Method, device and equipment for switching game account in live broadcast and storage medium

CN115400433BActive Publication Date: 2026-09-22TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202110576085.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-05-26
Publication Date
2026-09-22
Estimated Expiration
2041-05-26

AI Technical Summary

Technical Problem

因此,主播在直播中切换游戏帐号会影响直播的正常进行

Benefits of technology

[0034]另一方面,本申请实施例提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述可选实现方式中提供的直播中切换游戏帐号的方法。

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a method and device for switching a game account in live broadcast, equipment and a storage medium, and is applied to the technical field of Internet. The method comprises the following steps: a game client displays a first game picture for game live broadcast by using a first game account, the game live broadcast is displayed in a first live broadcast room in an anchor client, and the first game account is a game account logged in the game client; in response to triggering a game account switching process of the anchor client, the anchor client displays that the first live broadcast room enters a waiting state; and in response to successful game account switching, the game client displays a second game picture for game live broadcast by using a second game account, the game live broadcast is performed in the first live broadcast room of the anchor client, and the second game account is a game account logged in the game client after the game account is switched. The method can switch the game account without cutting off the live broadcast.
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Description

Technical Field

[0001] This application relates to the field of Internet technology, and in particular to a method, apparatus, device, and storage medium for switching game accounts during live streaming. Background Technology

[0002] With the development of network technology and the internet, live streaming has seen increasing growth and application. Game streaming, in particular, is attracting more and more viewers who watch game streams and receive gameplay experiences shared by the streamers.

[0003] In related technologies, the live streaming server binds the streamer's live streaming account to their game account. When the streamer broadcasts a game using their live streaming account, the live streaming server retrieves the game data (data stream) from the game server, generates the live stream based on the game data, and sends the live stream to the viewer's device for playback. When the streamer logs out of the game account, the live streaming server can no longer retrieve the game account's data stream from the game server, and the live stream stops.

[0004] In related technologies, when a streamer switches game accounts, the live stream stops. The streamer needs to recreate the live stream room and start a new stream after switching accounts, and viewers also need to re-enter the new live stream room. Therefore, switching game accounts during a live stream can disrupt its normal operation. Summary of the Invention

[0005] This application provides a method, apparatus, device, and storage medium for switching game accounts during live streaming, enabling account switching without interrupting the live stream. The technical solution is as follows:

[0006] According to one aspect of this application, a method for switching game accounts during live streaming is provided, applied to a broadcaster terminal, wherein a game client and a broadcaster client are running on the broadcaster terminal, the method comprising:

[0007] The game client displays the first game screen using the first game account for live game streaming, and the live game stream is displayed in the first live room in the streamer client. The first game account is the game account logged in in the game client.

[0008] In response to triggering the game account switching process on the streamer client, the streamer client displays that the first live broadcast room has entered a waiting state;

[0009] In response to the successful switching of the game account, the game client displays a second game screen using the second game account for live streaming. The live streaming takes place in the first live streaming room of the streamer client, and the second game account is the game account logged in in the game client after the game account is switched.

[0010] According to another aspect of this application, a method for switching game accounts during live streaming is provided, applied to a live streaming server, the method comprising:

[0011] The first live stream screen of the game is obtained by the first game account. The first live stream screen is generated based on the first game data of the first game account obtained from the game server. The first game account is the game account logged in in the game client of the broadcaster terminal. The broadcaster terminal runs the game client and the broadcaster client.

[0012] In response to the switching of game accounts in the first live streaming room, it is determined that the first live streaming room has entered a waiting state;

[0013] In response to a successful game account switch, a second live stream of the game is obtained using the second game account. The second live stream is generated based on the second game data of the second game account obtained from the game server. The second game account is the game account logged in in the game client after the streamer terminal switches game accounts.

[0014] According to another aspect of this application, a method for switching game accounts during a live stream is provided, applied to a viewer terminal, the viewer terminal running a viewer client, the method comprising:

[0015] The first live stream screen, showing the game stream using the first game account, is displayed in the first live stream room.

[0016] In response to the switching of game accounts in the first live streaming room, a waiting screen is displayed indicating that the first live streaming room has entered a waiting state. The waiting state is used to wait for the live streaming account in the first live streaming room to switch game accounts. The real-time game screen of the game live streaming is not displayed on the waiting screen.

[0017] In response to the successful switching of the game account, a second live broadcast screen using the second game account to broadcast the game is displayed in the first live broadcast room;

[0018] The game live stream is conducted by the live stream server obtaining game data of the game account from the game server, generating game footage based on the game data, and then playing it.

[0019] According to another aspect of this application, an apparatus for switching game accounts during live streaming is provided, the apparatus comprising:

[0020] The game module is used to display the first game screen of the game live stream using the first game account. The game live stream is displayed in the first live stream room in the streamer client. The first game account is the game account logged in in the game client.

[0021] The streamer module is used to respond to the game account switching process triggered by the streamer client and display that the first live room has entered a waiting state;

[0022] The game module is used to display a second game screen using the second game account for live streaming of the game in response to the successful switching of the game account. The second game account is the game account logged in in the game client after the game account is switched.

[0023] According to another aspect of this application, an apparatus for switching game accounts during live streaming is provided, the apparatus comprising:

[0024] The live streaming module is used to acquire the first live streaming screen of the first game account. The first live streaming screen is generated based on the first game data of the first game account obtained from the game server. The game live streaming is conducted in the first live streaming room. The first game account is the game account logged in on the game client of the broadcaster terminal. The broadcaster terminal runs the game client and the broadcaster client.

[0025] The waiting module is used to determine that the first live stream room has entered a waiting state in response to the switching of game accounts in the first live stream room.

[0026] The live streaming module is used to respond to a successful game account switch by acquiring a second live streaming screen of the second game account performing the game live streaming. The second live streaming screen is generated based on the second game data of the second game account obtained from the game server. The second game account is the game account logged in in the game client after the streamer terminal switches game accounts.

[0027] According to another aspect of this application, an apparatus for switching game accounts during live streaming is provided, the apparatus comprising:

[0028] The display module is used to display the first live stream screen of the game being streamed using the first game account in the first live stream room;

[0029] The display module is used to respond to the switching of game accounts in the first live room by displaying a waiting screen indicating that the first live room has entered a waiting state. The waiting state is used to wait for the live account in the first live room to switch game accounts. The real-time game screen of the game live stream is not displayed on the waiting screen.

[0030] The display module is used to display a second live stream screen in the first live stream room in response to a successful game account switch;

[0031] The game live stream is conducted by the live stream server obtaining game data of the game account from the game server, generating game footage based on the game data, and then playing it.

[0032] According to another aspect of this application, a computer device is provided, the computer device comprising: a processor and a memory, the memory storing at least one instruction, at least one program, a code set or an instruction set, wherein the at least one instruction, the at least one program, the code set or instruction set is loaded and executed by the processor to implement the method of switching game accounts during live streaming as described above.

[0033] According to another aspect of this application, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, code set, or instruction set is stored therein, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the method for switching game accounts during live streaming as described above.

[0034] On the other hand, embodiments of this application provide a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the method for switching game accounts during live streaming provided in the optional implementation described above.

[0035] The beneficial effects of the technical solutions provided in this application include at least the following:

[0036] When a streamer in the primary live stream room needs to switch game accounts, the primary live stream room is set to a waiting state. This ensures that even when the streamer logs out of their game account, the live stream room remains open, waiting for the streamer to continue streaming with the new game account. By allowing the live stream server to temporarily hold the primary live stream room instead of directly closing it when it cannot retrieve the game data, the streamer can switch to a new game account and continue streaming in the primary live stream room during this temporary period. This avoids the old live stream room automatically closing due to the streamer switching game accounts, eliminating the need for the streamer to create a new live stream room with the new game account, and also eliminating the need for viewers to re-enter a new live stream room. This improves live stream continuity, simplifies the process for streamers switching between different game accounts, and increases live stream efficiency. Attached Figure Description

[0037] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0038] Figure 1 This is a block diagram of an implementation environment provided by an exemplary embodiment of this application;

[0039] Figure 2 This is a flowchart of a method for switching game accounts during live streaming provided in another exemplary embodiment of this application;

[0040] Figure 3 This is a schematic diagram of the interface for a method of switching game accounts during live streaming provided in another exemplary embodiment of this application;

[0041] Figure 4 This is a flowchart of a method for switching game accounts during live streaming provided in another exemplary embodiment of this application;

[0042] Figure 5 This is a flowchart of a method for switching game accounts during live streaming provided in another exemplary embodiment of this application;

[0043] Figure 6 This is a schematic diagram of the interface for a method of switching game accounts during live streaming provided in another exemplary embodiment of this application;

[0044] Figure 7 This is a schematic diagram of the interface for a method of switching game accounts during live streaming provided in another exemplary embodiment of this application;

[0045] Figure 8 This is a schematic diagram of the interface for a method of switching game accounts during live streaming provided in another exemplary embodiment of this application;

[0046] Figure 9 This is a schematic diagram of the interface for a method of switching game accounts during live streaming provided in another exemplary embodiment of this application;

[0047] Figure 10 This is a schematic diagram of the interface for a method of switching game accounts during live streaming provided in another exemplary embodiment of this application;

[0048] Figure 11 This is a schematic diagram of the interface for a method of switching game accounts during live streaming provided in another exemplary embodiment of this application;

[0049] Figure 12 This is a schematic diagram of the interface for a method of switching game accounts during live streaming provided in another exemplary embodiment of this application;

[0050] Figure 13 This is a schematic diagram of the interface for a method of switching game accounts during live streaming provided in another exemplary embodiment of this application;

[0051] Figure 14 This is a schematic diagram of the interface for a method of switching game accounts during live streaming provided in another exemplary embodiment of this application;

[0052] Figure 15 This is a schematic diagram of the interface for a method of switching game accounts during live streaming provided in another exemplary embodiment of this application;

[0053] Figure 16 This is a flowchart of a method for switching game accounts during live streaming provided in another exemplary embodiment of this application;

[0054] Figure 17 This is a flowchart of a method for switching game accounts during live streaming provided in another exemplary embodiment of this application;

[0055] Figure 18 This is a schematic diagram of an apparatus for switching game accounts during live streaming, provided in another exemplary embodiment of this application;

[0056] Figure 19 This is a schematic diagram of an apparatus for switching game accounts during live streaming, provided in another exemplary embodiment of this application;

[0057] Figure 20 This is a schematic diagram of an apparatus for switching game accounts during live streaming, provided in another exemplary embodiment of this application;

[0058] Figure 21 This is a schematic diagram of the structure of a terminal provided in an exemplary embodiment of this application;

[0059] Figure 22 This is a schematic diagram of the structure of a server provided in an exemplary embodiment of this application. Detailed Implementation

[0060] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0061] First, let's introduce the terms used in the embodiments of this application:

[0062] User Interface (UI) controls refer to any visual controls or elements that can be seen on the user interface of an application, such as images, input boxes, text boxes, buttons, labels, etc. Some UI controls respond to user actions; for example, when a user clicks the switch account control, it can send a switch account request to the server.

[0063] The method provided in this application can be applied to live streaming programs and game programs. The live streaming program includes a streamer client, a viewer client, and a live streaming server. The streamer client is installed on the streamer's terminal and is used to initiate game live streaming. The viewer client is installed on the viewer's terminal and is used to watch game live streaming. The live streaming server provides background services for both the streamer and viewer clients. The game program includes a game client and a game server. The game client is installed on the terminal and is used to run the game program so that users can play the game. The game server provides background services for the game client.

[0064] In one alternative implementation, the broadcaster client and / or viewer client can be a program embedded in the game client. In another alternative implementation, the broadcaster client can be a program embedded in the game client, while the viewer client is a separate program from the game client. In yet another alternative implementation, the broadcaster client and viewer client can be three separate programs from the game client.

