Game live broadcast interaction method and device, equipment and medium
By establishing a game interaction channel within the live streaming room, viewers and streamers can engage in multiplayer games without leaving the live streaming room, solving the problem of needing to leave the live streaming room to perform game operations in existing technologies and improving the live streaming interactive experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-09-07
- Publication Date
- 2026-03-10
AI Technical Summary
In a live stream, viewers who wish to connect with the game streamer for a game must leave the current live stream to perform gameplay actions, which affects the interactive experience between the viewers and the game streamer.
This invention provides a game live streaming interaction method that establishes a game interaction channel within the live streaming room, allowing viewers and streamers to engage in multiplayer games without leaving the live streaming room, receiving and processing operation instructions, and transmitting game video information to control game objects.
It enables viewers to connect and play games with the streamer without leaving the live stream room, expanding the application of multiplayer games and enhancing the interactive experience of live streaming.
Smart Images

Figure CN115776599B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present disclosure relates to the technical field of video display, and particularly relates to a game live broadcast interaction method and device, equipment and a medium. BACKGROUND
[0002] With the rise of short video applications, live broadcast video in a live broadcast room has become a new type of social interaction method. For example, live broadcast of games in a live broadcast room has become a common live broadcast form.
[0003] In the related art, when a watching user wants to play a game with a game anchor, the watching user needs to leave the current live broadcast room, open a corresponding game application, and initiate a team formation request to the anchor user in the game application.
[0004] However, the above game method of the watching user and the game anchor needs to leave the live broadcast room to play the game, which affects the interaction between the watching user and the game anchor. SUMMARY
[0005] To solve the above technical problems or at least partially solve the above technical problems, the present disclosure provides a game live broadcast interaction method and device, equipment and a medium. A user watching a live broadcast can play a game with an anchor user of a live broadcast end without exiting a live broadcast room, which expands the application of multi-player games and improves the game experience of users.
[0006] The present disclosure provides a game live broadcast interaction method. The method is applied to an anchor client and includes: receiving a connection request of at least one watching client to participate in a multi-player game in a live broadcast room; in response to the connection request, establishing a corresponding game interaction channel with the at least one watching client, and receiving an operation instruction triggered by a first game object corresponding to the live broadcast room of the at least one watching client through the game interaction channel; and transmitting game video information of the live broadcast room, wherein the game video information includes video information of the first game object controlled according to the operation instruction triggered by the at least one watching client to the first game object, and video information of a second game object corresponding to the live broadcast room controlled according to an operation instruction triggered by the anchor client to the second game object.
[0007] The embodiment of the present disclosure further provides a game live interaction method, which is applied to a look-client, and includes the following steps: sending a connection request for applying to participate in a live room of a host-client to broadcast a multiplayer game; in response to an authorization operation on the connection request, detecting an operation instruction triggered by the look-client on a first game object of the live room, and sending the operation instruction through a game interaction channel established with the host-client; and displaying game video information broadcast by the host-client, wherein the game video information includes video information of the first game object controlled by the host-client according to the operation instruction triggered by the at least one look-client on the first game object, and video information of a second game object controlled by the host-client according to an operation instruction triggered by the host-client on the second game object corresponding to the live room.
[0008] The embodiment of the present disclosure further provides a game live interaction device, which is applied to a host-client, and includes the following steps: a first receiving module, configured to receive a connection request of at least one look-client to participate in a live room of a host-client to broadcast a multiplayer game; a second receiving module, configured to, in response to the connection request, establish a corresponding game interaction channel with the at least one look-client, and receive, through the game interaction channel, an operation instruction triggered by the at least one look-client on a first game object corresponding to the live room; and a transmission module, configured to transmit game video information of the live room, wherein the game video information includes video information of the first game object controlled by the host-client according to the operation instruction triggered by the at least one look-client on the first game object, and video information of a second game object controlled by the host-client according to an operation instruction triggered by the host-client on the second game object corresponding to the live room.
[0009] The embodiment of the present disclosure further provides a game live interaction device, which is applied to a look-client, and includes the following steps: a first sending module, configured to send a connection request for applying to participate in a live room of a host-client to broadcast a multiplayer game; a second sending module, configured to, in response to an authorization operation on the connection request, detect an operation instruction triggered by the look-client on a first game object of the live room, and send the operation instruction through a game interaction channel established with the host-client; and a display module, configured to display game video information broadcast by the host-client, wherein the game video information includes video information of the first game object controlled by the host-client according to the operation instruction triggered by the at least one look-client on the first game object, and video information of a second game object controlled by the host-client according to an operation instruction triggered by the host-client on the second game object corresponding to the live room.
[0010] The embodiment of the present disclosure further provides an electronic device, comprising: a processor; a memory for storing executable instructions of the processor; the processor is used for reading the executable instructions from the memory and executing the instructions to realize the game live interaction method provided by the embodiment of the present disclosure.
[0011] The embodiment of the present disclosure further provides a computer readable storage medium, which stores a computer program for executing the game live interaction method provided by the embodiment of the present disclosure.
