

Fig. 11 is a block diagram of an information processing apparatus according to an embodiment of the present application.

Fig. 12 is a block diagram of another information processing apparatus according to an embodiment of the present application.

Fig. 13 is a schematic structural diagram of a computer device according to an embodiment of the present application.

Detailed Description

The technical solutions in the embodiments of the present application will be described clearly and completely with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.

The embodiment of the application provides an information processing method, an information processing device, a storage medium and computer equipment. Specifically, the information processing method of the embodiment of the present application may be executed by a computer device, where the computer device may be a terminal or a server or other devices. The terminal may be a terminal device such as a smart phone, a tablet Computer, a notebook Computer, a touch screen, a game machine, a Personal Computer (PC), a Personal Digital Assistant (PDA), and the like, and may further include a client, which may be a game application client, a browser client carrying a game program, or an instant messaging client, and the like. The server may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing basic cloud computing services such as cloud service, a cloud database, cloud computing, a cloud function, cloud storage, network service, cloud communication, middleware service, domain name service, security service, CDN, and a big data and artificial intelligence platform.

For example, when the information processing method is operated on a terminal, the terminal device stores a game application and is used for presenting a virtual scene in a game screen. The terminal device is used for interacting with a user through a graphical user interface, for example, downloading and installing a game application program through the terminal device and running the game application program. The manner in which the terminal device provides the graphical user interface to the user may include a variety of ways, for example, the graphical user interface may be rendered for display on a display screen of the terminal device or presented by holographic projection. For example, the terminal device may include a touch display screen for presenting a graphical user interface including a game screen and receiving operation instructions generated by a user acting on the graphical user interface, and a processor for executing the game, generating the graphical user interface, responding to the operation instructions, and controlling display of the graphical user interface on the touch display screen.

For example, when the information processing method is executed on a server, a cloud game may be used. Cloud gaming refers to a gaming regime based on cloud computing. In the running mode of the cloud game, the running main body of the game application program and the game picture presenting main body are separated, and the storage and the running of the information processing method are finished on the cloud game server. The game screen presentation is performed at a cloud game client, which is mainly used for receiving and sending game data and presenting a game screen, for example, the cloud game client may be a display device with a data transmission function near a user side, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, and the like, but a terminal device for processing game information is a cloud game server at the cloud end. When a game is played, a user operates the cloud game client to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the cloud game client through a network, and finally the data are decoded through the cloud game client and the game pictures are output.

Referring to fig. 1, fig. 1 is a schematic view of a scenario of an information processing system according to an embodiment of the present disclosure. The system may include at least one terminal, at least one server, at least one database, and a network. The terminal held by the user can be connected to servers of different games through a network. A terminal is any device having computing hardware capable of supporting and executing a software product corresponding to a game. In addition, the terminal has one or more multi-touch sensitive screens for sensing and obtaining input of a user through a touch or slide operation performed at a plurality of points of one or more touch display screens.

In addition, when the system includes a plurality of terminals, a plurality of servers, and a plurality of networks, different terminals may be connected to each other through different networks and through different servers. The network may be a wireless network or a wired network, such as a Wireless Local Area Network (WLAN), a Local Area Network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc.

In addition, different terminals 1000 may be connected to other terminals or a server using their own bluetooth network or hotspot network. For example, multiple users may be online through different terminals to connect and synchronize with each other over a suitable network to support multiplayer gaming. Additionally, the system may include a plurality of databases coupled to different servers and in which information relating to the gaming environment may be stored continuously as different users play the multiplayer game online.

The embodiment of the application provides an information processing method, which can be executed by a terminal or a server. The embodiment of the present application is described as an example in which the information processing method is executed by a terminal. The terminal comprises a touch display screen and a processor, wherein the touch display screen is used for presenting a graphical user interface and receiving an operation instruction generated by a user acting on the graphical user interface. When a user operates the graphical user interface through the touch display screen, the graphical user interface can control the local content of the terminal through responding to the received operation instruction, and can also control the content of the opposite-end server through responding to the received operation instruction.

For example, the operation instruction generated by the user acting on the graphical user interface comprises an instruction for starting a game application, and the processor is configured to start the game application after receiving the instruction provided by the user for starting the game application.

Further, the processor is configured to render and draw a graphical user interface associated with the game on the touch display screen. A touch display screen is a multi-touch sensitive screen capable of sensing a touch or slide operation performed at a plurality of points on the screen at the same time. The user uses a finger to perform touch operation on the graphical user interface, and when the graphical user interface detects the touch operation, different virtual objects in the graphical user interface of the game are controlled to perform actions corresponding to the touch operation.

For example, the game may be any one of a leisure game, an action game, a role-playing game, a strategy game, a sports game, a game of chance, and the like. Wherein the game may include a virtual scene of the game drawn on a graphical user interface. Further, one or more virtual objects, such as virtual characters, controlled by the user (or player) may be included in the virtual scene of the game.

Additionally, one or more obstacles, such as railings, ravines, walls, etc., may also be included in the virtual scene of the game to limit movement of the virtual objects, e.g., to limit movement of one or more objects to a particular area within the virtual scene. Optionally, the virtual scene of the game also includes one or more elements, such as skills, points, character health, energy, etc., to provide assistance to the player, provide virtual services, increase points related to player performance, etc.

In addition, the graphical user interface may also present one or more indicators to provide instructional information to the player. For example, a game may include a player-controlled virtual object and one or more other virtual objects (such as an enemy character).

In one embodiment, one or more other virtual objects are controlled by other players of the game. For example, one or more other virtual objects may be computer controlled, such as a robot using Artificial Intelligence (AI) algorithms, to implement a human-machine fight mode. For example, the virtual objects possess various skills or capabilities that the game player uses to achieve the goal.