[0065] For example, a streamer can trigger a live streaming plugin (streamer client) within the game client to start a live game stream. Viewers can watch the streamer's live game stream through a separate live streaming program (viewer client).

[0066] In another alternative implementation, the streamer client may include: a streamer plugin embedded in the game client, and a standalone streamer client. That is, in this embodiment, some of the steps performed by the streamer client are performed by the streamer plugin, and some are performed by the standalone streamer client.

[0067] For example, the viewer client and the broadcaster client can also be implemented as a single client (live broadcast client) that simultaneously has the functions of both clients.

[0068] For example, a live streaming application can be an esports application, a social application based on competitive matches, a game application, etc. For example, a game application is an application that supports competitive matches; for example, a game application can be a shooting game (STG), a first-person shooter game (FPS), a third-person shooter game (TPS), a multiplayer online battle arena game (MOBA), a role-playing game (RPG), a real-time strategy game (RTS), a racing game (RCG), a music game (MUG), an esports social application, a social application, a game team application, etc.

[0069] Figure 1 A structural block diagram of a computer system provided in an exemplary embodiment of this application is shown. The computer system includes: a broadcast terminal 101, a live streaming server 102, a game server 104, and a viewer terminal 105.

[0070] The broadcaster terminal 101 has two clients installed and running: a broadcaster client 106 for a live streaming program and a game client 107 for a game program. For example, the broadcaster client 106 is embedded within the game client 107. The broadcaster terminal 101 is the terminal used by the broadcaster.

[0071] Viewer terminal 105 has a client installed and running: a viewer client 108 for a live streaming program. For example, a game client with a game program can also run on viewer terminal 105; viewer client 108 can be embedded within game client 107 or it can be a standalone viewer client 108. Viewer terminal 105 is the terminal used by the viewer.

[0072] For example, the device types of the broadcaster terminal 101 and the viewer terminal 105 include at least one of the following: smartphone, tablet computer, e-book reader, MP3 player, MP4 player, laptop computer, and desktop computer. The following embodiments use smartphones as an example.

[0073] The broadcast terminal 101 is connected to the live streaming server 102 and the game server 104 via a wireless or wired network. The viewer terminal 105 is connected to the live streaming server 102 and the game server 104 via a wireless or wired network. The live streaming server 102 and the game server 104 are connected via a wireless or wired network.

[0074] The live streaming server 102 can be at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Illustratively, the live streaming server 102 includes a processor and memory. The live streaming server 102 provides background services for the live streaming program (broadcaster client 106 and viewer client 108). Optionally, the live streaming server 102 undertakes the primary computational work, and the live streaming program undertakes secondary computational work; or, the live streaming server 102 undertakes secondary computational work, and the live streaming program undertakes the primary computational work; or, the live streaming server 102 and the live streaming program collaborate on computation using a distributed computing architecture.

[0075] Game server 104 can be at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Illustratively, game server 104 includes a processor and memory. Game server 104 provides background services for the game program. Optionally, game server 104 undertakes the primary computing tasks, and the game program undertakes secondary computing tasks; or, game server 104 undertakes secondary computing tasks, and the game program undertakes the primary computing tasks; or, game server 104 and the game program collaborate on computing using a distributed computing architecture.

[0076] The live streaming server 102 receives a live streaming request from the streamer client 106. This request includes a game account and a live streaming account. The live streaming server 102 creates a live streaming room for the live streaming account and broadcasts the game in that room. After the live stream starts, the live streaming server 102 retrieves the game data of the game account from the game server 104, generates game footage based on the game data, and sends the game footage to the viewer client 108 located in the live streaming room.

[0077] Optionally, the computer system also includes a cloud-based restore server 103. The cloud-based restore server 103 is used to obtain game data from the game server based on the game account, generate game footage based on the game data, and return the game footage to the live streaming server 102.

[0078] Optionally, the cloud restoration server 103 can be integrated with the live streaming server 102 into one server, or the cloud restoration server 103 can be embedded in the live streaming server 102.

[0079] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more. This application does not limit the number of terminals or the type of device.

[0080] It should be noted that the live streaming method in this application embodiment is different from the screen recording live streaming method.

[0081] The method of screen recording live streaming involves the broadcaster's client recording the screen of the broadcaster's terminal (or the user interface of the game client), sending the recorded screen to the live streaming server, and the live streaming server forwarding the recorded screen to the viewer's client for playback.

[0082] The live streaming method in this application embodiment involves the live streaming server obtaining game data from the game server based on the game account, generating a video based on the game data, and then forwarding the video to the viewer's client for playback.

[0083] The traditional screen recording live streaming method displays the game screen on the broadcaster's terminal, which is the same as the live stream screen seen on the viewer's terminal. However, the live streaming method described in this application involves a different game screen displayed on the broadcaster's terminal compared to the live stream screen seen on the viewer's terminal.

[0084] Live streaming using screen recording displays all operations on the streamer's terminal. However, since some operations on the game client only need to be performed locally and do not need to be reported to the game server, the game client only reports a portion of its operations to the game server. Because the method in this embodiment uses game data from the game server to generate the live stream, these locally executed operations are not realistically displayed on the live stream. For example, the game screen displayed on the streamer's terminal shows the touch points touched by the streamer. Responding to the streamer's touch operations and displaying the touch point locations only requires local processing by the game client. The touch operation only needs to be reported to the game server when it takes effect (e.g., when selecting a direction to release a skill, the selected direction needs to be reported to the game streamer). Therefore, the live stream displayed using the method in this embodiment will not show the touch point locations touched by the streamer in real time. For example, in a live stream using screen recording, the live stream will show the user opening the store interface to view and select weapons. However, in the live stream using the method described in this embodiment, the live stream will only show the streamer ultimately purchasing a weapon, and will not show the streamer selecting the weapon.

[0085] Figure 2 This application illustrates a flowchart of a method for switching game accounts during live streaming, provided by an exemplary embodiment. This method can be applied to applications such as... Figure 1 On the broadcast client of the computer system shown. The method includes the following steps:

[0086] Step 220: The game client displays the first game screen of the game live stream using the first game account. The game live stream is displayed in the first live stream room in the streamer's client. The first game account is the game account logged in in the game client.

[0087] A game client is a client application for a game program, used to conduct game matches. For example, a game client can be a client for shooting games, first-person shooters, third-person shooters, multiplayer online battle arena games, role-playing games, real-time strategy games, racing games, or music games. Exemplarily, a game client can also be a webpage, a mini-program, or a quick app.

[0088] A game account is logged in on the game client. Let's take the example of the first game account currently logged in on the game client.

[0089] For example, the game screen refers to the screen displayed on the streamer's game client. This game screen is distinct from the live stream screen displayed on the viewer's client. The game screen shows the streamer engaging in gameplay via touch controls, including screens that require client-side validation and screens that require server-side validation. The live stream screen, on the other hand, is generated based on game data retrieved from the game server. The live stream screen only includes screens that require server-side validation. Screens that require client-side validation are those that can be displayed automatically upon triggering an action without a network connection. Screens that require server-side validation are those that require a network connection and are displayed based on data sent by the game server.

[0090] In one alternative implementation, the game screen displays UI controls for engaging in gameplay, such as movement controls for controlling the virtual character's movement, skill controls for controlling the virtual character's skill activation, and attack controls for controlling the virtual character's attacks. The live stream screen does not display these UI controls for engaging in gameplay.

[0091] The first live stream room is a room created within the live streaming program (live streaming server). It's created using the live streaming account logged into by the streamer's client. The first live stream room is used for live streaming the game using the game account authorized by that account. For example, the first live stream room will only stream the game using one game account at a time. Viewers can use their viewer accounts to enter the first live stream room to watch the game live stream.

[0092] For example, in this embodiment of the application, the game live streaming is always conducted in the first live streaming room, and there is no switching of live streaming rooms. In the related technologies, after switching game accounts, it is necessary to create a new live streaming room to stream the new game account. The related technologies will close the original live streaming room, which will clear the live streaming data such as the number of viewers and views accumulated in the original live streaming room. Moreover, the viewer account needs to open a new live streaming room to continue watching the streamer's game live streaming. In the related technologies, when it is necessary to switch game accounts, the continuity of the live streaming process is very poor, and the user operation is too complicated.

[0093] The first game screen is the screen displayed on the game client when logging into the first game account and playing the game. "Live streaming the game using the first game account" means that the streamer's client is live streaming the game being played using the first game account. For example, information about the first live stream room may be embedded or displayed within the first game screen, or information about the first live stream room may be displayed floating above the first game screen, or UI controls of the streamer's client may be embedded or displayed floating above the first game screen. The streamer's client UI controls are used to control the game live stream, for example... Figure 3 As shown, the UI controls include: a sharing control 401 for the first live streaming room, an account switching control 402, a microphone control 403, etc.

[0094] Step 240: In response to triggering the game account switching process on the streamer client, the streamer client displays that the first live room has entered a waiting state.

[0095] The streamer client has a set of game account switching procedures. In response to the game client sending a signal to the streamer client to trigger the procedure, or the streamer client receiving an operation to trigger the procedure, or the streamer client receiving an instruction from the live streaming server to trigger the procedure, the streamer client determines that a game account switching is in progress and displays the first live streaming room as a waiting state.

[0096] For example, when the game client receives an operation to switch game accounts, the game client sends a signal to the streamer client to switch accounts. In response to the signal to switch accounts, the streamer client displays the first live room as entering a waiting state.

[0097] For example, when the broadcaster's client receives a trigger operation on the account switching control, it will display the first live broadcast room as entering a waiting state.

[0098] For example, when the live streaming server cannot obtain the game data (data stream) of the first game account from the game server, the live streaming server determines that the first live streaming room is undergoing account switching, sets the first live streaming room to a waiting state, and sends an account switching command to the streamer's client. Upon receiving the account switching command, the streamer's client displays the first live streaming room as a waiting state.

[0099] The first live stream room in a waiting state displays relevant information. For example, it may display a countdown timer or a waiting status message. For instance, the streamer's client may display a waiting status message or countdown on the corresponding UI control on the first game screen, or, when the user (streamer) switches from the game client to the streamer's client, the streamer's client may display a waiting status message or countdown in the user interface of the first live stream room.

[0100] "Waiting" is a state of a live streaming room. A live streaming room in "Waiting" state pauses its live broadcast and displays a waiting screen, or a black screen with a waiting status message. For example, in this embodiment, when a game account switch is needed in the first live streaming room, the live streaming room is not closed, but rather set to "Waiting" state. Once the game account switch is successful, the live streaming room can continue to be used for game broadcasting.

[0101] Step 260: In response to the successful game account switch, the game client displays the second game screen using the second game account for live game streaming. The second game account is the game account logged in to the game client after the game account switch.

[0102] Similarly, the second game screen is the screen displayed on the game client when logging into the second game account to play the game. "Using the second game account for game live streaming" means that the streamer's client is live streaming the game played by the game client using the second game account. For example, relevant information of the first live streaming room is embedded and displayed in the second game screen, or relevant information of the first live streaming room is displayed floating above the second game screen, or UI controls of the streamer's client are embedded and displayed in the second game screen, or UI controls of the streamer's client are displayed floating above the second game screen.

[0103] In response to the successful switching of the game account, the streamer client displays relevant information or UI controls of the first live broadcast room on the second game screen displayed in the game client.

[0104] For example, the broadcaster's client can confirm a successful game account switch in various ways. These include receiving a successful game account switch signal from the game client, receiving a successful game account switch operation, or receiving a successful game account switch instruction from the live streaming server. For instance, after a successful game account switch, the game client sends a successful game account switch signal to the broadcaster's client. Another example is that after a successful game account switch, the broadcaster triggers a successful game account switch control (or live streaming control) on their client. Yet another example is that the live streaming server, after receiving a successful game account switch signal from the game server, sends a successful game account switch instruction to the broadcaster's client.

[0105] The game streams for both the first and second game accounts were conducted in the first live stream room. That is, the game stream in step 220 and the game stream in step 260 refer to the same game stream conducted in the same live stream room.