[0012] The technical solution provided by the embodiment of the present disclosure has the following advantages compared with the prior art: the game live interaction method provided by the embodiment of the present disclosure receives a connection request of at least one watching client participating in a live room starting a multi-player game, establishes a corresponding game interaction channel with the at least one watching client in response to the connection request, receives an operation instruction triggered by a first game object corresponding to the live room of the at least one watching client through the game interaction channel, and then transmits game video information of the live room, which includes video information of the first game object controlled according to the operation instruction triggered by the at least one watching client and video information of a second game object controlled according to the operation instruction triggered by the anchor client to the live room. Therefore, the user watching the live broadcast can realize the connection game with the anchor user of the live broadcast end without exiting the live room, which expands the application of the multi-player game and improves the live interaction experience. BRIEF DESCRIPTION OF DRAWINGS
[0013] The above and other features, advantages, and aspects of the embodiments of the present disclosure will become more apparent by describing in detail the following specific embodiments with reference to the attached drawings. Throughout the drawings, the same or similar reference numerals refer to the same or similar elements. It should be understood that the drawings are schematic, and the original and elements are not necessarily drawn according to the scale.
[0014] Figure 1 A flowchart of a game live interaction method provided by the embodiment of the present disclosure is shown in the figure;
[0015] Figure 2 A flowchart of another game live interaction method provided by the embodiment of the present disclosure is shown in the figure;
[0016] Figure 3 A scene diagram of a game live interaction provided by the embodiment of the present disclosure is shown in the figure;
[0017] Figure 4 Another scene diagram of a game live interaction provided by the embodiment of the present disclosure is shown in the figure;
[0018] Figure 5Another scene diagram of game live interaction provided by an embodiment of the present disclosure is provided.
[0019] Figure 6 Another scene diagram of game live interaction provided by an embodiment of the present disclosure is provided.
[0020] Figure 7 A flow diagram of another game live interaction method provided by an embodiment of the present disclosure is provided.
[0021] Figure 8 A flow diagram of game live interaction provided by an embodiment of the present disclosure is provided.
[0022] Figure 9 A structural diagram of a game live interaction device provided by an embodiment of the present disclosure is provided.
[0023] Figure 10 A structural diagram of another game live interaction device provided by an embodiment of the present disclosure is provided.
[0024] Figure 11 A structural diagram of an electronic device provided by an embodiment of the present disclosure is provided. DETAILED DESCRIPTION
[0025] Embodiments of the present disclosure will be described in more detail by referring to the drawings. Although certain embodiments of the present disclosure are shown in the drawings, it is understood that the present disclosure can be implemented in various forms and should not be construed as being limited to the embodiments set forth herein, but rather the embodiments are provided to more completely understand the present disclosure. It is understood that the drawings and embodiments of the present disclosure are for exemplary purposes only and are not intended to limit the scope of the present disclosure.
[0026] It should be understood that each step described in the method embodiments of the present disclosure can be executed in different orders and / or in parallel. In addition, the method embodiments can include additional steps and / or omit the execution of the steps shown. The scope of the present disclosure is not limited in this respect.
[0027] The term “comprising” and variations thereof as used herein are open-ended, that is, “including but not limited to”. The term “based on” is “based, at least in part, on”. The term “one embodiment” means “at least one embodiment”; the term “another embodiment” means “at least one additional embodiment”; the term “some embodiments” means “at least some embodiments”. Related definitions of other terms will be given in the description below.
[0028] It should be noted that the concepts of “first”, “second”, etc. mentioned in the present disclosure are only used to distinguish different devices, modules or units, and are not used to limit the order or interdependence of the functions performed by these devices, modules or units.
[0029] It should be noted that the modification of "one" or "multiple" mentioned in the present disclosure is illustrative rather than restrictive, and those skilled in the art should understand that "one or more" should be understood unless otherwise explicitly indicated in the context.
[0030] The names of the messages or information exchanged between the plurality of devices in the embodiments of the present disclosure are only for illustrative purposes, and are not used to limit the scope of the messages or information.
[0031] To solve the above problems, the game live interaction method provided by the embodiments of the present disclosure can realize the game connection between the watching user and the anchor user without proposing the game live room, not only can continue to watch the live broadcast, but also can play the game with the anchor user. Wherein, the game connection refers to the game mode that different users operate different game roles of the same game at the same time.
[0032] In order to more comprehensively explain the game live interaction method of the present disclosure, the following will be focused on the anchor client side and the watching client side respectively.
[0033] First, the game live interaction method will be explained from the anchor client side.
[0034] Figure 1 A flowchart of the game live interaction method provided by the embodiments of the present disclosure is shown. The method can be executed by a game live interaction device, which can be implemented by software and / or hardware, and can be integrated in an electronic device. As shown in the figure, the method comprises: Figure 1
[0035] Step 101, receiving a connection request of at least one watching client participating in the live room opening multi-player game.
[0036] In this embodiment, the watching client can be one or more, that is, the game anchor of the live room can be connected with one watching user for game or multiple watching users for game.
[0037] In actual execution process, considering that if the anchor client is connected with other watching clients for game, the demand for network speed of the anchor client will be improved, therefore, in order to ensure the quality of multi-player game and live broadcast, in one embodiment of the present disclosure, before receiving the connection request of at least one watching client participating in the live room opening multi-player game, the network quality of the live client can also be detected. In this embodiment, as shown in the figure, before receiving the connection request of at least one watching client participating in the live room opening multi-player game, the method further comprises: Figure 2
[0038] Step 201, detecting whether the live network parameter of the anchor client meets a preset triggering condition.
[0039] The live network parameter includes, but is not limited to, one or more of the network speed, the network signal-to-noise ratio, and the network packet loss rate of the anchor client.
[0040] In this embodiment, it is detected whether the live network parameter of the anchor client meets a preset triggering condition. The preset triggering condition is used to determine whether the network quality corresponding to the live network parameter is relatively good and can bear the network requirements of the live broadcast and the multiplayer game.