For example, the virtual object possesses one or more weapons, props, tools, etc. that may be used to eliminate other objects from the game. Such skills or capabilities may be activated by a player of the game using one of a plurality of preset touch operations with a touch display screen of the terminal. The processor may be configured to present a corresponding game screen in response to an operation instruction generated by a touch operation of a user.

It should be noted that the scene schematic diagram of the information processing system shown in fig. 1 is only an example, the image processing system and the scene described in the embodiment of the present application are for more clearly illustrating the technical solution of the embodiment of the present application, and do not form a limitation on the technical solution provided in the embodiment of the present application, and as a person having ordinary skill in the art knows, with the evolution of the information processing system and the occurrence of a new service scene, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.

Based on the above problems, embodiments of the present application provide a first information processing method, apparatus, computer device, and storage medium, which can improve user game experience. The following are detailed below. It should be noted that the following description of the embodiments is not intended to limit the preferred order of the embodiments.

The embodiment of the present application provides an information processing method, which may be executed by a terminal or a server, and is described as an example in which the information processing method is executed by the server.

Referring to fig. 2, fig. 2 is a schematic flowchart illustrating an information processing method according to an embodiment of the present disclosure. The specific flow of the information processing method may be as follows:

101. when a connection request of a target client to a game server is received, at least two candidate game servers are determined from the plurality of game servers in response to the connection request.

The target client refers to a client used for game operation by a current user, and sends a connection request to the server through the operation of the user on the target client.

In the embodiment of the present application, the game server is used for processing game logic, for example, implementing game play and the like. A game may correspond to a plurality of game servers, and a user may enter the game through the game server corresponding to the game. Users at the same game server may engage in game interactions such as chatting, fighting, etc.

Wherein the connection request indicates entry into the game server. The connection request may carry a game server identifier, and a game server is selected from a plurality of game servers according to the game server identifier to obtain a plurality of candidate game servers. The game server identification is used for identifying the game server, and different game servers correspond to different game server identifications.

For example, when a game request is received, the obtaining of the game server identifier carried in the game request may be: the first identifier and the second identifier, and the game server corresponding to the first identifier obtained from the plurality of game servers is: the game server a and the game server corresponding to the second identifier are: the game server b, obtaining the candidate game server, includes: game server a and game server b.

102. The target client is added to the queue of the candidate game server.

Wherein the queue includes clients queued for entry into the candidate game server.

Since the number of clients that the game server supports to enter simultaneously is limited, when the number of clients that enter the game server is greater than the number of clients that the game server supports to enter simultaneously, the clients that exceed the number need to queue up. And obtaining the queue of the game server according to the client terminal which is queued to enter the game server.

In some embodiments, to save waiting time for entry into a game server, the step "add target client to queue of candidate game servers" may include the following operations:

acquiring a queuing queue of each current candidate game server;

the target client is simultaneously added to the queue of each current candidate game server.

For example, the candidate game servers may include: game server a and game server b, wherein the queue of game server a may include: the queue of the game server a can comprise: client D, client E and client F. Then, the target client is added to the queue queues of the game server a and the game server b at the same time, so that the queue of the game server a is: the client A, the client B, the client C and the target client; the queuing queue for game server b is: client D, client E, client F and target client.

In some embodiments, to increase the game profit while speeding up the time that the user enters the game, before the step "add target client to queue of candidate game server", the method may further include:

obtaining candidate game server types;

if the type is the designated type, determining that the queuing channels of the candidate game server comprise a first type queuing channel and a second type queuing channel;

the step "add target client to queue for candidate game server" may include the following operations:

the target client is added to a queuing queue of the first type of queuing channel in the candidate game server.

In the embodiment of the present application, the type of the game server may be set according to the number of players that the game server accommodates, for example, the type of the game server may include: the first type game server can be a hot game server, the second type game server can be a non-hot game server, and the number of players contained in the first type game server is larger than that of the second type game server.

Because the number of the players of the second type game server is large, the user can enter the game by selecting the second type game server and can play the game together with more game players, and therefore the user experience can be improved. Accordingly, there are more users selecting the second type game server, resulting in an increasing number of clients in the queue of the second type game server, and the user will wait longer. Therefore, a queuing channel for quick entry can be set in the second type of game server. I.e. the second queuing channel.

Wherein, the game server of the specified type is also the second type game server, and the second type game server may include: a first type of queuing channel and a second type of queuing channel.

The queuing channel refers to a channel used for queuing clients entering the game server, and the queuing speed of the first type queuing channel can be lower than that of the second type queuing channel.

For example, if the candidate game server is a designated type of game server, the candidate game server includes: a first type of queuing channel and a second type of queuing channel, then the queuing queue to add the target client to the candidate game server may be the first type of queuing channel to add the target client to the candidate game server.

The second type queuing channel is a charging channel, that is, when the user selects the second type queuing channel to enter the candidate game server, a certain fee needs to be paid, that is, the speed of entering the candidate game server is increased through paying.

In some embodiments, to enhance the user gaming experience, after the step of "determining at least two candidate game servers from the plurality of game servers in response to the connection request", the following steps may be further included:

if the candidate game server of the appointed type exists in the at least two candidate game servers, acquiring user consumption information of the target client;

determining a corresponding target charging grade from a plurality of charging grades according to the user consumption information and the charging information of the second type queuing channel;

generating queuing channel recommendation information based on the target charging level;

the step "sending queuing information to the target client" may include the following operations:

and sending the queuing information and the recommendation information to the target client.

Specifically, a second type queuing channel with a plurality of charging levels may be set in the game server of the specified type, where the second type queuing channels with different charging levels correspond to different charging information. The charging information may be a value of the amount to be charged, e.g., 100 dollars, 200 dollars, etc.