[0106] In summary, the method provided in this embodiment sets the first live streaming room to a waiting state when the live streaming account in the first live streaming room needs to switch game accounts. This allows the live streaming room to remain open while the streamer exits the game account, waiting for the streamer to continue streaming with the new game account. By allowing the live streaming server to temporarily hold the first live streaming room instead of directly closing it when it cannot obtain the game data of the game account, the streamer can switch to a new game account during the temporary holding period and continue streaming in the first live streaming room using the new game account. This avoids the old live streaming room automatically closing due to the streamer switching game accounts, eliminating the need for the streamer to stream with the new game account in a newly created live streaming room, and also eliminating the need for viewers to re-enter a new live streaming room. This improves the continuity of the live streaming, simplifies the steps for the streamer to switch between different game accounts, and increases the efficiency of the live streaming.

[0107] Figure 4 This application illustrates a flowchart of a method for switching game accounts during live streaming, provided by an exemplary embodiment. This method can be applied to applications such as... Figure 1 The method is implemented on a live streaming server in the computer system shown. The method includes the following steps:

[0108] Step 320: Obtain the first live stream screen of the first game account. The first live stream screen is generated based on the first game data of the first game account obtained from the game server. The game live stream is conducted in the first live stream room. The first game account is the game account logged in on the game client of the streamer terminal. The streamer terminal runs both the game client and the streamer client.

[0109] The live streaming server retrieves the first game data of the first game account that is currently live streaming the game in the first live streaming room from the game server, and generates the first live streaming screen based on the first game data.

[0110] For example, the live streaming server sends the first game account to the cloud restoration server. The cloud restoration server obtains the first game data from the game server based on the first game account, restores the first game data into the first live stream, and returns the first live stream to the live streaming server. The live streaming server receives the first live stream.

[0111] The first live stream screen is the screen displayed when a viewer's client is watching the first live stream room of the first game account. Since the first live stream screen is generated based on game data provided by the game server, while the first game screen is displayed by the game client running on the streamer's client, the first game screen and the first live stream screen are two different screen displays showing the game match of the first game account. For example, the first game screen and the first live stream screen have some identical and some different elements. Taking the game client playing in a virtual environment as an example, the virtual environment screen generated by capturing the virtual environment in both the first game screen and the first live stream screen is the same, but the UI controls or floating information on the virtual environment screen are different. That is, the first game screen includes the first virtual environment screen and the first UI controls, while the first live stream screen includes the first virtual environment screen and the second UI controls. The second game screen and the second live stream screen are similar.

[0112] The live streaming server forwards the first live stream feed to the viewer's client corresponding to the viewer's account in the first live stream room. The viewer's client receives the first live stream feed sent by the live streaming server. The viewer's client then displays the first live stream feed of the game being streamed using the first game account in the first live stream room.

[0113] Step 340: In response to the switching of game accounts in the first live streaming room, confirm that the first live streaming room has entered the waiting state.

[0114] Upon receiving a game account switch request, the live streaming server sets the first live streaming room to a waiting state. The game account switch request can be sent from the streamer's client to the live streaming server; for example, the streamer's client may send a switch account request to the live streaming server in response to a trigger operation on the account switch control.

[0115] The live streaming server responds when the first game account logs out of the first live streaming room, confirming that the first live streaming room has entered a waiting state. For example, if the live streaming server is unable to retrieve game data from the game server for the first game account, confirming that the first game account has logged out, it sets the first live streaming room to a waiting state.

[0116] When the live streaming server responds to a game account switch in the first live streaming room, it sends a waiting screen to the viewer clients in that room. This waiting state indicates that the live streaming account in the first room is switching game accounts; the waiting screen does not display the live game feed. Upon receiving this waiting screen, the viewer clients display the first live streaming room in a waiting state. Similarly, when the viewer clients respond to a game account switch in the first live streaming room, they display a waiting screen indicating that the first live streaming room has entered a waiting state. This waiting state indicates that the live streaming account in the first room is switching game accounts; the waiting screen does not display the live game feed.

[0117] For example, the waiting screen can display images, videos, or text preset by the live streaming account. The waiting screen can also play historical live stream footage from the first live streaming room over a past period. The waiting screen can also be displayed as a black screen.

[0118] For example, such as Figure 5 As shown, on the viewer's client, the first live broadcast room is in a waiting state, displaying a waiting screen 415, which shows the message "The host has temporarily left".

[0119] Step 360: In response to the successful switching of the game account, obtain the second live broadcast screen of the game using the second game account. The second live broadcast screen is generated based on the second game data of the second game account obtained from the game server. The second game account is the game account logged in in the game client after the streamer terminal switches game accounts.

[0120] The live streaming server responds to the live streaming request sent by the broadcaster client using the second game account, confirms that the game account switch is successful, sets the game account of the first live streaming room as the second game account, retrieves the second game data from the game server based on the second game account, and generates the second live streaming screen based on the second game data.

[0121] Upon successful game account switching, the live streaming server sends the second live stream feed to the viewer clients in the first live stream room, and the viewer clients receive the second live stream feed. The viewer clients then display the second live stream feed, generated using the second game account, in the first live stream room.

[0122] In summary, the method provided in this embodiment sets the first live streaming room to a waiting state when the live streaming account in the first live streaming room needs to switch game accounts. This allows the live streaming room to remain open while the streamer exits the game account, waiting for the streamer to continue streaming with the new game account. By allowing the live streaming server to temporarily hold the first live streaming room instead of directly closing it when it cannot obtain the game data of the game account, the streamer can switch to a new game account during the temporary holding period and continue streaming in the first live streaming room using the new game account. This avoids the old live streaming room automatically closing due to the streamer switching game accounts, eliminating the need for the streamer to stream with the new game account in a newly created live streaming room, and also eliminating the need for viewers to re-enter a new live streaming room. This improves the continuity of the live streaming, simplifies the steps for the streamer to switch between different game accounts, and increases the efficiency of the live streaming.

[0123] For example, the broadcaster client provides an account switching control. When a user triggers the account switching control, the broadcaster client determines that the user will switch accounts and sets the first live broadcast room to a waiting state. Subsequently, the user can switch game accounts on the game client. After the switch is completed, the game client provides a live broadcast control. The user can trigger the live broadcast control to start a game live broadcast using the new game account and continue to broadcast in the first live broadcast room using the new game account.

[0124] The waiting states include a first waiting state and a second waiting state. The first waiting state includes the period from when the user triggers the account switch control until they log out of their first game account. The second waiting state includes the period from when the user logs out of their first game account until they request to start a live stream using their second game account. The first waiting state is to prevent users from triggering the account switch control but not actually switching accounts; a five-minute waiting period is set. If the user does not switch game accounts within five minutes, the trigger is considered invalid, and the user continues to stream using their first game account. The second waiting state is to reduce the load on the live stream server. Users can only continue streaming in the first live stream room if they initiate a live stream using their second game account within five minutes of logging out of their first game account. After five minutes, the first live stream room will be closed.

[0125] Figure 6 This application illustrates a flowchart of a method for switching game accounts during live streaming, provided by an exemplary embodiment. This method can be applied to applications such as... Figure 1 In the computer system shown, the method includes the following steps.

[0126] Step 501: The game client displays the first game screen of the first game account, and the streamer client displays the account switching control.

[0127] The game client displays the first game screen of the game being streamed using the first game account. Above the first game screen, there is also a switch control for the streamer's client account.

[0128] The account switching control is used to request the live streaming program to switch the game account in the first live streaming room. Users trigger the account switching control to put the first live streaming room into a waiting state. Only after the first live streaming room enters the waiting state can users switch game accounts within the game client. This ensures that if the first game account logs out, the first live streaming room enters the waiting state, and the live stream is not interrupted. For example, if the user logs out of the first game account in the game client without triggering the account switching control, the live streaming server will respond that it cannot obtain the game data for the first game account from the game server, and the live streaming server will close the first live streaming room.

[0129] In response to the trigger operation received on the account switching control, the broadcaster client displays the first countdown for the first live broadcast room to enter the first waiting state.

[0130] The first countdown lasts for the maximum duration of the first waiting state, for example, five minutes. For instance, the first waiting state is used to log out of the first game account. The user needs to log out of the first game account on the game client before the first countdown ends. The live streaming server will only retain the first live streaming room and put it into the second waiting state to start the second countdown if it detects that it cannot obtain game data for the first game account before the first countdown ends. If the live streaming server does not detect that it cannot obtain game data for the first game account, it will continue to use the first game account to stream in the first live streaming room. If the live streaming server detects that it cannot obtain game data for the first game account after the first countdown ends, the live streaming server will close the first live streaming room.

[0131] For example, such as Figure 3 As shown, the game client displays the first game screen of the first game account, with the streamer's account switching control 402 floating above it. After the user triggers the account switching control 402, as... Figure 7 As shown, the process of switching game accounts is explained (404 error) and the "Start Switching" control is displayed (405 error). Figure 7 and Figure 8 As shown in the diagram, process explanation 404 details the account switching process of the broadcaster client. After reading it, the user can trigger the start switching control 405 to send an account switching request to the live broadcast server, causing the first live broadcast room to enter the first waiting state and displaying the first countdown 406 of the first waiting state.

[0132] Step 502: The broadcaster client receives the trigger operation on the account switching control and sends an account switching request to the live streaming server.

[0133] In response to the trigger operation received from the account switching control, the broadcaster client sends an account switching request to the live streaming server. The account switching request includes the first live streaming room, the live streaming account, and the first game account.

[0134] Step 503: The live streaming server receives the account switching request, sets the first live streaming room to a waiting state, and sends an account switching response to the broadcaster's client.

[0135] The live streaming server responds to the account switching request sent by the broadcaster client, determines that the first live streaming room has entered the first waiting state, and starts the first countdown of the first waiting state; the account switching request is sent by the broadcaster client in response to the trigger operation on the account switching control; the live streaming server sends an account switching response to the broadcaster client, which is used to make the broadcaster client display the first countdown.

[0136] Upon receiving the account switch request from the broadcaster's client, the live streaming server determines that the first live room has entered the first waiting state and begins the first countdown of the first waiting state. The account switch request is issued by the broadcaster's client in response to a trigger operation received from the account switch control. A account switch response is sent to the broadcaster's client, which causes the broadcaster's client to display the first countdown.

[0137] Step 504: The broadcaster client receives the account switching response and displays the first countdown of the first waiting state.

[0138] In response to receiving the account switch response from the live streaming server, the broadcaster's client displays the first countdown to the first live streaming room entering the first waiting state.

[0139] The first waiting state refers to the time from when the user triggers the account switching control to when the live streaming server detects the first game account has logged out. This time cannot exceed the duration of the first countdown. In other words, the user must log out of the first game account before the first countdown of the first waiting state ends.

[0140] Step 505: The game client receives the operation to log out of the first game account and initiates the account logout process with the game server.

[0141] After a user triggers the account switch control on the streamer's client, putting the first live stream room into a waiting state, they can switch game accounts on the game client. Upon receiving the request to log out of the first game account, the game client sends a logout request to the game server. The game server, upon receiving the logout request, logs out the first game account. Therefore, the game server no longer has real-time game data for the first game account, and the live stream server cannot obtain game data from the first game account's matches.

[0142] Step 506: The live streaming server responds to the inability to obtain game data from the game server for the first game account, confirms that the first game account has logged out, and sends the first instruction to the streamer client.

[0143] The live streaming server is used to respond when it is unable to obtain game data for the first game account from the game server before the first countdown ends, and determines that the first live streaming room has entered the second waiting state, and starts the second countdown for the second waiting state.

[0144] If the live streaming server is unable to obtain the game data of the first game account from the game server before the first countdown ends, it determines that the game client on the streamer's terminal has logged out of the first game account and sends a first instruction to the streamer's client. The first instruction is used to make the streamer's client cancel the display of the first countdown.