[0041] In some possible embodiments, the preset triggering condition can be a minimum value corresponding to the live network parameter. When each live network parameter of the anchor client is greater than the minimum value, it is considered that the live network parameter of the anchor client meets the preset triggering condition.
[0042] In this embodiment, the minimum value of each live network parameter can be determined according to the number of look-client. A corresponding relationship can be preset, and the minimum value of each live network parameter corresponding to the number of look-client is queried based on the corresponding relationship. The more the number of look-client is, the higher the minimum value of each live network parameter corresponding to the number of look-client is.
[0043] In other possible embodiments, the preset triggering condition can be a minimum value of a score value corresponding to the live network parameter. In this embodiment, the weight value of each live network parameter is calibrated according to experimental data. When the live network parameter is multiple, the product value of each live network parameter and the corresponding weight value is calculated, and the size relationship between the product value and the minimum value of the score value is compared. If the product value is greater than the minimum value of the score value, it is considered that the live network parameter of the anchor client meets the preset triggering condition. In this embodiment, the minimum value of the score value can be determined according to the number of look-client. A corresponding relationship can be preset, and the minimum value of the score value corresponding to the number of look-client is queried based on the corresponding relationship. The more the number of look-client is, the higher the minimum value of the score value corresponding to the number of look-client is.
[0044] Step 202, if the live network parameter meets the triggering condition, the multiplayer game participation function of the anchor client is started.
[0045] In this embodiment, if the live network parameter meets the triggering condition, it indicates that the network quality of the anchor client is relatively good and can bear the network requirements of the multiplayer game and the live broadcast game. At this time, the multiplayer game participation function of the anchor client is started.
[0046] In the embodiment, to intuitively prompt the watching user that the multi-player game can be participated, a prompt information that the multi-player game participation function of the anchor client is turned on can be displayed on the live room interface, and the prompt information can be one or more of an animation, a text, and a pattern.
[0047] In step 102, in response to the connection request, a corresponding game interaction channel is established with the at least one watching client, and an operation instruction triggered by the at least one watching client on the first game object corresponding to the live room is received through the game interaction channel.
[0048] In the embodiment, in response to the connection request, a corresponding game interaction channel is established with the at least one watching client directly on the anchor client side, and the game interaction channel is used for subsequent information transmission between the watching client and the anchor client based on the game scene.
[0049] Therefore, to ensure the smoothness of the game, in one embodiment of the disclosure, the game interaction channel can be a channel with relatively low latency relative to the transmission channel of the live interface of the live room. For example, if the multi-player game screen of the live room is transmitted through the content delivery network (Content Delivery Network, CDN), the transmission channel of the live interface of the live room has a latency of 5 to 10 seconds, and the CDN channel has a relatively high latency, the above-mentioned connection request can also be sent by the at least one watching client through the CDN channel.
[0050] In the embodiment, to ensure the smoothness of the game, in response to the connection request, the communication mode with the at least one watching client is switched from the CDN channel to a real-time communication channel (Real-time communication, RTC) with a latency of less than 400 milliseconds, that is, a real-time communication channel with relatively low latency. In the embodiment, as shown in Figure 3 The multi-player game screen of the live room is transmitted to the watching client participating in the multi-player game through the RTC channel, ensuring the smoothness of the game client and the game experience, and the multi-player game screen of the live room is transmitted to the watching client not participating in the multi-player game through the CDN channel, avoiding the occupation of a large amount of communication resources.
[0051] Further, after the game channel is established, the operation instruction triggered by each watching client on the first game object can be received through the game interaction channel. The first game object is a game object authorized by the anchor client, and the first game object can be a game character or the like. The operation instruction includes a control instruction for the game character, such as controlling the game character to jump, flip, change the moving direction, etc.
[0052] In the embodiment, the way of determining the first game object authorized by the look broadcasting client participating in the multi-player game is different, and examples are as follows:
[0053] In some possible embodiments, the first game object authorized by the anchor client is assigned, and in the embodiment, when the look broadcasting client of the connection request is one, the identification information of the look broadcasting client can not be included in the corresponding connection request, and the corresponding first game object can be directly assigned by the anchor client. The identification information of the look broadcasting client includes but is not limited to the avatar, ID, user level information, user score information, etc. of the look broadcasting client.
[0054] When the look broadcasting client of the connection request is multiple, especially when the number of the look broadcasting client of the connection request is greater than the number of the assignable first game object, in order to avoid confusion in assignment, the identification information of the look broadcasting client can be included in the corresponding connection request, and the anchor client selects and assigns the corresponding first game object according to the identification information of the look broadcasting client. For example, the anchor user of the anchor client selects and assigns the corresponding first game object.
[0055] In other possible embodiments, the corresponding first game object can be directly assigned in the connection request for starting the multi-player game in the live broadcast room, for example, the assignable first game object is sorted, and according to the sorting result, the look broadcasting client of the connection request for starting the multi-player game in the live broadcast room is assigned according to the request order, for example, as shown in Figure 4 The assignable first game objects a, b, and c are sorted, if the look broadcasting client of the first received connection request is A, the corresponding first game object a is directly authorized for the look broadcasting client A, if the look broadcasting client of the second received connection request is B, the corresponding first game object b is directly authorized for the look broadcasting client B, and so on.
[0056] In step 103, the game video information of the live broadcast room is transmitted, and the game video information includes: video information of the first game object controlled according to the operation instruction triggered by the at least one look broadcasting client on the first game object, and video information of the second game object controlled according to the operation instruction triggered by the anchor client on the second game object corresponding to the live broadcast room.