For example, the charging levels may include: the first charging level, the second charging level and the third charging level, wherein the charging information of the first charging level may be: the 300-element charging information of the second charging level may be: the charging information of the 200 yuan and the third charging level can be: 100 yuan, etc., the larger the charge rating, the smaller the amount value charged.

The user consumption information is information that the user of the target client consumes in the game, that is, the user of the target client pays in the game in the historical time of playing the game, and the paid fee may be a monetary value, for example, 100 yuan.

The consumption mode of the user in the game can comprise various modes, for example, when the user enters the game server, the user pays a fee to select the second type queuing channel to enter the game, or a recharging operation is carried out in the game to obtain the virtual resource in the game, and the virtual resource can be used for purchasing virtual goods in the game and the like.

Specifically, in the game process, if the user payment operation is detected, the payment operation and the amount value corresponding to the payment operation are recorded.

The obtained user consumption information may be all consumed information of the user in the game, or the user consumption information may be consumption information of the user in the game within a preset time period. For example, the preset time period may be the past week or the like.

In the embodiment of the application, in order to meet the consumption level of the current state of the user, consumption information in the game within a preset time period can be acquired, and then the consumption level of the current user is determined according to the consumption information of the user in the game within the preset time period.

For example, consumption ratings may include: the first consumption grade, the second consumption grade and the like, when the payment cost of the user in the game is higher in the preset time period, the consumption grade can be determined to be the first consumption grade, namely, the current user has sufficient funds; when the payment cost of the user in the game is low within the preset time period, the consumption level can be determined as the second consumption level, namely, the current user fund shortage is represented. The larger the consumption level, the smaller the amount value paid.

For example, when there is a candidate game server of a specified type among the candidate game servers, the user consumption information obtained to the target client may be: 100 yuan, etc.

The corresponding relationship between the user consumption information and the charging information of the second type queuing channel may be preset, for example, the user consumption information may be: a first consumption level, a second consumption level and a third consumption level; the charging level may include: the first charging level, the second charging level and the third charging level may be determined that the first charging level corresponds to the first charging level, the second charging level corresponds to the second charging level, and the third charging level corresponds to the third charging level. Therefore, the second type queuing channel which is suitable for the target charging level of the current user can be obtained according to the current time consumption level of the user.

And the recommendation information is a second type queuing channel of the target charging level.

For example, the user consumption information of the target client may be obtained by: the payment amount is 100, the user consumption information may be determined to be a third consumption level. The candidate game server may be a designated type of game server, and the candidate game server may include: a second-type queuing channel A, a second-type queuing channel B and a second-type queuing channel C.

The charging information of the second-type queuing channel a may be a charging amount value of 300 yuan, the charging information corresponding to the first charging level and the second-type queuing channel B may be a charging amount value of 200 yuan, the charging information corresponding to the second charging level, and the charging information of the second-type queuing channel C may be a charging amount value of 100 yuan, and the charging information corresponding to the third charging level.

Further, according to the corresponding relationship between the charging level and the consumption level, the target charging level can be determined to be a third charging level, and then the second-type queuing channel C can be determined to be a second-type queuing channel suitable for the user.

Further, the second type queuing channel C may be recommended to the user, that is, when the queuing information is sent to the target client, the recommendation information of the second type queuing channel C is sent at the same time. So that the user can quickly select a proper queuing channel, namely the user can meet the current consumption level of the user, and meanwhile, the game requirement of the user can be met.

103. And determining the queuing information of the target client at the candidate game server based on the queuing queue.

In some embodiments, in order to facilitate the user to know the information of the user's own queue at the candidate game server, the step "determining the queue information of the target client at the candidate game server based on the queue" may include the following operations:

determining the queuing position of a target client in a queuing queue;

acquiring the number of clients positioned in front of a queuing position in a queuing queue and the queuing speed of a candidate game server;

calculating the waiting time of the target client according to the number of the clients and the queuing speed;

and obtaining queuing information based on the queuing position and the waiting time.

The queuing position is also the position of the target client in the queuing queue of the candidate client.

For example, the queue of candidate game servers includes: the client a, the client B, the client C, the client D, the target client and the client F may determine that the position of the target client in the queuing queue is: and (5).

The queuing speed indicates the number of clients entering the candidate game server per unit time, for example, the queuing speed may be 15 per minute, that is, the number of clients entering the candidate game server per minute is 15.

For example, in the queue of the candidate game server, the queue position of the target client may be: 76, the number of clients before the target client may be: 75, the queue speed of the candidate game server can be: every minute is 15, then the waiting time of the target client is calculated according to the number of clients and the queuing speed, and may be: for 5 minutes. The queuing information is: queuing position: 75; waiting time length: for 15 minutes.

104. And sending the queuing information to the target client so that the target client displays the queuing information.

After the queuing information of the target client in each candidate client is determined, the queuing information can be sent to the target client, so that the target client can display the queuing information, and a user can conveniently check the queuing information.

In some embodiments, in order to save the time for the user to wait in line, after the step "sending queuing information to the target client", the following steps may be further included:

when a queuing request initiated by a target client aiming at a second type queuing channel in a candidate game server is received, sending a charging request to the target client;

when a payment instruction returned by the target client aiming at the charging request is received, carrying out charging operation on the target client according to the payment instruction and the charging information;

the target client is removed from the queuing queue of the first type of queuing channel and the target client is added to the queuing queue of the second type of queuing channel in the candidate game server.

Wherein the queuing request indicates to enter a queuing channel in the game server for queuing. The charging request carries charging information of the second type queuing channel.

After sending the charging request to the target client, the target client may trigger a payment instruction for the target client to perform the payment of the fee according to the charging information of the charging request.