[0145] If the live streaming server is unable to obtain the game data of the first game account from the game server before the first countdown ends, it determines that the game client of the streamer terminal has logged out of the first game account, determines that the first live streaming room has entered the second waiting state, and starts the second countdown of the second waiting state.

[0146] For example, the game data is the game data of the first game account's ongoing game match, generated in real time on the game server. The live streaming server can generate a live stream of the first game account's ongoing game match based on this real-time game data to complete the real-time live streaming of the game match.

[0147] The second waiting state refers to the time from when the live streaming server detects the first game account logging out to when the streamer's client initiates a live streaming request to the live streaming server using the second game account. The duration of this time cannot exceed the countdown timer. In other words, the user must initiate a live streaming request using the second game account before the second countdown of the second waiting state ends.

[0148] During the live game broadcast using the first game account in the first live broadcast room, the live broadcast server requests the game data of the first game account from the game server in real time. When the live broadcast server is unable to request the game data of the first game account, the data stream of the first game account is interrupted, and the live broadcast server determines that the first game account has logged out.

[0149] Step 507: Upon receiving the first instruction, the broadcaster client cancels the display of the first countdown.

[0150] In response to logging out of the first game account before the first countdown ends, the streamer client will stop displaying the first countdown.

[0151] In response to receiving the first instruction from the live streaming server, the streamer's client cancels the display of the first countdown. The first instruction is issued by the live streaming server after it is unable to obtain the game data of the first game account from the game server before the first countdown ends.

[0152] In one alternative implementation, in response to receiving a first instruction from the live streaming server, the broadcaster client cancels the display of the first countdown and displays a second countdown in a second waiting state.

[0153] In one alternative implementation, in response to receiving a first instruction from the live streaming server, the streamer client cancels the display of the floating window, which is used to display at least one UI control of the streamer client on top of the game screen, and includes a first countdown.

[0154] Step 508: The game client receives the login request for the second game account and initiates the login process with the game server.

[0155] After logging out of the first game account, the user logs in to the game client using the second game account. The game client sends a login request to the game server to log in to the second game account and completes the login process for the second game account.

[0156] Step 509: The game client displays the second game screen and live stream controls for the second game account.

[0157] In response to logging into a second game account, the game client displays a third game screen and a live streaming control with the second game account logged in. The live streaming control is used to request game live streaming using the second game account. In response to receiving a trigger operation on the live streaming control, the game client displays a second game screen using the second game account for game live streaming.

[0158] The game client embeds a streamer client, and the second game screen displayed by the game client shows a live streaming control. The live streaming control is used to invoke the streamer client and request to start a game live stream using the game account currently logged in to the game client.

[0159] For example, when a second game account is logged in on the game client and a live streaming account is logged in on the streamer client, the user triggers the live streaming control, causing the game client to launch the streamer client, and causing the streamer client to send a live streaming request to the live streaming server to use the live streaming account to stream the game of the second game account.

[0160] For example, such as Figure 9 As shown, after a user logs into a second game account on the game client, a live streaming control 407 is displayed on the second game screen shown on the game client. In response to receiving the trigger operation on the live streaming control 407, the game client runs the streamer client, which then sends a live streaming request to the live streaming server.

[0161] In one alternative implementation, the live streaming control can be provided by the broadcaster's client. Upon receiving a trigger operation on the account switching control, the broadcaster's client displays the live streaming control floating on the game screen of the game client. Upon receiving a trigger operation on the live streaming control, the broadcaster's client obtains the currently logged-in game account and sends a live streaming request for that game account to the live streaming server. That is, the game account switching process on the broadcaster's client side begins with triggering the account switching control and ends with triggering the live streaming control.

[0162] That is, in response to receiving a trigger operation on the account switching control, the broadcaster client displays a live broadcast control, which is used to request to broadcast the game using the game account currently logged in on the game client; in response to logging in with a second game account, the game client displays a third game screen with the second game account logged in; in response to receiving a trigger operation on the live broadcast control, the game client displays a second game screen broadcasting the game using the second game account.

[0163] Step 510: The game client responds to the trigger operation received from the live streaming control and runs the streamer client; the streamer client sends a live streaming request for the second game account to the live streaming server.

[0164] In response to the trigger operation received from the live streaming control, the game client runs the streamer client; the streamer client sends a live streaming request to the live streaming server, which requests the live streaming account logged in using the streamer client to conduct a live stream of the game using the second game account.

[0165] Step 511: Upon receiving the live streaming request from the second game account, the live streaming server performs a relevant determination on the second game account to determine whether the second game account can continue live streaming in the first live streaming room, and sends a live streaming response to the broadcaster client.

[0166] The relevant determinations that the live streaming server needs to make after receiving a live streaming request include: 1. whether the second countdown of the second waiting state has ended; 2. whether the second game account has obtained the live streaming authorization of the live streaming account; 3. whether the live streaming account corresponds to a live streaming room in the waiting state; at least one of the following.

[0167] 1. Has the second countdown of the second waiting state ended?

[0168] The live streaming server responds to the live streaming request sent by the streamer client before the second countdown ends, sends a live streaming response to the streamer client, and obtains the second live streaming screen of the second game account. The live streaming request is sent by the live streaming control triggered by the game client of the streamer terminal after logging into the second game account. The live streaming request is used to request the live streaming account logged in by the streamer client to conduct the game live streaming of the second game account. The live streaming response is used to enable the streamer client to conduct the game live streaming of the second game account using the first live streaming room of the live streaming account.

[0169] Upon receiving a live stream request from the streamer's client after the second countdown ends, the live stream server sends a second live stream response to the streamer's client. This second live stream response is used to create a new live stream room for the second game account to stream the game. Specifically, upon the second countdown ends, the live stream server closes the first live stream room; upon receiving a live stream request from the streamer's client, and if the live stream account does not have a corresponding waiting live stream room, the live stream server sends a second live stream response to the streamer's client.

[0170] 3. Does the live streaming account correspond to a live streaming room that is in a waiting state?

[0171] In response to a trigger action received from the live streaming control, the game client runs the streamer client. The streamer client displays a "Continue Live Streaming" control, which requests to continue the live stream of the second game account in the first live streaming room. In response to a trigger action received from the "Continue Live Streaming" control, the streamer client displays the second game screen, streamed using the second game account. The streamer client sends a live streaming request to the live streaming server, requesting the live streaming account logged in using the streamer client to stream the game using the second game account. In response to a query command sent by the live streaming server, the streamer client displays the "Continue Live Streaming" control. This query command is sent by the live streaming server after determining that the live streaming account has a first live streaming room in a waiting state.

[0172] The live streaming server responds to receiving a live streaming request from the streamer client before the second countdown ends, and if the live streaming account has a first live streaming room in a waiting state, it sends an inquiry command to the streamer client. The inquiry command is used to make the streamer client display a continue live streaming control, which is used to request to continue the game live streaming of the second game account in the first live streaming room. In response to receiving the continue live streaming request from the streamer client, the server sends a live streaming response to the streamer client. The continue live streaming request is sent by the streamer client in response to the trigger operation on the continue live streaming control.

[0173] For example, after receiving a live streaming request from a broadcaster's client, the live streaming server will determine whether the live streaming account corresponding to the request has a live streaming room in a waiting state. If there is a live streaming room in a waiting state, the server will send an inquiry command to the broadcaster's client, allowing the broadcaster's client to choose whether to continue live streaming using the live streaming room in a waiting state, or to create a new live streaming room for live streaming.

[0174] For example, the above-mentioned "the live streaming server responds to receiving the live streaming request sent by the broadcaster client before the second countdown ends, and the live streaming account has a first live streaming room in a waiting state" is equivalent to "the live streaming server responds to the live streaming account having a first live streaming room in a second waiting state".

[0175] For example, the query command is also used to cause the broadcaster client to display the re-live control.

[0176] The broadcaster's client displays a "Re-live" control, which is used to request the creation of a new live stream room for the second game account's game live stream. In response to receiving a trigger action from the "Re-live" control, the broadcaster's client displays the live stream room creation page. For example, in response to receiving a trigger action from the "Re-live" control, the broadcaster's client sends a "Re-live" request to the live stream server; in response to receiving a "Re-live" response from the live stream server, the broadcaster's client displays the live stream room creation page.

[0177] When the live streaming server receives a re-live streaming request from the broadcaster's client, it closes the first live streaming room and sends a re-live streaming response to the broadcaster's client. The re-live streaming request is sent by the broadcaster's client in response to the trigger operation on the re-live streaming control. The re-live streaming response is used to make the broadcaster's client display the live streaming room creation page.

[0178] For example, such as Figure 10 As shown, the user clicks Figure 9 After the live streaming control 407 is executed, a pop-up window 408 appears, displaying the message "A live stream has been reserved. Do you want to continue streaming?", as well as two controls: "Resume Streaming" 409 and "Continue Streaming" 410. If the user clicks the "Continue Streaming" control 410, then... Figure 11 As shown, a countdown window 411 displays the start time for continuing the live stream using the first live stream room. After the countdown ends, the game match of the second game account will be streamed using the first live stream room. If the user clicks the re-stream control 409, then... Figure 12 As shown, a live stream room creation window 412 is displayed above the second game screen. Users can create new live stream rooms in the live stream room creation window 412 to use the new live stream room for live streaming of the game on the second game account.

[0179] 2. Whether the second game account has obtained the live streaming authorization from the live streaming account.

[0180] For example, before determining whether a live streaming account has a live streaming room in a waiting state, it is necessary to first determine whether the second game account has obtained the live streaming authorization from the live streaming account.

[0181] Upon receiving a trigger operation on the live streaming control, in response to the second game account having obtained live streaming authorization from the live streaming account, the streamer client displays a "Continue Live Streaming" control on the third game screen. The live streaming account is the account logged into the streamer client. For example, in response to the second game account having obtained live streaming authorization from the live streaming account, and the live streaming account having a first live streaming room in a waiting state, the streamer client displays a "Continue Live Streaming" control on the third game screen. The live streaming account is the account logged into the streamer client.

[0182] Upon receiving a live streaming request from the streamer client before the second countdown ends, and provided that the second game account has obtained live streaming authorization from the live streaming account and the live streaming account has a first live streaming room in a waiting state, the live streaming server sends a first query instruction to the streamer client. This first query instruction causes the streamer client to display a "Continue Live Streaming" control on the game client's live streaming screen. For example, upon receiving the live streaming request, the live streaming server determines whether the second game account indicated by the request has live streaming authorization from the live streaming account. If authorized, it sends the first query instruction to the streamer client; otherwise, it sends an authorization instruction.

[0183] For example, if the second game account has already obtained live streaming authorization from the live streaming account, a prompt window (with "Continue Live Streaming" and "Re-streaming" controls) will be displayed above the game screen. If the second game account has not obtained live streaming authorization from the live streaming account, an authorization page must be displayed first to authorize the account. After authorization is completed, a prompt window (with "Continue Live Streaming" and "Re-streaming" controls) will be displayed above the authorization page.

[0184] In response to the second game account not obtaining live streaming authorization from the live streaming account, the streamer client displays an authorization page. The authorization page displays an authorization control, which is used by the second game account to request live streaming authorization from the live streaming account. The live streaming account is the account logged in on the streamer client. In response to receiving a trigger operation on the authorization control, the streamer client displays a continue live streaming control on the authorization page.

[0185] For example, in response to receiving an authorization instruction from the live streaming server, the broadcaster client displays an authorization page; in response to receiving a trigger operation on the authorization control, it sends an authorization request to the live streaming server; and in response to receiving a second query instruction from the live streaming server, it displays a continue live streaming control on the authorization page.