[0057] In the embodiment, the video information corresponding to the multiplayer game picture of the live room is transmitted, wherein the multiplayer game picture is generated according to operation instructions triggered by at least one look-client on a first game object authorized by the look-client and a second game object controlled by a host-client, and the second game object can be regarded as a second game object, wherein the first game object and the second game object can be the same or different, when the first game object and the second game object are the same, the look-client and the host-client can control one game object together, and when the first game object and the second game object are different, the look-client and the host-client can control different game objects respectively.
[0058] As shown in Figure 5 , the first game object is controlled according to operation instructions triggered by at least one look-client on the first game object authorized by the look-client, and the second game object is controlled according to operation instructions triggered by a host-client on the second game object controlled by the host-client, which can be controlled by a game engine of the host-client, and the look-client can perform connection request processing and receive operation instructions, and the host-client decodes the operation instructions, and the game engine controls the corresponding game object according to the decoded operation instructions.
[0059] As shown in Figure 6 , in the multiplayer game picture, the game objects controlled by the look-client and the host-client are displayed through the live room, the look-client can see the operation results in the multiplayer game picture, and the look-client does not need to exit the live room, the operation instructions of the look-client are analyzed on the host-client and the corresponding first game object is controlled, and a multiplayer game interaction based on the live room is realized. This multiplayer game scene can be distributed between familiar game anchors and look-client users, thereby realizing a multiplayer game based on the live room and improving the interactive value of the live room.
[0060] In summary, the game live interaction method of the embodiment of the disclosure receives a connection request of at least one look-client participating in a live room broadcast multiplayer game, establishes a corresponding game interaction channel with the at least one look-client in response to the connection request, receives operation instructions of a first game object triggered by the at least one look-client in the live room through the game interaction channel, and then transmits game video information of the live room, wherein the game video information includes video information of the first game object controlled according to operation instructions triggered by the at least one look-client on the first game object, and video information of a second game object controlled according to operation instructions triggered by a host-client on the second game object corresponding to the live room. Therefore, a user watching the live broadcast can realize connection game with a host user of the live broadcast end without exiting the live room, expand the application of the multiplayer game, and improve the live interactive experience.
[0061] The following is a description of the game live interaction method on the look client side.
[0062] Figure 7 is a flowchart of a game live interaction method according to an embodiment of the present disclosure, as shown in the figure, the method comprises: Figure 7
[0063] Step 701, send a connection request for applying to participate in the live broadcast room of the anchor client to start a multi-player game.
[0064] In this embodiment, if the user of the look client wants to participate in the multi-player game with the anchor client, the connection request for applying to participate in the live broadcast room of the anchor client to start a multi-player game can be sent.
[0065] It should be noted that in different application scenarios, the triggering mode of the connection request is different, for example:
[0066] In an embodiment of the present disclosure, the multi-player game started by the live broadcast room of the anchor client is displayed, and a game participation identifier is displayed on the live broadcast room interface of the look client, the game participation identifier includes one or more of patterns, characters, animations, etc., and then, in response to the triggering operation of the game participation identifier of the live broadcast room, the connection request for applying to participate in the live broadcast room of the anchor client to start a multi-player game is sent.
[0067] In other possible embodiments, the multi-player game started by the live broadcast room of the anchor client can be displayed, the gesture operation of the look client on the live broadcast room is received, and if the gesture operation is a preset gesture operation, the connection request for applying to participate in the live broadcast room of the anchor client to start a multi-player game is sent.
[0068] Step 702, in response to the authorization operation of the connection request, detecting the operation instruction triggered by the look client to the first game object of the live broadcast room, and sending the operation instruction through the game interaction channel established with the anchor client.
[0069] In this embodiment, in response to the authorization operation of the connection request, the operation instruction triggered by the look client to the first game object is detected, wherein the first game object can be the game object authorized by the look client, the operation instruction can be obtained according to the voice operation of the look client, and can be obtained according to the gesture operation of the look client, for example, double-click operation corresponds to forward operation instruction, single-click operation corresponds to backward operation instruction, etc., and then the look client triggers the operation instruction of the first game object authorized by itself, and sends the operation instruction through the game interaction channel established with the anchor client.
[0070] In some possible embodiments, in order to ensure smoothness of the game, the operation instruction can be sent through a real-time communication (RTC) channel established with the anchor client and having a low delay.
[0071] At step 703, the game video information live broadcast by the anchor client is displayed, and the game video information includes: first game video information controlled by the anchor client according to the operation instruction triggered by the at least one look client on the first game object, and second game video information controlled by the anchor client according to the operation instruction triggered by the anchor client on the second game object corresponding to the live broadcast room.
[0072] In this embodiment, the multiplayer game live broadcast by the anchor client is displayed, and specifically, the anchor client controls the corresponding first game object according to the operation instruction triggered by the at least one look client on the first game object authorized by the anchor client, and controls the second game object according to the operation instruction triggered by the anchor client on the second game object. The first game object can be the same as or different from the second game object.
[0073] It should be emphasized that when the operation instruction of the look client is obtained, the operation instruction is sent to the corresponding live broadcast client to control the first game object. Since the game interaction channel established with the anchor client has a small delay, the look client user cannot feel the time difference between inputting the corresponding operation instruction and the operation instruction being reflected in the multiplayer game. For the user of the look client, the game operation is more smooth.
[0074] In order to enable those skilled in the art to understand the game live broadcast interaction method of the embodiments of the present disclosure more comprehensively, the following example is given, in which the operation instruction of the look client is obtained through gesture operation, the game interaction channel is an RTC channel, and the communication channel between the look client not participating in the game and the anchor client is a CDN channel.