For example, a queuing request is initiated to a second type queuing channel in the candidate game server through the operation of the target client by the user, the server is triggered to send a charging request to the target client, and after the target client finishes the payment operation, the server carries out the charging operation according to the charging information to finish the current charging request.

After the charging operation is completed, the target client can be removed from the queuing queue of the first type queuing channel, and the target client is added to the queuing queue of the second type queuing channel in the candidate game server, so that the queuing speed of the target client is increased, and the queuing time of the user is reduced.

In some embodiments, in order to avoid wasting the payment fee of the user, after the step "sending queuing information to the target client", the following steps may be further included:

and when the target client is detected to enter the candidate game server through the first type queuing channel of the candidate game server, returning the charged fee to the target client based on the charging information.

Since the payment has already been made when the user selects the second type of queuing channel for queuing at the candidate game server, the end user may select a non-first type of queuing channel to enter the candidate game server, e.g., the first type of queuing channel, which does not require payment. Then, to avoid user loss, upon detecting that the target client entered the candidate game server through the first type of queuing channel of the candidate game server, the previously charged fee may be returned to the user, i.e., to the target client.

In some embodiments, after the step "sending queuing information to target client", in order to make user enter game quickly, the following steps can be further included:

if the waiting time in the queuing information is detected to be less than the preset waiting time, determining a target game server from the candidate game servers based on the queuing information;

and removing the target client from the queuing queues of other candidate game servers, and establishing the connection between the target client and the target game server.

When the target client side is in the process of queuing in a plurality of candidate game servers at the same time, when the end of the waiting time of the target client side in a certain candidate game server is detected, namely the waiting time is 0, the target client side enters the candidate game server, and the queuing of the target client side in other candidate game servers is cancelled.

Further, in order to accelerate the time for the client to enter the candidate game server in the queue of the other candidate game servers, a preset waiting time may be set, and the preset waiting time may be a shorter waiting time, for example, one minute.

When the target client is in the queue of the candidate clients, the waiting time of the target client in the queue of different candidate game servers is different, and then when the waiting time of the target client in the queue of one candidate game server is less than the preset waiting time, the target client can be determined to enter through the candidate game server, the queuing position of the target client in the queue of other candidate game servers can be cancelled, and the waiting time of other clients behind the queuing position of the target client is reduced.

For example, the candidate game servers include: the preset waiting time duration of the game server a and the game server b can be: 1 minute, when it is detected that the waiting time of the current target client at game server a is 59 seconds and the waiting time at game server b is 5 minutes, it may be determined that the target game server is: game server a, then removes the target client from the queue of game server b, and establishes the connection between the target client and the target game server.

The embodiment of the application discloses an information processing method, which comprises the following steps: determining at least two candidate game servers from the plurality of game servers in response to a connection request when receiving a connection request of a target client for the game server; adding the target client to a queue of the candidate game server; determining queuing information of the target client at the candidate game server based on the queuing queue; and sending the queuing information to the target client so that the target client displays the queuing information. Thus, the user game experience can be improved.

Based on the above description, the information processing method of the present application will be further described below by way of example. Referring to fig. 3, fig. 3 is a schematic flow chart of another information processing method according to an embodiment of the present application, and taking the application of the information processing method to a client as an example, a specific flow may be as follows:

201. when a selection operation of a game server in the game interface is detected, at least two candidate game servers are determined from the plurality of game servers based on the selection operation.

Wherein the selection operation may be triggered by the user. The candidate game server is also referred to as the game server selected by the user.

For example, please refer to fig. 4, fig. 4 is a game interface schematic diagram of an information processing method according to an embodiment of the present application. In the game interface shown in fig. 4, which includes a list of game service areas, each game server may include one or more game servers. The game service area includes: service area a, service area B, service area C, and service area D. The user may click on service area a, may determine that service area a is selected, and may then display, on the right side of the game interface, the game servers that service area a includes: game server a1, game server a2, game server a3, game server a4, game server a5, game server a6, game server a6, game server a7, and game server a 8. Further, the user may click the game server a3, determine to select the game server a3, and generate a queuing control, that is, a queuing control at the lower right corner of the game interface, according to the game server selected by the user, where the queuing control displays the game servers that need to be queued, for example, when the user selects the game server a3, the queuing control displays "queuing a 3".

In some embodiments, the user may select different game servers of the same service area. For example, referring to fig. 5, fig. 5 is a schematic view of a game interface of another information processing method according to an embodiment of the present application. In the game interface shown in fig. 5, when the user selects the game server a3 and the game server a6, the "simultaneous queuing a3+ a 6" is displayed on the queuing control. The candidate game servers are: game server a3 and game server a 6.

In some embodiments, the user may select different game servers of different game service areas. For example, please refer to fig. 6, and fig. 6 is a schematic view of a game interface of another information processing method according to an embodiment of the present application. In the game interface shown in fig. 6, the user selects game server a3 in service area a and then selects game server C3 in service area C, and then "queue a3+ C3 at the same time" is displayed on the queue control. The candidate game servers are: game server a3 and game server c 3.

202. A connection request for the candidate game server is sent to the server.

Further, the user may operate a queuing control of the game interface, and the connection request to the candidate game server may be triggered by the user operating the queuing control.

Wherein the connection request is for entry into the candidate game server.

For example, the candidate game servers are: game server a3 and game server c3, then send connection requests to the servers for game server a3 and game server c 3.

203. And receiving queuing information returned by the server for the connection request, and displaying the queuing information on the game interface.

The queuing information includes a queuing position and a waiting time for the target client to queue into the candidate game server, and specifically, the queuing position and the waiting time can be obtained by referring to the above embodiments, which are not described herein in detail.

When the queuing information returned by the server is received, the queuing information can be displayed on a game interface so as to be convenient for a user to view.