[0186] The live streaming server responds to receiving a live streaming request from the streamer client before the second countdown ends, and if the second game account has not obtained live streaming authorization from the live streaming account, by sending an authorization instruction to the streamer client. The authorization instruction causes the streamer client to display an authorization page, which displays an authorization control for the second game account to request live streaming authorization from the live streaming account. Upon receiving the authorization request from the streamer client, the server completes the live streaming authorization from the live streaming account to the second game account. If the live streaming account has a first live streaming room in a waiting state, the server sends a second query instruction to the streamer client, which causes the streamer client to display a continue live streaming control on the authorization page.

[0187] For example, if the second game account has live streaming authorization, then refer to the... Figures 9 to 12 The process is described as follows: Figures 9 to 12 The process described. If the second game account does not have live streaming authorization, then as follows: Figure 13 The user clicks... Figure 9 After the live streaming control 407 is triggered, the streamer client is launched to display the authorization page. In response to the triggered operation received from the authorization control 413, the streamer client sends an authorization request to the live streaming server, completing the live streaming authorization from the live streaming account to the second game account. This is in response to the live streaming account having a first live streaming room in a second waiting state, such as... Figure 14 As shown, a pop-up window 408 appears, displaying the message "A live stream room has been reserved. Do you want to continue streaming?", along with a "Restart Streaming" control 409 and a "Continue Streaming" control 410. If the user clicks the "Continue Streaming" control 410, they are redirected back to the game client. Figure 11 As shown, a countdown window 411 displays the start time for continuing the live stream using the first live stream room. After the countdown ends, the game match of the second game account will be streamed using the first live stream room. If the user clicks the re-stream control 409, then... Figure 15As shown, the live streaming room creation interface 414 is displayed on the streamer client. Users can create new live streaming rooms in the live streaming room creation interface 414 to use the new live streaming room for live streaming of the game with a second game account.

[0188] For example, after receiving a live streaming request, the live streaming server first determines whether the game account in the request has the live streaming authorization of the live streaming account, and then determines whether the live streaming account has a live streaming room that is in a waiting state.

[0189] Step 512: Upon receiving the live stream response, the broadcaster client begins live streaming the game using the second game account in the first live stream room. The live stream server retrieves the game data of the second game account from the game server and generates the live stream footage for broadcast.

[0190] The streamer client receives a live response from the live streaming server. This live response is used to stream the game using a second game account. The live response is sent by the live streaming server after it determines that the second countdown of the first live streaming room corresponding to the live streaming account has not ended. The second countdown is triggered by the live streaming server after it determines that the first game account has logged out. The game client displays the second game screen of the game streamed using the second game account.

[0191] In summary, the method provided in this embodiment sets a first waiting state and a second waiting state respectively. When a user clicks the account switching control on the broadcaster's client, the first live broadcast room is set to the first waiting state. The user needs to log out of the first game account before the first waiting state ends; otherwise, the first live broadcast room will revert from the first waiting state to the normal live broadcast state. If the user logs out of the first game account from the game client while in the normal live broadcast state, the first live broadcast room will be closed because the game data of the first game account cannot be obtained. If the user logs out of the first game account from the game client while in the first waiting state, the live broadcast server will not close the first live broadcast room but will set it to the second waiting state, waiting for the user to switch game accounts before resuming the live broadcast. The user needs to log in to the second game account and send a live broadcast request for the second game account before the second waiting state ends. If the user sends a live broadcast request before the second waiting state ends, the user can continue to use the first live broadcast room to broadcast the game using the second game account. If the second waiting state ends, the live broadcast server will close the first live broadcast room, and thereafter, the user can only send a live broadcast request for the second game account by creating a new live broadcast room. This method can effectively prevent users from accidentally touching the account switching control, avoid the live streaming server from reserving the first live streaming room for users for a long time, thus saving the live streaming server resources, simplifying the operation of switching user accounts during the live streaming process, and improving the smoothness of the live streaming.

[0192] The method provided in this embodiment displays an account switching control on the game screen. Before the user switches game accounts, the user triggers the account switching control to put the first live stream room into a waiting state in advance. This prevents the live stream server from closing the first live stream room after the first game account logs out. After the first live stream room enters the waiting state, the user logs out of the first game account and logs in to the second game account on the game client. In this way, even if the live stream server cannot obtain the game data of the first game account from the game server after the first game account logs out, the first live stream room in the waiting state will not be closed. Instead, the live stream will be paused until the game account switching is completed, and then the live stream of the second game account will continue using the first live stream room.

[0193] For example, the waiting state may also include only the first waiting state. After the user triggers the account switching control, the first live stream room enters the first waiting state, and a countdown for the first waiting state begins. Before the first countdown ends, the user needs to log out of the first game account, log in to the second game account, and send a live stream request using the second game account. If the user has not logged out of the first game account by the end of the first waiting state, the user can continue live streaming using the first game account normally; if the user has logged out of the first game account but has not logged in to the second game account by the end of the first waiting state, the first live stream room is closed.

[0194] In response to logging into a second game account, the game client displays a third game screen and a live streaming control with the second game account logged in. The live streaming control is used to request live streaming of the game using the second game account. In response to receiving a trigger operation on the live streaming control before the first countdown ends, the game client displays a second game screen for live streaming of the game using the second game account.

[0195] In response to the trigger operation received from the live streaming control, the game client runs the streamer client; the streamer client sends a live streaming request to the live streaming server, which requests the live streaming account logged in using the streamer client to stream the game using the second game account; the streamer client receives a live streaming response from the live streaming server, which is used to stream the game using the second game account, and the live streaming response is sent by the live streaming server before the first countdown of the first live streaming room corresponding to the live streaming account has ended; the game client displays the second game screen of the game streamed using the second game account.

[0196] In response to receiving a live streaming request from the streamer client before the first countdown ends, a live streaming response is sent to the streamer client to obtain the second live streaming screen of the second game account. The live streaming request is sent by the live streaming control triggered after the streamer client logs in to the second game account. The live streaming request is used to request the live streaming account logged in by the streamer client to conduct a live streaming of the second game account. The live streaming response is used to enable the streamer client to conduct a live streaming of the second game account in the first live streaming room of the live streaming account.

[0197] In summary, the method provided in this embodiment sets the first live streaming room to a first waiting state after the user triggers the account switching control. The user needs to complete the game account switching before the first waiting state ends, thus allowing the user to continue using the first live streaming room to stream the game with the second game account, improving the continuity of the live stream. Using only one waiting state reduces the decision logic of the live streaming server, simplifies the decision steps, and improves the operating efficiency of the live streaming server.

[0198] For example, when the waiting state includes a first waiting state and a second waiting state, and the first waiting state corresponds to a first countdown and the second waiting state corresponds to a second countdown, an exemplary embodiment is provided.

[0199] Figure 16 This application illustrates a flowchart of a method for switching game accounts during live streaming, provided by an exemplary embodiment. This method can be applied to applications such as... Figure 1 The computer system shown.

[0200] The method consists of three steps: 1. The streamer clicks the account switching control to apply for account switching; 2. The streamer logs out of the current game account; 3. The streamer logs in to the new game account and starts a live stream.

[0201] 1. The streamer clicks the account switch control to apply for an account switch.

[0202] Step 701: The broadcaster clicks the account switch control on the broadcaster client to initiate an account switch. The broadcaster client sends an account switch request to the live streaming server. Upon receiving the account switch request, the live streaming server changes the status of the first live room to "Live - Initiating Switch" (first waiting state).

[0203] 2. The streamer logs out of the current game account.

[0204] Step 702: If the streamer logs out of the current game account on the game client and the live streaming server cannot obtain the game data of the current game account from the game server, then it is determined whether the live streaming room corresponding to the current game account is in the "live streaming - initiate switch" state. If it is in this state, proceed to step 703; otherwise, proceed to step 705.

[0205] Step 703: The live streaming server determines whether the moment when it cannot obtain the game data of the current game account is within the five-minute countdown of the "Live Streaming - Initiate Switching" state. If the five-minute countdown has not ended, proceed to step 704; otherwise, proceed to step 705.

[0206] Step 704: The live streaming server changes the status of the first live streaming room to "Live Streaming - Waiting to Switch Game Account" (second waiting status), starts a five-minute countdown for the "Live Streaming - Waiting to Switch Game Account" status, and displays the status of the first live streaming room on the viewer's client as "The streamer has temporarily left." If the countdown ends, proceed to step 705; if a live streaming request is received before the countdown ends, proceed to step 706.

[0207] Step 705: The live streaming server changes the status of the first live streaming room to "End Live Stream" and closes the first live streaming room.

[0208] 3. The streamer logs into a new game account and starts a live stream.

[0209] Step 706: The streamer logs into the new game account on the game client and triggers the live streaming control. The streamer's client sends a live streaming request for the new game account to the live streaming server. Upon receiving the live streaming request, the live streaming server initiates an authentication process for the new game account. This authentication process determines whether the new game account has obtained live streaming authorization from the live streaming account. If authorized, proceed to step 707; otherwise, initiate an authorization process, and then proceed to step 707 after the authorization process is completed.

[0210] Step 707: The live streaming server determines whether the live streaming account corresponds to a live streaming room in the "Live Streaming - Waiting to Switch Game Account" state; if so, proceed to step 708; otherwise, trigger the process of opening a new live streaming room.

[0211] Step 708: The live streaming server sends an inquiry command to the broadcaster's client, prompting the client to choose whether to continue broadcasting in the first live streaming room; if the client chooses to continue broadcasting, proceed to step 709; otherwise, the process of opening a new live streaming room is triggered.

[0212] Step 709: The live streaming server uses the first live streaming room to broadcast the game for the new game account, changes the status of the first live streaming room to "live streaming", and enables the cloud restoration server to obtain the game data of the new game account from the game server, restores the live streaming screen based on the game data, and sends the live streaming screen to the viewer's client.

[0213] For example, an exemplary embodiment is provided when the waiting state includes a first waiting state and a second waiting state, and the first waiting state and the second waiting state correspond to the same countdown, that is, there is only one countdown.

[0214] Figure 17 This application illustrates a flowchart of a method for switching game accounts during live streaming, provided by an exemplary embodiment. This method can be applied to applications such as... Figure 1 The computer system shown. Figure 17 Methods and Figure 16 The methods differ in the first and second processes: 1. The streamer clicks the account switch control to apply for account switching; 2. The streamer logs out of the current game account. The third process is the same: 3. The streamer logs in to the new game account and starts a live stream.

[0215] 1. The streamer clicks the account switch control to apply for an account switch.

[0216] Step 801: The streamer clicks the account switch control on the streamer client to initiate an account switch. The streamer client sends an account switch request to the live streaming server. Upon receiving the account switch request, the live streaming server changes the status of the first live streaming room to "Live - Initiating Switch" (first waiting state). A five-minute countdown is triggered. If the five-minute countdown ends, proceed to step 802; if game data for the current game account cannot be obtained before the five-minute countdown ends, proceed to step 803.

[0217] Step 802: The live streaming server changes the status of the first live streaming room to "Live Streaming" and continues to use the current game account to stream the game in the first live streaming room.

[0218] 2. The streamer logs out of the current game account.

[0219] Step 803: If the streamer logs out of the current game account on the game client and the live streaming server cannot obtain the game data of the current game account from the game server, then it is determined whether the live streaming room corresponding to the current game account is in the "live streaming - initiate switch" state. If it is in this state, proceed to step 805; otherwise, proceed to step 804.

[0220] Step 804: The live streaming server changes the status of the first live streaming room to "End Live Stream" and closes the first live streaming room.

[0221] In step 805, the live streaming server changes the status of the first live streaming room to "Live Streaming - Waiting to Switch Game Account" (second waiting status), so that the status of the first live streaming room displayed on the viewer's client is "The streamer has temporarily left". If the five-minute countdown in step 801 ends, proceed to step 804; if the five-minute countdown in step 801 has not ended and a live streaming request is received, proceed to step 706.

[0222] In summary, the method provided in this embodiment allows streamers to switch game accounts without terminating the live stream, increasing the flexibility of their broadcasts. A "reserved live stream room" state is added to the live stream; during the reservation period, streamers can exit the game or their game account without closing the live stream room (the screen pauses, but the live stream room remains open), allowing viewers to remain within the live stream. After switching game accounts, streamers can re-request to use the reserved live stream room to continue the broadcast, rather than opening a new live stream room.