[0075] As Figure 8As shown, in the game live interactive process, the anchor user of the anchor client opens a game (a game that can run in the live application) of a live room interface, and a game interface in which the anchor user plays the game is live broadcast in the live room. The game interface is transmitted to other watching clients through a CDN channel. If a connection request is sent by a watching client, the anchor client responds to the connection request, establishes a game interaction channel RTC channel with the corresponding watching client, the corresponding watching client starts gesture detection of operation instructions of the authorized first game object, and sends the operation instructions to the anchor client through the RTC channel. The anchor client parses the operation instructions and sends the operation instructions to the game engine. The game engine also receives operation instructions triggered by the watching client on the second game object. The game engine controls the corresponding first game object according to the operation instructions triggered by the at least one watching client on the first game object authorized by the game engine, and controls the second game object according to the operation instructions triggered by the anchor client on the second game object controlled by the anchor client. The corresponding game screen is displayed on the anchor client, and the game interface is transmitted to the watching client through the CDN channel.
[0076] In summary, in the game live interactive method of the embodiment of the disclosure, the watching client sends a connection request for participating in a live room game of the anchor client, responds to an authorized operation on the connection request, detects operation instructions triggered by the watching client on a first game object authorized by the watching client, and sends the operation instructions through a game interaction channel established with the anchor client. Then, game video information live broadcast by the anchor client is displayed, and the game video information includes video information of the first game object controlled by the anchor client according to the operation instructions triggered by the at least one watching client on the first game object, and video information of the second game object controlled by the anchor client according to the operation instructions triggered by the anchor client on the second game object in the live room. Therefore, a user watching the live broadcast can realize connection game with an anchor user of a live broadcast end without exiting the live room, the application of the multi-player game is expanded, and the live interactive experience is improved.
[0077] The disclosure also provides a game live interactive device. The device is applied to an anchor client.
[0078] Figure 9 A structural schematic diagram of a game live interactive device provided by the embodiment of the disclosure is shown. The device can be implemented by software and / or hardware, and can be integrated in an electronic device. As shown, Figure 9 The device includes a first receiving module 910, a second receiving module 920, and a transmission module 930.
[0079] The first receiving module 910 is configured to receive a connection request of at least one watching client for participating in a live room game.
[0080] The second receiving module 920 is configured to, in response to the connection request, establish a corresponding game interaction channel with the at least one looker client, and receive an operation instruction triggered by the first game object corresponding to the live broadcast room of the at least one looker client through the game interaction channel.
[0081] The transmission module 930 is configured to transmit game video information of the live broadcast room, the game video information including video information of the first game object controlled according to the operation instruction triggered by the at least one looker client, and video information of the second game object controlled according to the operation instruction triggered by the anchor client.
[0082] The game live broadcast interaction device provided by the embodiments of the present disclosure can execute the game live broadcast interaction method provided by any embodiment of the present disclosure focusing on the anchor client side, and has the corresponding function modules and beneficial effects of the execution method.
[0083] To implement the above-mentioned embodiments, the present disclosure further provides a game live broadcast interaction device. The device is applied to a looker client.
[0084] Figure 10 A structural schematic diagram of a game live broadcast interaction device provided by the embodiments of the present disclosure, which can be implemented by software and / or hardware, and can be integrated in an electronic device. As shown in the figure, the device includes a first sending module 1010, a second sending module 1020, and a display module 1030. Figure 10
[0085] The first sending module 1010 is configured to send a connection request for applying to participate in a live broadcast room of the anchor client for starting a multi-player game.
[0086] The second sending module 1020 is configured to, in response to an authorization operation on the connection request, detect an operation instruction triggered by the first game object of the live broadcast room by the looker client, and send the operation instruction through the game interaction channel established with the anchor client.
[0087] The display module 1030 is configured to display game video information of the live broadcast of the anchor client, the game video information including video information of the first game object controlled according to the operation instruction triggered by the at least one looker client, and video information of the second game object controlled according to the operation instruction triggered by the anchor client.
[0088] The game live broadcast interaction device provided by the embodiments of the present disclosure can execute the game live broadcast interaction method provided by any embodiment of the present disclosure focusing on the looker client side, and has the corresponding function modules and beneficial effects of the execution method.
[0089] To implement the above embodiments, this disclosure also proposes a computer program product, including a computer program / instructions, which, when executed by a processor, implements the game live streaming interactive method described above.
[0090] Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure.
[0091] The following is a detailed reference. Figure 11 The diagram illustrates a structural schematic suitable for implementing the electronic device 1100 in the embodiments of this disclosure. The electronic device 1100 in the embodiments of this disclosure may include, but is not limited to, mobile terminals such as mobile phones, laptops, digital broadcast receivers, PDAs (personal digital assistants), PADs (tablet computers), PMPs (portable multimedia players), in-vehicle terminals (e.g., in-vehicle navigation terminals), and fixed terminals such as digital TVs and desktop computers. Figure 11 The electronic device shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein.
[0092] like Figure 11 As shown, electronic device 1100 may include a processing device (e.g., a central processing unit, a graphics processing unit, etc.) 1101, which can perform various appropriate actions and processes according to a program stored in read-only memory (ROM) 1102 or a program loaded from storage device 1108 into random access memory (RAM) 1103. The RAM 1103 also stores various programs and data required for the operation of electronic device 1100. The processing device 1101, ROM 1102, and RAM 1103 are interconnected via bus 1104. Input / output (I / O) interface 1105 is also connected to bus 1104.