In some embodiments, in order to facilitate the user to view the queuing information in different candidate game servers, the step "show the queuing information at the game interface" may include the following flow:

determining the number of candidate game servers;

dividing the game interface according to the number of the candidate game servers to obtain display areas of the number of the candidate game servers;

the queuing information of each candidate game server is respectively shown in each display area.

Specifically, the display areas of the game number are divided on the game interface according to the number of the candidate game servers, the areas of the display areas can be the same, and further, in order to distinguish queuing information in different candidate game servers, the display areas corresponding to different candidate game servers can be set to be different colors, so that a user can conveniently view the display areas.

For example, please refer to fig. 7, and fig. 7 is a schematic view of a game interface of another information processing method according to an embodiment of the present application. In the game interface shown in fig. 7, there are included: a first display area and a second display area. Wherein, the first exhibition area shows queuing information in the game server a3, which is "you row at 3166, predicted waiting time 2136 minutes"; the first show area shows the queue information in game server a6, for "you line at 218, expected wait time 368 minutes" and the return suit control, which can trigger the display of the game service area and the game server. So that the user reselects the game server.

In some embodiments, to enhance the user gaming experience, the method may further comprise the steps of:

if the candidate game server of the specified type exists in the at least two candidate game servers, displaying a specified control in a display area corresponding to the candidate game server;

and when the operation aiming at the specified control is detected, updating the display content of the display area corresponding to the candidate game server.

Wherein the designated control is used for triggering the second type queuing channel entering the candidate game server.

For example, please refer to fig. 8, fig. 8 is a schematic view of a game interface of another information processing method according to an embodiment of the present application. If the game server a3 can be a candidate game server of a designated type, a designated control is displayed in the display area corresponding to the game server a3, and the content displayed on the designated control is "enter green channel", which is also a second type queuing channel. The user may operate the designated control to select the green channel of game server a 3.

Further, the target client may be queued in a second type of queuing channel of the candidate game server upon detecting user operation of the designated control. Due to the fact that the queuing channel changes, correspondingly, the queuing information of the target client in the candidate game server changes, the queuing information of the target client in the second type queuing channel of the candidate game server can be obtained, and then the queuing information is displayed in the display area corresponding to the candidate game server.

For example, please refer to fig. 9, and fig. 9 is a schematic view of a game interface of another information processing method according to an embodiment of the present application. The game server a3 may be a designated type of game server, and when the user selects the green channel of the game server a3, the queue information of the game server a3 corresponding to the presentation area is updated to "you row at 257 bits, predicted wait time 76 minutes". The game server a6 may be a non-designated type of game server, whereby a user selects a different type of game server, may look at queuing information in the different types of game servers, and then make a comparison to select a satisfactory game server for entry, thereby satisfying various needs of the user to queue entry to the game server.

The embodiment of the application discloses an information processing method, which comprises the following steps: when a selection operation of a game server in the game interface is detected, determining at least two candidate game servers from the plurality of game servers based on the selection operation; sending a connection request for the candidate game server to the server; and receiving queuing information returned by the server for the connection request, and displaying the queuing information on the game interface. Thus, the user game experience can be improved.

Referring to fig. 10, fig. 10 is a schematic flowchart illustrating another information processing method according to an embodiment of the present disclosure. Taking the interaction between a server and a client as an example, an information processing method is provided, which is applied to a queuing scene in a game, and the specific flow is as follows:

301. the client determines a plurality of candidate game servers according to the selection operation of the user on the game interface.

In the embodiment of the application, a user can enter a specified game through a client, and after entering the game, a game playing method of the specified game can be executed. The client can be a computer, the user can play games through the computer, the designated games can be multi-player online network games, and the client can be provided with application programs of the designated games.

When it is detected that the user opens the specified game, the game interface is displayed, and at this time, the game interface may select a page for the game server. All game servers for a given game may be exposed in the game server selection page. The user may perform a selection operation on a game server in the game server selection page.

For example, a game server selection page may be exposed with: game server a, game server b, game server c, game server d, etc. through the selection operation of the game server a and the game server b by the user, the candidate game server can be determined as: game server a and game server b.

302. The client sends a game entry request to the server for the candidate game server.

After the user selects a game server to be entered, the client may send a game entry request to the server based on the candidate game server selected by the user. The game entering request carries the identification of the candidate game server, so that the server can determine the candidate game server from the game servers of the specified game according to the identification.

For example, the candidate game servers include: game server a and game server b, wherein the identifier of game server a may be "AAA" and the identifier of game server b may be "BBB", and then the server may determine game server a and game server b from the plurality of game servers for the specified game based on the identifiers "AAA" and "BBB".

303. The server responds to the game entering request and adds the client to the queue of the candidate game server respectively.

After determining the candidate game servers, the server may join the clients to the queue of the candidate game servers, respectively.

For example, the client is added to the queue of game server a, while the client is added to the queue of game server b.

In the embodiment of the present application, the game servers that need to queue for entry may be divided into: a hit game server and a second hit game server. The number of players of the hot game server is more than that of the non-hot game server, and a plurality of advantages can be brought on the basis that: for example, the players can find the teammates in the hot game server more easily, and for the game design party, the hot game server can better withstand the negative effects caused by the loss of the players, and the like.

Thus, players in principle would prefer to queue up to the hit game server, which is therefore of higher value in the players' minds; and for the second hit game server, the player's entry will be lower than for the hit game server. If the entry into the game server is regarded as a product, the entry into the hot game server is a high-quality product, the entry into the non-hot game server is a low-quality product, and the essential difference of the products is a vertical product difference.

Further, when pricing same series of vertically differentiated products, pricing of high quality products, namely green channel pricing of hit game servers, pricing of low quality products (queuing of hit game servers) is low or no pricing.