[0223] This solution is not applied to screen recording and live streaming. Instead, it applies to a scenario where the streamer logs into the game, generates game operation data, and the cloud-based restoration server uses a game emulator to recreate this data as video (live stream). Therefore, when the streamer logs out of the game account (including logging out of the game client and logging out of the game account without logging out of the game client), the cloud-based restoration server cannot obtain the game data, resulting in a break in the live stream (data stream / game data). The live stream will then be shut down due to this break.

[0224] The embodiments of this application can solve the above problems. When the live broadcast room is interrupted, the live broadcast room will still be retained, and when a new live broadcast stream is pushed to the live broadcast room, the live broadcast room can be restored.

[0225] The following are device embodiments of this application. For details not described in detail in the device embodiments, please refer to the corresponding descriptions in the above method embodiments. They will not be repeated here.

[0226] Figure 18 This illustration shows a schematic diagram of a device for switching game accounts during live streaming, provided in an exemplary embodiment of this application. The device can be implemented as all or part of a broadcaster terminal through software, hardware, or a combination of both. The device includes:

[0227] The game module 601 is used to display the first game screen of the game live broadcast using the first game account. The game live broadcast is displayed in the first live broadcast room in the broadcaster client. The first game account is the game account logged in in the game client.

[0228] The broadcaster module 602 is used to respond to the game account switching process triggered by the broadcaster client and display that the first live broadcast room has entered a waiting state;

[0229] The game module 601 is used to display a second game screen using the second game account for live streaming of the game in response to a successful game account switch. The second game account is the game account logged in in the game client after the game account switch.

[0230] In one alternative embodiment,

[0231] The first game screen also displays the account switching control of the streamer client;

[0232] The broadcast module 602 is used to respond to the trigger operation received from the account switching control and display the first countdown for the first live broadcast room to enter the first waiting state.

[0233] In an optional embodiment, the broadcaster module 602 is configured to send a switch account request to the live streaming server in response to receiving a trigger operation on the switch account control;

[0234] The broadcast module 602 is used to respond to the account switching response sent by the live streaming server and display the first countdown for the first live streaming room to enter the first waiting state.

[0235] In an optional embodiment, the broadcast module 602 is configured to cancel the display of the first countdown in response to logging out of the first game account before the first countdown ends.

[0236] In an optional embodiment, the broadcast module 602 is configured to cancel the display of the first countdown in response to receiving a first instruction sent by the live streaming server, wherein the first instruction is issued by the live streaming server after it is unable to obtain the game data of the first game account from the game server before the first countdown ends.

[0237] In an optional embodiment, the live streaming server is configured to determine that the first live streaming room has entered a second waiting state in response to the inability to obtain game data of the first game account from the game server before the first countdown ends, and to start a second countdown for the second waiting state.

[0238] In an optional embodiment, the game module 601 is configured to, in response to logging into the second game account, display a third game screen and a live streaming control with the second game account logged in, wherein the live streaming control is configured to request live streaming of the game using the second game account;

[0239] The game module 601 is used to respond to a trigger operation received from the live streaming control and display the second game screen of the game being live streamed using the second game account.

[0240] In one optional embodiment, the game module 601 is configured to run the streamer client in response to receiving a trigger operation from the live streaming control;

[0241] The broadcaster module 602 is used to send a live broadcast request to the live broadcast server. The live broadcast request is used to request the live broadcast account logged in using the broadcaster client to broadcast the game of the second game account.

[0242] The broadcaster module 602 is used to receive a live broadcast response sent by the live broadcast server. The live broadcast response is used to broadcast the game of the second game account using the live broadcast account. The live broadcast response is sent by the live broadcast server after determining that the second countdown of the first live broadcast room corresponding to the live broadcast account has not ended. The second countdown is triggered by the live broadcast server after determining that the first game account has logged out.

[0243] The game module 601 is used to display the second game screen of the game being streamed using the second game account.

[0244] In one optional embodiment, the game module 601 is configured to run the streamer client in response to receiving a trigger operation from the live streaming control;

[0245] The broadcaster module 602 is used to display a continue broadcast control, which is used to request the continuation of the game broadcast of the second game account in the first broadcast room;

[0246] The broadcast module 602 is used to respond to the trigger operation received from the continue broadcast control and display the second game screen of the game broadcast using the second game account.

[0247] In an optional embodiment, the broadcaster module 602 is configured to display the continue broadcast control on the third game screen in response to the second game account having obtained broadcast authorization from the broadcaster account, wherein the broadcaster account is the account logged in in the broadcaster client.

[0248] In an optional embodiment, the broadcaster module 602 is configured to display an authorization page in response to the second game account not obtaining broadcast authorization from the live streaming account. The authorization page displays an authorization control, which is used by the second game account to request broadcast authorization from the live streaming account, wherein the live streaming account is the account logged in in the broadcaster client.

[0249] The broadcaster module 602 is used to display the continue live broadcast control on the authorization page in response to a trigger operation received from the authorization control.

[0250] In an optional embodiment, the broadcaster module 602 is configured to send a live broadcast request to the live broadcast server, the live broadcast request being used to request the live broadcast account logged in using the broadcaster client to conduct a live broadcast of the game using the second game account;

[0251] The broadcast module 602 is used to display the continue broadcast control in response to receiving an inquiry instruction sent by the live broadcast server. The inquiry instruction is sent by the live broadcast server after determining that the live broadcast account has the first live broadcast room in the waiting state.

[0252] In an optional embodiment, the broadcaster module 602 is configured to display a re-live control, which is used to request the creation of a new live stream room for the second game account's game live stream.

[0253] The broadcaster module 602 is used to display the live room creation page in response to receiving a trigger operation from the re-live control.

[0254] In an optional embodiment, the broadcaster module 602 is configured to display a live streaming control in response to receiving a trigger operation on the account switching control, the live streaming control being used to request a live game stream using the game account currently logged into the game client;

[0255] The game module 601 is used to display a second game screen using the second game account for live game streaming in response to a successful game account switch, including:

[0256] The game module 601 is used to display a third game screen with the second game account logged in in response to logging into the second game account;

[0257] The game module 601 is used to respond to a trigger operation received from the live streaming control and display the second game screen of the game being live streamed using the second game account.

[0258] In an optional embodiment, the game module 601 is configured to, in response to logging into the second game account, display a third game screen and a live streaming control with the second game account logged in, wherein the live streaming control is configured to request live streaming of the game using the second game account;

[0259] The game module 601 is configured to respond to a trigger operation received from the live streaming control before the first countdown ends, and to display the second game screen of the game being live streamed using the second game account.

[0260] In one optional embodiment, the game module 601 is configured to run the streamer client in response to receiving a trigger operation from the live streaming control;

[0261] The broadcaster module 602 is used to send a live broadcast request to the live broadcast server. The live broadcast request is used to request the live broadcast account logged in using the broadcaster client to broadcast the game of the second game account.

[0262] The broadcaster module 602 is used to receive a live broadcast response sent by the live broadcast server. The live broadcast response is used to broadcast the game of the second game account using the live broadcast account. The live broadcast response is sent by the live broadcast server after determining that the first countdown of the first live broadcast room corresponding to the live broadcast account has not ended.

[0263] The game module 601 is used to display the second game screen of the game being streamed using the second game account.

[0264] Figure 19 This illustration shows a schematic diagram of an apparatus for switching game accounts during live streaming, provided in an exemplary embodiment of this application. The apparatus can be implemented as all or part of a live streaming server through software, hardware, or a combination of both. The apparatus includes:

[0265] The live streaming module 603 is used to acquire the first live streaming screen of the first game account performing game live streaming. The first live streaming screen is generated based on the first game data of the first game account obtained from the game server. The game live streaming is conducted in the first live streaming room. The first game account is the game account logged in in the game client of the broadcaster terminal. The broadcaster terminal runs the game client and the broadcaster client.

[0266] Waiting module 604 is used to determine that the first live broadcast room has entered a waiting state in response to the switching of game accounts in the first live broadcast room.

[0267] The live streaming module 603 is used to respond to a successful game account switch by acquiring a second live streaming screen of the game performed by the second game account. The second live streaming screen is generated based on the second game data of the second game account obtained from the game server. The second game account is the game account logged in in the game client after the streamer terminal switches game accounts.

[0268] In an optional embodiment, the device further includes:

[0269] The waiting module 604 is used to respond to receiving a switch account request sent by the broadcaster client, determine that the first live room has entered a first waiting state, and start a first countdown for the first waiting state; the switch account request is issued by the broadcaster client in response to receiving a trigger operation on the switch account control;

[0270] The sending module 605 is used to send a switch account response to the broadcaster client, and the switch account response is used to make the broadcaster client display the first countdown.

[0271] In an optional embodiment, the waiting module 604 is configured to determine that the game client of the broadcaster terminal has exited the first game account in response to the inability to obtain game data of the first game account from the game server before the first countdown ends.

[0272] The sending module 605 is used to send a first instruction to the broadcaster client, the first instruction being used to cause the broadcaster client to cancel the display of the first countdown.

[0273] In an optional embodiment, the device further includes:

[0274] The waiting module 604 is used to respond to receiving a switch account request sent by the broadcaster client, determine that the first live room has entered a first waiting state, and start a first countdown for the first waiting state; the switch account request is issued by the broadcaster client in response to receiving a trigger operation on the switch account control;

[0275] The sending module 605 is used to send a switch account response to the broadcaster client, and the switch account response is used to make the broadcaster client display the first countdown.

[0276] The waiting module 604 is used to respond to the inability to obtain game data of the first game account from the game server before the first countdown ends, determine that the game client of the broadcaster terminal has exited the first game account, determine that the first live broadcast room has entered a second waiting state, and start a second countdown for the second waiting state.

[0277] In an optional embodiment, the waiting module 604 is configured to send a live broadcast response to the broadcaster client in response to receiving a live broadcast request from the broadcaster client before the second countdown ends.

[0278] The live streaming module 603 is used to acquire a second live streaming screen of the second game account performing game live streaming;

[0279] The live streaming request is triggered by the live streaming control after the game client of the broadcaster terminal logs in to the second game account. The live streaming request is used to request the live streaming account logged in by the broadcaster client to conduct a live streaming of the game of the second game account. The live streaming response is used to enable the broadcaster client to conduct a live streaming of the game of the second game account using the first live streaming room of the live streaming account.

[0280] In an optional embodiment, the waiting module 604 is configured to respond to receiving a live streaming request sent by the broadcaster client before the second countdown ends, and the live streaming account having a first live streaming room in the waiting state, by sending an inquiry instruction to the broadcaster client, the inquiry instruction being configured to cause the broadcaster client to display a continue live streaming control, the continue live streaming control being configured to request to continue the game live streaming of the second game account in the first live streaming room;

[0281] The waiting module 604 is used to send the live broadcast response to the broadcaster client in response to receiving the live broadcast continuation request sent by the broadcaster client. The live broadcast continuation request is sent by the broadcaster client in response to receiving the trigger operation on the live broadcast continuation control.

[0282] In an optional embodiment, the waiting module 604 is configured to respond to receiving a live streaming request sent by the broadcaster client before the second countdown ends, and the second game account has obtained the live streaming authorization of the live streaming account, and the live streaming account has the first live streaming room in the waiting state, by sending a first query instruction to the broadcaster client, the first query instruction being used to cause the broadcaster client to display the continue live streaming control on the live streaming screen of the game client.

[0283] In an optional embodiment, the waiting module 604 is configured to respond to receiving a live streaming request sent by the streamer client before the second countdown ends, and the second game account has not obtained live streaming authorization from the live streaming account, by sending an authorization instruction to the streamer client. The authorization instruction is configured to cause the streamer client to display an authorization page, the authorization page displaying an authorization control, the authorization control being used by the second game account to request live streaming authorization from the live streaming account.