[0093] Typically, the following devices can be connected to I / O interface 1105: input devices 1106 including, for example, touchscreens, touchpads, keyboards, mice, cameras, microphones, accelerometers, gyroscopes, etc.; output devices 1107 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; storage devices 1108 including, for example, magnetic tapes, hard disks, etc.; and communication devices 1109. Communication device 1109 allows electronic device 1100 to communicate wirelessly or wiredly with other devices to exchange data. Although Figure 11 An electronic device 1100 with various devices is shown; however, it should be understood that it is not required to implement or possess all of the devices shown. More or fewer devices may be implemented or possessed alternatively.
[0094] In particular, according to embodiments of this disclosure, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this disclosure include a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication device 1109, or installed from storage device 1108, or installed from ROM 1102. When the computer program is executed by processing device 1101, it performs the functions defined in the game live streaming interactive method of embodiments of this disclosure.
[0095] It should be noted that the computer-readable medium described in this disclosure can be a computer-readable signal medium or a computer-readable storage medium, or any combination thereof. A computer-readable storage medium can be, for example,—but not limited to—an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of a computer-readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In this disclosure, a computer-readable storage medium can be any tangible medium containing or storing a program that can be used by or in connection with an instruction execution system, apparatus, or device. In this disclosure, a computer-readable signal medium can include a data signal propagated in baseband or as part of a carrier wave, carrying computer-readable program code. Such propagated data signals can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A computer-readable signal medium can be any computer-readable medium other than a computer-readable storage medium, which can send, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device. The program code contained on the computer-readable medium can be transmitted using any suitable medium, including but not limited to: wires, optical fibers, RF (radio frequency), etc., or any suitable combination thereof.
[0096] In some implementations, clients and servers can communicate using any currently known or future-developed network protocol such as HTTP (Hypertext Transfer Protocol) and can interconnect with digital data communication (e.g., communication networks) of any form or medium. Examples of communication networks include local area networks (“LANs”), wide area networks (“WANs”), the Internet (e.g., the Internet of Things), and peer-to-peer networks (e.g., ad hoc peer-to-peer networks), as well as any currently known or future-developed networks.
[0097] The aforementioned computer-readable medium may be included in the aforementioned electronic device; or it may exist independently and not assembled into the electronic device.
[0098] The aforementioned computer-readable medium carries one or more programs that, when executed by the electronic device, cause the electronic device to: receive connection requests from at least one viewing client to participate in a live-streamed multiplayer game; in response to the connection requests, establish a corresponding game interaction channel with at least one viewing client; receive operation instructions triggered by a first game object corresponding to the live-streaming room from at least one viewing client through the game interaction channel; and then transmit game video information from the live-streaming room. The game video information includes: video information controlling the first game object based on operation instructions triggered by at least one viewing client on the first game object, and video information controlling the second game object based on operation instructions triggered by the broadcaster client on a second game object corresponding to the live-streaming room. Thus, users watching the live stream can connect and play games with the broadcaster without leaving the live-streaming room, expanding the application of multiplayer games and enhancing the interactive experience of live streaming.
[0099] Computer program code for performing the operations of this disclosure can be written in one or more programming languages or a combination thereof, including but not limited to object-oriented programming languages such as Java, Smalltalk, and C++, as well as conventional procedural programming languages such as the "C" language or similar programming languages. The program code can be executed entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving remote computers, the remote computer can be connected to the user's computer via any type of network—including a local area network (LAN) or a wide area network (WAN)—or can be connected to an external computer (e.g., via the Internet using an Internet service provider).
[0100] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this disclosure. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.
[0101] The units described in the embodiments of this disclosure can be implemented in software or hardware. The names of the units are not, in some cases, intended to limit the specific unit.
[0102] The functions described above in this document can be performed, at least in part, by one or more hardware logic components. For example, exemplary types of hardware logic components that can be used, without limitation, include: Field Programmable Gate Arrays (FPGAs), Application-Specific Integrated Circuits (ASICs), Application Standard Products (ASSPs), System-on-Chip (SoCs), Complex Programmable Logic Devices (CPLDs), and so on.
[0103] In the context of this disclosure, a machine-readable medium can be a tangible medium that may contain or store a program for use by or in conjunction with an instruction execution system, apparatus, or device. A machine-readable medium can be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium can be, but is not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatus, or devices, or any suitable combination of the foregoing. More specific examples of machine-readable storage media include electrical connections based on one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination of the foregoing.
[0104] According to one or more embodiments of this disclosure, this disclosure provides a game live streaming interaction method, the method being applied to a streamer client, including:
[0105] Receive connection requests from at least one viewing client to participate in a multiplayer game broadcast in the live room;
[0106] In response to the connection request, a corresponding game interaction channel is established with the at least one live streaming client, and operation instructions triggered by the first game object corresponding to the live streaming room of the at least one live streaming client are received through the game interaction channel;
[0107] The game video information of the live broadcast room is transmitted, and the game video information includes: video information of the first game object controlled by operation instructions triggered by the at least one viewing client on the first game object, and video information of the second game object controlled by operation instructions triggered by the broadcaster client on the second game object corresponding to the live broadcast room.
[0108] According to one or more embodiments of this disclosure, in the game live streaming interaction method provided by this disclosure, after responding to the connection request, the method further includes:
[0109] Assign a first game object to each of the aforementioned live streaming clients for authorized operations.