A third combination product is provided in addition to high quality products (hit game server green channel) and low quality products (hit game server queue) -it is possible to obtain high quality products and also low quality products. Players can queue both hot game servers and non-hot game servers by paying for the green channel, i.e., both high quality products and low quality products are possible.

The game server a may be a hot game server, and the game server b may be a non-hot game server. The green channel can be arranged in the hot game server, the queuing speed of the green channel is higher, and the user selects the green channel to enter the game server and pays corresponding fees.

In the embodiment of the application, the players need to spend time queuing when queuing, and the time cost is realized; if money is spent purchasing the green channel, this constitutes a monetary cost. Whether a player would like to buy a green channel depends on his monetary cost being less than the time cost, i.e., he would like to spend money for a shorter time than what he would spend in line. The money cost of the player for purchasing the green channel is determined, but the time cost of queuing for a long time after the player purchases the green channel and the queuing cost of the game server which is hot in the queue are not determined, at the moment, the player cannot distinguish whether the money cost spent by the player is less than the time cost of queuing for purchasing the green channel, most of the players choose not to buy the green channel, and the game designer may lose the player. But in practice this segment of players is not all absolutely reluctant to buy green channels.

Based on the scheme, the user can select a plurality of game servers to queue.

304. The server generates queuing information of the client side on the candidate game server according to the queuing of the candidate game server.

Specifically, after the client is added into the queue of the candidate game server by the server, the time required by the user to wait can be estimated according to the queuing position of the client in the queue of the candidate game server and the queuing speed of the candidate game server, and queuing information is obtained based on the queuing position and the waiting time. Since the number of the candidate game servers can be multiple, the queuing information of the client at each candidate game server can be obtained.

305. The server sends queuing information to the client.

After the server budgets the queuing information of the client in the candidate game server, the queuing information can be sent to the client.

306. And after receiving the queuing information, the client displays the queuing information on the game interface.

When the client receives the queuing information sent by the server, the queuing information can be displayed on a game interface of the specified game.

If the candidate game server comprises the hot game server, a green channel control is generated in a display area corresponding to the hot game server, and a user can trigger the client to send a queuing request aiming at the green channel of the hot game server to the server through the operation of the green channel control.

After the user selects the green channel to enter the hot game server, the queuing information entering the hot game server through the green channel is displayed on the game interface, so that the queuing information of the client on the green channel of the hot game server and the queuing information of the client on the next hot game server can be displayed on the game interface at the same time.

Therefore, by attracting players who also play between the queuing cost (time cost) and the green channel cost (payment cost) to pay for the green channel, the income of purchasing the green channel by the part of the players can be brought to the game party, and further, through data collection and analysis of whether the players select to queue simultaneously and finally select the target game server to enter after selecting to queue simultaneously, the measures of the players on the queuing cost (time cost) and the green channel cost (payment cost) can be distinguished, so that different player groups are divided, and personalized recommendation is carried out.

Further, whether a player purchases a green channel depends on the player's measures of both monetary cost (spent purchasing a green channel) and time cost (spent queuing), which are perceived differently by different players. By collecting data of the player's purchase and selection of the server, we can build models of the different players for both measures. That is, what players are willing to pay for high quality products and what players are more price sensitive. Adding data at the player end for later personalized recommendation.

The scheme determines a plurality of candidate game servers through the client according to the selection operation of a user on a game interface, and sends game entry requests aiming at the candidate game servers to the servers; the server responds to the game entering request to add the client into the queue of the candidate game server respectively, generates the queue information of the client in the candidate game server according to the queue of the candidate game server, and sends the queue information to the client; and after receiving the queuing information, the client displays the queuing information on the game interface. Therefore, the user experience is improved.

In order to better implement the information processing method provided by the embodiments of the present application, the embodiments of the present application further provide an information processing apparatus based on the information processing method. The terms are the same as those in the above-described information processing method, and details of implementation may refer to the description in the method embodiment.

Referring to fig. 11, fig. 11 is a block diagram of an information processing apparatus according to an embodiment of the present application, applied to a server, the apparatus including:

a first receiving unit 401 configured to, when receiving a connection request of a target client to a game server, determine at least two candidate game servers from among a plurality of game servers in response to the connection request;

an adding unit 402, configured to add the target client to a queue of the candidate game server, where the queue includes clients queued to enter the candidate game server;

a first determining unit 403, configured to determine queuing information of the target client at the candidate game server based on the queuing queue;

a first sending unit 404, configured to send the queuing information to the target client, so that the target client displays the queuing information.

In some embodiments, the first determining unit 403 may include:

the first determining subunit is used for determining the queuing position of the target client in the queuing queue;

a first obtaining subunit, configured to obtain the number of clients located before the queuing position in the queuing queue and a queuing speed of the candidate game server, where the queuing speed indicates the number of clients entering the candidate game server in unit time;

the calculating subunit is used for calculating the waiting time of the target client according to the number of the clients and the queuing speed;

and the second first determining unit is used for obtaining the queuing information based on the queuing position and the waiting time.

In some embodiments, the apparatus may further comprise:

a first acquisition unit configured to acquire a candidate game server type;

and the second determining unit is used for determining that the queuing channels of the candidate game servers comprise a first type queuing channel and a second type queuing channel if the type of the candidate game server is the designated type, wherein the queuing channels are used for entering clients of the game servers to queue, and the queuing speed of the first type queuing channel is smaller than that of the second type queuing channel.

In some embodiments, the adding unit 402 may include:

a first adding subunit, configured to add the target client to a queuing queue of the first type queuing channel in the candidate game server.