[0284] The waiting module 604 is used to complete the live streaming authorization of the live streaming account to the second game account in response to receiving the authorization request sent by the broadcaster client;

[0285] The waiting module 604 is used to send a second inquiry instruction to the broadcaster client in response to the fact that the live broadcast account has the first live broadcast room in the waiting state. The second inquiry instruction is used to cause the broadcaster client to display the continue live broadcast control on the authorization page.

[0286] In an optional embodiment, the query instruction is further used to cause the broadcaster client to display a re-live control, the re-live control being used to request the creation of a new live room for the second game account's game live stream;

[0287] The waiting module 604 is used to close the first live room and send a re-live response to the broadcaster client in response to receiving a re-live request from the broadcaster client. The re-live request is sent by the broadcaster client in response to a trigger operation on the re-live control. The re-live response is used to make the broadcaster client display the live room creation page.

[0288] In an optional embodiment, the waiting module 604 is configured to send a live broadcast response to the broadcaster client in response to receiving a live broadcast request from the broadcaster client before the first countdown ends.

[0289] The live streaming module 603 is used to acquire a second live streaming screen of the second game account performing game live streaming;

[0290] The live streaming request is triggered by the live streaming control after the game client of the broadcaster terminal logs in to the second game account. The live streaming request is used to request the live streaming account logged in by the broadcaster client to conduct a live streaming of the game of the second game account. The live streaming response is used to enable the broadcaster client to conduct a live streaming of the game of the second game account using the first live streaming room of the live streaming account.

[0291] In an optional embodiment, the device further includes:

[0292] The sending module 605 is used to send the first live broadcast image to the viewer client in the first live broadcast room;

[0293] The sending module 605 is used to send a waiting screen to the viewer client in the first live room in response to the switching of the game account in the first live room. The waiting state is used to wait for the live account in the first live room to switch the game account. The real-time live broadcast of the game is not displayed on the waiting screen.

[0294] The sending module 605 is used to send the second live broadcast screen to the viewer client in the first live broadcast room in response to the successful switching of the game account.

[0295] Figure 20 This illustration shows a schematic diagram of a device for switching game accounts during live streaming, provided in an exemplary embodiment of this application. The device can be implemented as all or part of a viewer terminal through software, hardware, or a combination of both. The device includes:

[0296] Display module 606 is used to display the first live broadcast screen of the game live broadcast using the first game account in the first live broadcast room;

[0297] The display module 606 is used to respond to the switching of game accounts in the first live room by displaying a waiting screen indicating that the first live room has entered a waiting state. The waiting state is used to wait for the live account in the first live room to switch to a game account. The real-time game screen of the game live stream is not displayed on the waiting screen.

[0298] The display module 606 is used to display a second live broadcast screen in the first live broadcast room in response to a successful game account switch;

[0299] The game live stream is conducted by the live stream server obtaining game data of the game account from the game server, generating game footage based on the game data, and then playing it.

[0300] Please refer to Figure 21 This illustration shows a structural block diagram of a computer device 1300 provided in an exemplary embodiment of this application. The computer device 1300 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1300 may also be referred to as a user device, portable terminal, or other names.

[0301] Typically, computer device 1300 includes a processor 1301 and a memory 1302.

[0302] Processor 1301 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1301 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1301 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1301 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1301 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0303] The memory 1302 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1302 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1302 is used to store at least one instruction, which is executed by the processor 1301 to implement the method for switching game accounts during live streaming provided in this application.

[0304] In some embodiments, the electronic device 1300 may also optionally include: a peripheral device interface 1303 and at least one peripheral device. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1304, a touch display screen 1305, a camera 1306, an audio circuit 1307, a positioning component 1308, and a power supply 1309.

[0305] Peripheral device interface 1303 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1301 and memory 1302. In some embodiments, processor 1301, memory 1302 and peripheral device interface 1303 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1301, memory 1302 and peripheral device interface 1303 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0306] The radio frequency (RF) circuit 1304 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1304 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1304 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1304 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1304 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1304 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0307] The touch display screen 1305 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1305 also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to the processor 1301 for processing. The touch display screen 1305 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1305, positioned on the front panel of the electronic device 1300; in other embodiments, there may be at least two touch display screens, respectively positioned on different surfaces of the electronic device 1300 or in a folded design; in still other embodiments, the touch display screen 1305 may be a flexible display screen, positioned on a curved or folded surface of the electronic device 1300. Furthermore, the touch display screen 1305 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The touch display screen 1305 may be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).

[0308] The camera assembly 1306 is used to acquire images or videos. Optionally, the camera assembly 1306 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is used for video calls or selfies, and the rear-facing camera is used for taking photos or videos. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, and a wide-angle camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, and panoramic shooting and VR (Virtual Reality) shooting by fusion of the main camera and the wide-angle camera. In some embodiments, the camera assembly 1306 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash is a combination of a warm light flash and a cool light flash, which can be used for light compensation at different color temperatures.

[0309] Audio circuit 1307 provides an audio interface between the user and electronic device 1300. Audio circuit 1307 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to processor 1301 for processing, or input to radio frequency circuit 1304 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different part of electronic device 1300. The microphone may also be an array microphone or an omnidirectional microphone. The speaker converts the electrical signals from processor 1301 or radio frequency circuit 1304 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, audio circuit 1307 may also include a headphone jack.

[0310] Positioning component 1308 is used to locate the current geographic location of electronic device 1300 in order to enable navigation or LBS (Location Based Service). Positioning component 1308 can be a positioning component based on the US GPS (Global Positioning System), China's BeiDou system, or Russia's Galileo system.

[0311] Power supply 1309 is used to supply power to various components in electronic device 1300. Power supply 1309 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1309 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0312] In some embodiments, the electronic device 1300 further includes one or more sensors 1310. The one or more sensors 1310 include, but are not limited to: an accelerometer 1311, a gyroscope 1312, a pressure sensor 1313, a fingerprint sensor 1314, an optical sensor 1315, and a proximity sensor 1316.

[0313] Accelerometer 1311 can detect the magnitude of acceleration along the three axes of a coordinate system established by electronic device 1300. For example, accelerometer 1311 can be used to detect the components of gravitational acceleration along the three axes. Processor 1301 can control touchscreen display 1305 to display the user interface in landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1311. Accelerometer 1311 can also be used for games or for acquiring user motion data.

[0314] The gyroscope sensor 1312 can detect the orientation and rotation angle of the electronic device 1300. The gyroscope sensor 1312 can work in conjunction with the accelerometer sensor 1311 to acquire the user's 3D movements on the electronic device 1300. Based on the data acquired by the gyroscope sensor 1312, the processor 1301 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0315] The pressure sensor 1313 can be disposed on the side bezel of the electronic device 1300 and / or on the lower layer of the touch display screen 1305. When the pressure sensor 1313 is disposed on the side bezel of the electronic device 1300, it can detect the user's grip signal on the electronic device 1300 and perform left / right hand recognition or quick operation based on the grip signal. When the pressure sensor 1313 is disposed on the lower layer of the touch display screen 1305, it can control operable controls on the UI interface based on the user's pressure operation on the touch display screen 1305. Operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0316] The fingerprint sensor 1314 is used to collect a user's fingerprint to identify the user's identity. When the user's identity is identified as trusted, the processor 1301 authorizes the user to perform relevant sensitive operations, including unlocking the screen, viewing encrypted information, downloading software, making payments, and changing settings. The fingerprint sensor 1314 can be located on the front, back, or side of the electronic device 1300. When the electronic device 1300 has a physical button or manufacturer's logo, the fingerprint sensor 1314 can be integrated with the physical button or manufacturer's logo.

[0317] The optical sensor 1315 is used to collect ambient light intensity. In one embodiment, the processor 1301 can control the display brightness of the touch screen 1305 based on the ambient light intensity collected by the optical sensor 1315. Specifically, when the ambient light intensity is high, the display brightness of the touch screen 1305 is increased; when the ambient light intensity is low, the display brightness of the touch screen 1305 is decreased. In another embodiment, the processor 1301 can also dynamically adjust the shooting parameters of the camera assembly 1306 based on the ambient light intensity collected by the optical sensor 1315.

[0318] The proximity sensor 1316, also known as a distance sensor, is typically located on the front of the electronic device 1300. The proximity sensor 1316 is used to detect the distance between the user and the front of the electronic device 1300. In one embodiment, when the proximity sensor 1316 detects that the distance between the user and the front of the electronic device 1300 is gradually decreasing, the processor 1301 controls the touch display screen 1305 to switch from a screen-on state to a screen-off state; when the proximity sensor 1316 detects that the distance between the user and the front of the electronic device 1300 is gradually increasing, the processor 1301 controls the touch display screen 1305 to switch from a screen-off state to a screen-on state.

[0319] Those skilled in the art will understand that Figure 21 The structure shown does not constitute a limitation on the electronic device 1300, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0320] Figure 22 This is a schematic diagram of the structure of a server provided in one embodiment of this application. Specifically, the server 1200 includes a Central Processing Unit (CPU) 1201, a system memory 1204 including Random Access Memory (RAM) 1202 and Read-Only Memory (ROM) 1203, and a system bus 1205 connecting the system memory 1204 and the CPU 1201. The server 1200 also includes a basic input / output system (I / O system) 1206 that facilitates the transfer of information between various devices within the computer, and a mass storage device 1207 for storing the operating system 1213, application programs 1214, and other program modules 1215.

[0321] The basic input / output system 1206 includes a display 1208 for displaying information and an input device 1209 for user input, such as a mouse or keyboard. Both the display 1208 and the input device 1209 are connected to the central processing unit 1201 via an input / output controller 1210 connected to the system bus 1205. The basic input / output system 1206 may also include the input / output controller 1210 for receiving and processing input from multiple other devices such as a keyboard, mouse, or electronic stylus. Similarly, the input / output controller 1210 also provides output to a display screen, printer, or other types of output devices.

[0322] Mass storage device 1207 is connected to central processing unit 1201 via a mass storage controller (not shown) connected to system bus 1205. Mass storage device 1207 and its associated computer-readable media provide non-volatile storage for server 1200. That is, mass storage device 1207 may include computer-readable media (not shown) such as hard disk or compact disc read-only memory (CD-ROM) drive.

[0323] Without loss of generality, computer-readable media can include computer storage media and communication media. Computer storage media includes volatile and non-volatile, removable and non-removable media implemented using any method or technology for storing information such as computer-readable instructions, data structures, program modules, or other data. Computer storage media include RAM, ROM, erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other solid-state storage technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape cassettes, magnetic tape, disk storage, or other magnetic storage devices. Of course, those skilled in the art will recognize that computer storage media are not limited to the above-mentioned types. The system memory 1204 and mass storage device 1207 described above can be collectively referred to as memory.

[0324] According to various embodiments of this application, server 1200 can also be connected to a remote computer on a network, such as the Internet. That is, server 1200 can be connected to network 1212 via network interface unit 1211 connected to system bus 1205, or network interface unit 1211 can be used to connect to other types of networks or remote computer systems (not shown).

[0325] This application also provides a terminal, which includes a processor and a memory. The memory stores at least one instruction, at least one program, code set, or instruction set. The at least one instruction, at least one program, code set, or instruction set is loaded and executed by the processor to implement the method for switching game accounts during live streaming provided in the above-described method embodiments.

[0326] This application also provides a computer device, which includes a processor and a memory. The memory storage medium stores at least one instruction, at least one program, code set, or instruction set. The at least one instruction, at least one program, code set, or instruction set is loaded and executed by the processor to implement the method for switching game accounts during live streaming provided in the above-described method embodiments.

[0327] This application also provides a computer-readable storage medium storing at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, at least one program, code set, or instruction set is loaded and executed by a processor to implement the method for switching game accounts during live streaming provided in the above-described method embodiments.