[0110] According to one or more embodiments of this disclosure, in the game live streaming interaction method provided by this disclosure, receiving a connection request from at least one viewing client to participate in a multiplayer game broadcast in the live streaming room includes:
[0111] The multiplayer game footage broadcast in the live stream room is transmitted via a Content Delivery Network (CDN).
[0112] Receive at least one streaming client's connection request to participate in the multiplayer game via the CDN channel.
[0113] According to one or more embodiments of this disclosure, in the game live streaming interaction method provided by this disclosure, the step of establishing a corresponding game interaction channel with at least one of the viewing clients in response to the connection request includes:
[0114] In response to the connection request, the communication method with at least one of the video-watching clients is switched from the CDN channel to the RTC real-time communication channel.
[0115] According to one or more embodiments of this disclosure, in the game live streaming interaction method provided by this disclosure, transmitting the multiplayer game screen of the live streaming room includes:
[0116] The multiplayer game footage from the live stream is transmitted to the streaming clients participating in the multiplayer game via the RTC channel; and
[0117] The multiplayer game footage from the live stream is transmitted to viewers who are not participating in the multiplayer game via the CDN channel.
[0118] According to one or more embodiments of this disclosure, the game live streaming interaction method provided by this disclosure further includes, before receiving a connection request from at least one viewing client to participate in a multiplayer game broadcast in the live streaming room:
[0119] Detect whether the live streaming network parameters of the broadcaster client meet the preset triggering conditions;
[0120] If the live streaming network parameters meet the triggering conditions, then the multiplayer game participation function of the streamer client is enabled.
[0121] According to one or more embodiments of this disclosure, this disclosure provides a game live streaming interactive method, the method being applied to a streaming client, including:
[0122] Send a connection request to participate in the live broadcast of a multiplayer game on the streamer's client;
[0123] In response to the authorization operation of the connection request, the system detects the operation command triggered by the viewing client on the first game object in the live broadcast room, and sends the operation command through the game interaction channel established with the broadcaster client;
[0124] The game video information displayed by the broadcaster client includes: the video information controlled by the broadcaster client based on the operation instructions triggered by the at least one viewer client on the first game object, and the video information controlled by the broadcaster client based on the operation instructions triggered by the broadcaster client on the second game object corresponding to the live broadcast room.
[0125] According to one or more embodiments of this disclosure, in the game live streaming interaction method provided by this disclosure, sending a connection request to participate in the live streaming of a multiplayer game by the streamer client includes:
[0126] The live streamer's client shows that a multiplayer game is being broadcast in the live stream room;
[0127] In response to the triggering operation of the game participation identifier in the live broadcast room, a connection request is sent to request participation in the live broadcast room of the streamer client to start a multiplayer game.
[0128] According to one or more embodiments of this disclosure, in the game live streaming interaction method provided by this disclosure, sending the operation command through a game interaction channel established with the streamer client includes:
[0129] The operation command is sent through the real-time communication (RTC) channel established with the broadcaster client.
[0130] According to one or more embodiments of this disclosure, this disclosure provides a game live streaming interactive device.
[0131] The device is applied to the broadcaster's client and includes:
[0132] The first receiving module is used to receive connection requests from at least one viewing client to participate in a multiplayer game broadcast in the live room;
[0133] The second receiving module is used to respond to the connection request, establish a corresponding game interaction channel with the at least one live streaming client, and receive the operation instructions triggered by the first game object corresponding to the live streaming room of the at least one live streaming client through the game interaction channel;
[0134] A transmission module is used to transmit game video information of the live streaming room. The game video information includes: video information of the first game object controlled by operation instructions triggered by at least one viewing client on the first game object, and video information of the second game object controlled by operation instructions triggered by the broadcaster client on the second game object corresponding to the live streaming room.
[0135] According to one or more embodiments of this disclosure, the game live streaming interactive device provided in this disclosure further includes:
[0136] The allocation module is used to allocate the first game object for authorized operations to each of the streaming clients.
[0137] According to one or more embodiments of this disclosure, in the game live streaming interactive device provided by this disclosure, the first receiving module is specifically used for:
[0138] The multiplayer game footage broadcast in the live stream room is transmitted via a Content Delivery Network (CDN).
[0139] Receive at least one streaming client's connection request to participate in the multiplayer game via the CDN channel.
[0140] According to one or more embodiments of this disclosure, in the game live streaming interactive device provided by this disclosure, the second receiving module is specifically used for:
[0141] In response to the connection request, the communication method with at least one of the video-watching clients is switched from the CDN channel to the RTC real-time communication channel.
[0142] According to one or more embodiments of this disclosure, in the game live streaming interactive device provided by this disclosure, the transmission module is specifically used for:
[0143] The multiplayer game footage from the live stream is transmitted to the streaming clients participating in the multiplayer game via the RTC channel; and
[0144] The multiplayer game footage from the live stream is transmitted to viewers who are not participating in the multiplayer game via the CDN channel.
[0145] According to one or more embodiments of this disclosure, the game live streaming interactive device provided in this disclosure further includes:
[0146] The detection module is used to detect whether the live streaming network parameters of the broadcaster client meet the preset triggering conditions;
[0147] The activation module is used to enable the multiplayer game participation function of the broadcaster client when the live streaming network parameters meet the triggering conditions.