In some embodiments, the apparatus may further comprise:

the second receiving unit is used for sending a charging request to the target client when receiving a queuing request initiated by the target client aiming at a second type queuing channel in the candidate game server, wherein the charging request carries charging information of the second type queuing channel;

a third receiving unit, configured to, when receiving a payment instruction returned by the target client for the charging request, perform charging operation on the target client according to the payment instruction and the charging information;

and the operation unit is used for removing the target client from the queuing queue of the first type queuing channel and adding the target client to the queuing queue of the second type queuing channel in the candidate game server.

In some embodiments, the apparatus may further comprise:

and the detection unit is used for returning the charged fee to the target client side based on the charging information when the target client side is detected to enter the candidate game server through the first type queuing channel of the candidate game server.

In some embodiments, the apparatus may further comprise:

the second acquisition unit is used for acquiring the user consumption information of the target client if the candidate game server of the specified type exists in the at least two candidate game servers, wherein the user consumption information is information consumed by the user in the game;

a third determining unit, configured to determine a corresponding target charging level from the multiple charging levels according to the user consumption information and charging information of a second type queuing channel;

and the generating unit is used for generating queuing channel recommendation information based on the target charging level.

In some embodiments, the first sending unit 404 may include:

and the sending subunit is configured to send the queuing information and the recommendation information to the target client.

In some embodiments, the adding unit 402 may include:

the second acquisition subunit is used for acquiring the queuing queue of each current candidate game server;

and the second adding subunit is used for simultaneously adding the target client to the queue of each current candidate game server.

In some embodiments, the apparatus may further comprise:

a fourth determining unit, configured to determine, if it is detected that a waiting time duration in the queuing information is smaller than a preset waiting time duration, a target game server from the candidate game servers based on the queuing information;

and the connection unit is used for removing the target client from the queue of other candidate game servers and establishing the connection between the target client and the target game server.

The embodiment of the application discloses an information processing device, which comprises a first receiving unit 401, a first display unit and a second receiving unit, wherein when a connection request of a target client to a game server is received, at least two candidate game servers are determined from a plurality of game servers in response to the connection request; an adding unit 402 adds the target client to a queue of the candidate game server, the queue including clients queued for entry into the candidate game server; the first determining unit 403 determines queuing information of the target client at the candidate game server based on the queuing queue; the first sending unit 404 sends the queuing information to the target client, so that the target client displays the queuing information. Thus, the user game experience can be improved.

Referring to fig. 12, fig. 12 is a block diagram of another information processing apparatus according to an embodiment of the present application, applied to a client, the apparatus including:

a selection unit 501 configured to, when a selection operation for a game server in a game interface is detected, determine at least two candidate game servers from among a plurality of game servers based on the selection operation;

a second transmitting unit 502 for transmitting a connection request for the candidate game server to the server;

a display unit 503, configured to receive queuing information returned by the server for the connection request, and display the queuing information on the game interface, where the queuing information includes a queuing position and a waiting time for the target client to queue into the candidate game server.

In some embodiments, presentation unit 503 may include:

a second determining subunit, configured to determine the number of candidate game servers;

the dividing subunit is used for dividing the game interface according to the number of the candidate game servers to obtain display areas of the number of the candidate game servers;

and the display subunit is used for respectively displaying the queuing information of each candidate game server in each display area.

In some embodiments, the apparatus may further comprise:

the display unit is used for displaying a specified control in a display area corresponding to the candidate game server if the candidate game server of the specified type exists in the at least two candidate game servers, wherein the specified control is used for triggering to enter a second type queuing channel of the candidate game server;

and the updating unit is used for updating the display content of the display area corresponding to the candidate game server when the operation aiming at the specified control is detected.

The embodiment of the application discloses an information processing device, wherein when a selection operation of a game server in a game interface is detected through a selection unit 501, at least two candidate game servers are determined from a plurality of game servers based on the selection operation; a second transmitting unit 502 for transmitting a connection request for the candidate game server to the server; the display unit 503 receives the queue information returned by the server for the connection request, and displays the queue information on the game interface, where the queue information includes a queue position and a waiting time for the target client to queue into the candidate game server. Thus, the user game experience can be improved.

Correspondingly, the embodiment of the application also provides a computer device, and the computer device can be a terminal. As shown in fig. 13, fig. 13 is a schematic structural diagram of a computer device according to an embodiment of the present application. The computer apparatus 600 includes a processor 601 having one or more processing cores, a memory 602 having one or more computer-readable storage media, and a computer program stored on the memory 602 and executable on the processor. The processor 601 is electrically connected to the memory 602. Those skilled in the art will appreciate that the computer device configurations illustrated in the figures are not meant to be limiting of computer devices and may include more or fewer components than those illustrated, or some components may be combined, or a different arrangement of components.

The processor 601 is a control center of the computer apparatus 600, connects various parts of the entire computer apparatus 600 using various interfaces and lines, performs various functions of the computer apparatus 600 and processes data by running or loading software programs and/or modules stored in the memory 602, and calling data stored in the memory 602, thereby monitoring the computer apparatus 600 as a whole.

In the embodiment of the present application, the processor 601 in the computer device 600 loads instructions corresponding to processes of one or more applications into the memory 602, and the processor 601 executes the applications stored in the memory 602 according to the following steps, so as to implement various functions:

determining at least two candidate game servers from the plurality of game servers in response to a connection request when receiving a connection request of a target client for the game server; adding the target client to a queuing queue of the candidate game server, wherein the queuing queue comprises the clients queued to enter the candidate game server; determining queuing information of the target client at the candidate game server based on the queuing queue; and sending the queuing information to the target client so that the target client displays the queuing information.

Alternatively, the first and second electrodes may be,

when a selection operation of a game server in the game interface is detected, determining at least two candidate game servers from the plurality of game servers based on the selection operation; sending a connection request for the candidate game server to the server; and receiving queuing information returned by the server aiming at the connection request, and displaying the queuing information on the game interface, wherein the queuing information comprises a queuing position and waiting time of the target client side for queuing into the candidate game server.