[0328] This application also provides a computer program product or computer program including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the method for switching game accounts during live streaming provided in the above-described optional implementation.

[0329] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.

[0330] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0331] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for switching game accounts during live streaming, characterized in that, Applied to a broadcasting terminal, wherein a game client and a broadcasting client are running on the broadcasting terminal, the method includes: The game client displays a first game screen using the first game account for live streaming. The live game is displayed in the first live room in the streamer client. The first game account is the game account logged in in the game client. Above the first game screen, the streamer client's account switching control is also displayed. If the first game account is logged out from the game client during normal live streaming, the first live streaming room is closed in response to the inability to obtain game data for the first game account. Upon receiving a trigger operation on the account switching control, the streamer client displays that the first live streaming room has entered a waiting state. If the first game account is logged out from the game client during the waiting state, the first live streaming room will not be closed even if game data for the first game account cannot be obtained. Upon successful game account switching, the game client displays a second game screen using a second game account for live streaming, where the second game account is the game account logged into in the game client after the account switch. The game live stream is generated by the live stream server obtaining game data from the game server based on the game account, generating a live stream image based on the game data, and then forwarding the live stream image to the viewer's client for playback.

2. The method according to claim 1, characterized in that, In response to receiving a trigger operation on the account switching control, the broadcaster client displays that the first live room has entered a waiting state, including: In response to receiving a trigger operation on the account switching control, the broadcaster client displays a countdown to the first live broadcast room entering the first waiting state.

3. The method according to claim 2, characterized in that, In response to receiving a trigger operation on the account switching control, the broadcaster client displays a first countdown to the first live streaming room entering a first waiting state, including: In response to receiving a trigger operation on the account switching control, the broadcaster client sends an account switching request to the live streaming server; In response to receiving a switch account response from the live streaming server, the broadcaster client displays a countdown to the first live streaming room entering the first waiting state. The switch account response is sent by the live streaming server after receiving the switch account request and setting the first live streaming room to the first waiting state.

4. The method according to claim 2, characterized in that, The method further includes: In response to logging out of the first game account before the first countdown ends, the streamer client cancels the display of the first countdown.

5. The method according to claim 4, characterized in that, The response to logging out of the first game account before the first countdown ends, the streamer client cancels the display of the first countdown, including: In response to receiving a first instruction from the live streaming server, the streamer client cancels the display of the first countdown. The first instruction is issued by the live streaming server after it is unable to obtain the game data of the first game account from the game server before the first countdown ends.

6. The method according to any one of claims 1 to 5, characterized in that, In response to a successful game account switch, the game client displays a second game screen showing the game being streamed using the second game account, including: In response to logging into the second game account, the game client displays a third game screen and a live streaming control with the second game account logged in. The live streaming control is used to request to live stream the game using the second game account. In response to receiving a trigger operation from the live streaming control, the game client displays the second game screen showing the game being streamed using the second game account.

7. The method according to claim 6, characterized in that, In response to receiving a trigger operation from the live streaming control, the game client displays the second game screen showing the game being streamed using the second game account, including: In response to receiving a trigger operation from the live streaming control, the game client runs the streamer client; The broadcaster client displays a continue broadcast control, which is used to request that the game broadcast of the second game account continue in the first broadcast room; In response to receiving a trigger operation on the continue live streaming control, the streamer client displays the second game screen showing the game being streamed using the second game account.

8. The method according to claim 2, characterized in that, In response to a successful game account switch, the game client displays a second game screen showing the game being streamed using the second game account, including: In response to logging into the second game account, the game client displays a third game screen and a live streaming control with the second game account logged in. The live streaming control is used to request to live stream the game using the second game account. In response to receiving a trigger operation on the live streaming control before the first countdown ends, the game client displays the second game screen showing the game being streamed using the second game account.

9. A method for switching game accounts during live streaming, characterized in that, Applied to a live streaming server, the method includes: The first live stream screen of the first game account is obtained and generated based on the first game data of the first game account obtained from the game server. The game live stream is conducted in the first live stream room. The first game account is the game account logged in on the game client of the streamer terminal. The streamer terminal runs the game client and the streamer client. If the broadcaster terminal logs out of the first game account from the game client during normal live streaming, the first live streaming room will be closed in response to the inability to obtain game data for the first game account. Upon receiving a switch account request from the broadcaster client, the first live streaming room will enter a waiting state. If the broadcaster terminal logs out of the first game account from the game client during this waiting state, the first live streaming room will not be closed in response to the inability to obtain game data for the first game account. The switch account request is issued by the broadcaster client in response to a trigger operation received from the switch account control. Upon successful game account switching, a second live streaming screen of the second game account is obtained, generated based on the second game data of the second game account obtained from the game server. The second game account is the game account logged into in the game client after the broadcaster terminal switches game accounts. The live streaming server forwards the second live streaming screen to the viewer client for playback.

10. The method according to claim 9, characterized in that, The step of responding to receiving the account switching request sent by the broadcaster client and determining that the first live broadcast room has entered a waiting state includes: In response to receiving a switch account request from the broadcaster client, the system determines that the first live room has entered a first waiting state and starts a first countdown for the first waiting state; it then sends a switch account response to the broadcaster client, which causes the broadcaster client to display the first countdown.

11. The method according to claim 10, characterized in that, The method further includes: In response to the inability to obtain game data of the first game account from the game server before the first countdown ends, it is determined that the game client of the broadcaster terminal has logged out of the first game account, and a first instruction is sent to the broadcaster client, the first instruction being used to cause the broadcaster client to cancel the display of the first countdown.

12. The method according to claim 9, characterized in that, The step of responding to receiving the account switching request sent by the broadcaster client and determining that the first live broadcast room has entered a waiting state includes: In response to receiving a switch account request from the broadcaster client, the system determines that the first live streaming room has entered a first waiting state and starts a first countdown for the first waiting state; it then sends a switch account response to the broadcaster client, which causes the broadcaster client to display the first countdown. In response to the inability to obtain game data of the first game account from the game server before the first countdown ends, it is determined that the game client of the broadcaster terminal has exited the first game account, the first live broadcast room has entered a second waiting state, and a second countdown for the second waiting state is started.

13. The method according to claim 12, characterized in that, The process of responding to a successful game account switch and obtaining a second live stream feed from the second game account includes: In response to receiving a live streaming request from the broadcaster client before the second countdown ends, a live streaming response is sent to the broadcaster client to obtain a second live streaming screen of the game being streamed by the second game account; The live streaming request is triggered by the live streaming control after the game client of the broadcaster terminal logs in to the second game account. The live streaming request is used to request the live streaming account logged in by the broadcaster client to conduct the game live streaming of the second game account. The live streaming response is used to enable the broadcaster client to conduct the game live streaming of the second game account using the first live streaming room of the live streaming account.

14. The method according to claim 10, characterized in that, The process of responding to a successful game account switch and obtaining a second live stream feed from the second game account includes: In response to receiving a live streaming request from the broadcaster client before the first countdown ends, a live streaming response is sent to the broadcaster client to obtain a second live streaming screen of the game being streamed by the second game account; The live streaming request is triggered by the live streaming control after the game client of the broadcaster terminal logs in to the second game account. The live streaming request is used to request the live streaming account logged in by the broadcaster client to conduct the game live streaming of the second game account. The live streaming response is used to enable the broadcaster client to conduct the game live streaming of the second game account using the first live streaming room of the live streaming account.

15. A method for switching game accounts during live streaming, characterized in that, Applied to a viewer terminal, wherein a viewer client runs on the viewer terminal, the method includes: The first live stream screen, which is broadcast using the first game account, is displayed in the first live stream room; when the broadcaster's terminal logs out of the first game account during normal live stream, the first live stream room is closed in response to the inability to obtain the game data of the first game account. In response to the broadcaster terminal receiving a trigger operation on the account switching control of the first live broadcast room, a waiting screen is displayed indicating that the first live broadcast room has entered a waiting state. The waiting state is used to wait for the live broadcast account of the first live broadcast room to switch to a game account. The real-time game screen of the game live broadcast is not displayed on the waiting screen. The broadcaster terminal exits the first game account in the waiting state. When the game data of the first game account cannot be obtained, the first live broadcast room will not be closed. In response to the successful switching of the game account, a second live broadcast screen using the second game account to broadcast the game is displayed in the first live broadcast room; The game live stream is conducted by the live stream server obtaining game data of the game account from the game server, generating game footage based on the game data, and then playing it.

16. A device for switching game accounts during live streaming, characterized in that, The device is all or part of the broadcast terminal, and the device includes: The game module is used to display the first game screen of the game being live-streamed using the first game account. The game live stream is displayed in the first live room in the streamer's client. The first game account is the game account logged in in the game client. The account switching control of the streamer's client is also displayed above the first game screen. The streamer module is used to close the first live stream room when the first game account is logged out of the game client during normal live streaming. In response to the inability to obtain game data for the first game account, the first live stream room is closed. In response to receiving a trigger operation on the account switching control, the streamer client displays that the first live stream room has entered a waiting state. When the first game account is logged out of the game client during the waiting state and game data for the first game account cannot be obtained, the first live stream room will not be closed. The game module is used to display a second game screen using the second game account for live streaming of the game in response to a successful game account switch. The second game account is the game account logged in in the game client after the game account switch. The game live stream is generated by the live stream server obtaining game data from the game server based on the game account, generating a live stream image based on the game data, and then forwarding the live stream image to the viewer's client for playback.

17. A device for switching game accounts during live streaming, characterized in that, The device is all or part of a live streaming server, and the device includes: The live streaming module is used to acquire the first live streaming screen of the first game account, which is generated based on the first game data of the first game account obtained from the game server. The game live streaming takes place in the first live streaming room. The first game account is the game account logged in on the game client of the broadcaster terminal. The broadcaster terminal runs the game client and the broadcaster client. If the broadcaster terminal logs out of the first game account from the game client during normal live streaming, the first live streaming room will be closed in response to the inability to acquire the game data of the first game account. The waiting module is used to determine that the first live room has entered a waiting state in response to receiving a switch account request sent by the broadcaster client; and to ensure that the first live room will not be closed when the broadcaster terminal logs out of the first game account from the game client in the waiting state and the game data of the first game account cannot be obtained; the switch account request is issued by the broadcaster client in response to receiving a trigger operation on the switch account control; The live streaming module is used to respond to a successful game account switch by acquiring a second live streaming screen of the game performed by the second game account. The second live streaming screen is generated based on the second game data of the second game account obtained from the game server. The second game account is the game account logged in in the game client after the streamer terminal switches game accounts. The live streaming server forwards the second live streaming screen to the viewer client for playback.

18. A device for switching game accounts during live streaming, characterized in that, The device is all or part of the viewer terminal, and the device includes: The display module is used to display the first live broadcast screen of the game using the first game account in the first live broadcast room; when the broadcaster terminal logs out of the first game account in normal live broadcast state, the first live broadcast room is closed in response to the inability to obtain the game data of the first game account. The display module is used to respond to the trigger operation received by the broadcaster terminal from the account switching control of the first live room, and to display a waiting screen indicating that the first live room has entered a waiting state. The waiting state is used to wait for the live account of the first live room to switch to a game account. The real-time game screen of the game live broadcast is not displayed on the waiting screen. The broadcaster terminal exits the first game account in the waiting state. When the game data of the first game account cannot be obtained, the first live room will not be closed. The display module is used to display a second live stream screen in the first live stream room in response to a successful game account switch; The game live stream is conducted by the live stream server obtaining game data of the game account from the game server, generating game footage based on the game data, and then playing it.

19. A computer device, characterized in that, The computer includes a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the method for switching game accounts during live streaming as described in any one of claims 1 to 15.

20. A computer-readable storage medium, characterized in that, The storage medium stores at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, the at least one program, the code set, or instruction set is loaded and executed by a processor to implement the method for switching game accounts during live streaming as described in any one of claims 1 to 15.