The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.

Optionally, as shown in fig. 13, the computer device 600 further includes: a touch display screen 603, a radio frequency circuit 604, an audio circuit 605, an input unit 606, and a power supply 607. The processor 601 is electrically connected to the touch display screen 603, the radio frequency circuit 604, the audio circuit 605, the input unit 606, and the power supply 607. Those skilled in the art will appreciate that the computer device configuration illustrated in FIG. 13 does not constitute a limitation of computer devices, and may include more or fewer components than those illustrated, or some components may be combined, or a different arrangement of components.

The touch display screen 603 can be used for displaying a graphical user interface and receiving operation instructions generated by a user acting on the graphical user interface. The touch display screen 603 may include a display panel and a touch panel. The display panel may be used, among other things, to display information entered by or provided to a user and various graphical user interfaces of the computer device, which may be made up of graphics, text, icons, video, and any combination thereof. Alternatively, the Display panel may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations of a user on or near the touch panel (for example, operations of the user on or near the touch panel using any suitable object or accessory such as a finger, a stylus pen, and the like), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch direction of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch sensing device, converts the touch information into touch point coordinates, sends the touch point coordinates to the processor 601, and can receive and execute commands sent by the processor 601. The touch panel may overlay the display panel, and when the touch panel detects a touch operation thereon or nearby, the touch panel transmits the touch operation to the processor 601 to determine the type of the touch event, and then the processor 601 provides a corresponding visual output on the display panel according to the type of the touch event. In the embodiment of the present application, the touch panel and the display panel may be integrated into the touch display screen 603 to implement input and output functions. However, in some embodiments, the touch panel and the touch panel can be implemented as two separate components to perform the input and output functions. That is, the touch display screen 603 can also be used as a part of the input unit 606 to implement an input function.

The rf circuit 604 may be used for transceiving rf signals to establish wireless communication with a network device or other computer device via wireless communication, and for transceiving signals with the network device or other computer device.

The audio circuit 605 may be used to provide an audio interface between the user and the computer device through speakers, microphones. The audio circuit 605 may transmit the electrical signal converted from the received audio data to a speaker, and convert the electrical signal into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 605 and converted into audio data, which is then processed by the audio data output processor 601, and then transmitted to, for example, another computer device via the radio frequency circuit 604, or output to the memory 602 for further processing. The audio circuit 605 may also include an earbud jack to provide communication of peripheral headphones with the computer device.

The input unit 606 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

The power supply 607 is used to power the various components of the computer device 600. Optionally, the power supply 607 may be logically connected to the processor 601 through a power management system, so as to implement functions of managing charging, discharging, and power consumption management through the power management system. The power supply 607 may also include any component including one or more dc or ac power sources, recharging systems, power failure detection circuitry, power converters or inverters, power status indicators, and the like.

Although not shown in fig. 13, the computer device 600 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, etc., which are not described in detail herein.

In the foregoing embodiments, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.

As can be seen from the above, the computer device provided in the present embodiment, when receiving a connection request of a target client to a game server, determines at least two candidate game servers from among a plurality of game servers in response to the connection request; adding the target client to a queuing queue of the candidate game server, wherein the queuing queue comprises the clients queued to enter the candidate game server; determining queuing information of the target client at the candidate game server based on the queuing queue; and sending the queuing information to the target client so that the target client displays the queuing information.

Alternatively, the first and second electrodes may be,

when a selection operation of a game server in the game interface is detected, determining at least two candidate game servers from the plurality of game servers based on the selection operation; sending a connection request for the candidate game server to the server; and receiving queuing information returned by the server aiming at the connection request, and displaying the queuing information on the game interface, wherein the queuing information comprises a queuing position and waiting time of the target client side for queuing into the candidate game server.

It will be understood by those skilled in the art that all or part of the steps of the methods of the above embodiments may be performed by instructions or by associated hardware controlled by the instructions, which may be stored in a computer readable storage medium and loaded and executed by a processor.

To this end, embodiments of the present application provide a computer-readable storage medium, in which a plurality of computer programs are stored, and the computer programs can be loaded by a processor to execute the steps in any one of the information processing methods provided by the embodiments of the present application. For example, the computer program may perform the steps of:

determining at least two candidate game servers from the plurality of game servers in response to a connection request when receiving a connection request of a target client for the game server;

adding the target client to a queuing queue of the candidate game server, wherein the queuing queue comprises the clients queued to enter the candidate game server;

determining queuing information of the target client at the candidate game server based on the queuing queue;

and sending the queuing information to the target client so that the target client displays the queuing information.

Alternatively, the first and second electrodes may be,

when a selection operation of a game server in the game interface is detected, determining at least two candidate game servers from the plurality of game servers based on the selection operation;

sending a connection request for the candidate game server to the server;

and receiving queuing information returned by the server aiming at the connection request, and displaying the queuing information on the game interface, wherein the queuing information comprises a queuing position and waiting time of the target client side for queuing into the candidate game server.

The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.

Wherein the storage medium may include: read Only Memory (ROM), Random Access Memory (RAM), magnetic or optical disks, and the like.

Since the computer program stored in the storage medium can execute the steps in any information processing method provided in the embodiments of the present application, the beneficial effects that can be achieved by any information processing method provided in the embodiments of the present application can be achieved, and detailed descriptions are omitted here for the foregoing embodiments.

The foregoing detailed description has provided an information processing method, an information processing apparatus, a storage medium, and a computer device according to embodiments of the present application, and specific examples have been applied in the present application to explain the principles and implementations of the present application, and the descriptions of the foregoing embodiments are only used to help understand the method and the core ideas of the present application; meanwhile, for those skilled in the art, according to the idea of the present application, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present application.

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