[0148] According to one or more embodiments of this disclosure, this disclosure provides a game live streaming interactive device, the device being applied to a viewing client, comprising:
[0149] The first sending module is used to send connection requests to participate in the live broadcast of multiplayer games in the live broadcast room of the broadcaster's client;
[0150] The second sending module is used to respond to the authorization operation of the connection request, detect the operation command triggered by the viewing client on the first game object in the live broadcast room, and send the operation command through the game interaction channel established with the broadcaster client;
[0151] The display module is used to display game video information broadcast live by the broadcaster client. The game video information includes: the video information of the first game object controlled by the broadcaster client according to the operation instructions triggered by at least one viewer client on the first game object, and the video information of the second game object controlled by the broadcaster client according to the operation instructions triggered by the broadcaster client on the second game object corresponding to the live broadcast room.
[0152] According to one or more embodiments of this disclosure, in the game live streaming interactive device provided by this disclosure, the first sending module is specifically used for:
[0153] The live streamer's client shows that a multiplayer game is being broadcast in the live stream room;
[0154] In response to the triggering operation of the game participation identifier in the live broadcast room, a connection request is sent to request participation in the live broadcast room of the streamer client to start a multiplayer game.
[0155] According to one or more embodiments of this disclosure, in the game live streaming interactive device provided by this disclosure, the second sending module is specifically used for:
[0156] The operation command is sent through the real-time communication (RTC) channel established with the broadcaster client.
[0157] According to one or more embodiments of this disclosure, this disclosure provides an electronic device, including:
[0158] processor;
[0159] Memory used to store the processor's executable instructions;
[0160] The processor is configured to read the executable instructions from the memory and execute the instructions to implement any of the game live streaming interactive methods provided in this disclosure.
[0161] According to one or more embodiments of the present disclosure, the present disclosure provides a computer-readable storage medium storing a computer program for performing any of the game live streaming interactive methods provided in the present disclosure.
[0162] The above description is merely a preferred embodiment of this disclosure and an explanation of the technical principles employed. Those skilled in the art should understand that the scope of this disclosure is not limited to technical solutions formed by specific combinations of the above-described technical features, but should also cover other technical solutions formed by arbitrary combinations of the above-described technical features or their equivalents without departing from the above-described concept. For example, technical solutions formed by substituting the above features with (but not limited to) technical features disclosed in this disclosure that have similar functions.
[0163] Furthermore, while the operations are described in a specific order, this should not be construed as requiring these operations to be performed in the specific order shown or in a sequential order. In certain environments, multitasking and parallel processing may be advantageous. Similarly, while several specific implementation details are included in the above discussion, these should not be construed as limiting the scope of this disclosure. Certain features described in the context of individual embodiments may also be implemented in combination in a single embodiment. Conversely, various features described in the context of a single embodiment may also be implemented individually or in any suitable sub-combination in multiple embodiments.
[0164] Although the subject matter has been described using language specific to structural features and / or methodological logic, it should be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or actions described above. Rather, the specific features and actions described above are merely illustrative examples of implementing the claims.
Claims
1. A game live broadcast interaction method, characterized in that, The method is applied to a host client and comprises the following steps: receiving a connection request for participating in a multi-player game in a live broadcast room sent by at least one looker client through a CDN channel; in response to the connection request, switching a communication mode with the at least one looker client from the CDN channel to an RTC real-time communication channel, and receiving an operation instruction triggered by the at least one looker client on a first game object corresponding to the live broadcast room through the RTC real-time communication channel; transmitting game video information of the live broadcast room to the looker client through the corresponding RTC real-time communication channel, wherein the game video information comprises video information of the first game object controlled according to the operation instruction triggered by the at least one looker client on the first game object, and video information of a second game object controlled according to an operation instruction triggered by the host client on the second game object corresponding to the live broadcast room.
2. The method of claim 1, wherein, After the step of responding to the connection request, the method further comprises the following steps: allocating a first game object authorized to operate to each looker client.
3. The method of claim 1, wherein, Before the step of receiving a connection request for participating in a multi-player game in a live broadcast room sent by at least one looker client through a CDN channel, the method further comprises the following step: transmitting a multi-player game screen of the live broadcast room through a content distribution network (CDN).
4. The method of claim 1, wherein, The method further comprises the following step: transmitting the multi-player game screen of the live broadcast room to a looker client who does not participate in the multi-player game through the CDN channel.
5. The method according to any of claims 1 to 4, characterized in that, Before the step of receiving a connection request for participating in a multi-player game in a live broadcast room sent by at least one looker client through a CDN channel, the method further comprises the following steps: detecting whether a live broadcast network parameter of the host client meets a preset triggering condition; if the live broadcast network parameter meets the triggering condition, enabling a multi-player game participation function of the host client.
6. A game live broadcast interaction method, characterized in that, The method is applied to a looker client and comprises the following steps: sending a connection request for applying to participate in a multi-player game in a live broadcast room of a host client through a CDN channel; in response to an authorization operation on the connection request, detecting an operation instruction triggered by the looker client on a first game object of the live broadcast room, and sending the operation instruction through an RTC real-time communication channel established with the host client; displaying game video information transmitted by the host client through a corresponding RTC real-time communication channel in the live broadcast room, wherein the game video information comprises video information of the first game object controlled according to the operation instruction triggered by at least one looker client on the first game object, and video information of a second game object controlled according to an operation instruction triggered by the host client on the second game object corresponding to the live broadcast room.
7. The method of claim 6, wherein, The step of sending a connection request for applying to participate in a multi-player game in a live broadcast room of a host client through a CDN channel comprises the following steps: displaying a multi-player game in a live broadcast room of the host client; in response to a triggering operation on a game participation identifier of the live broadcast room, sending a connection request for applying to participate in a multi-player game in a live broadcast room of a host client through a CDN channel.
8. A game live broadcast interaction device, characterized in that, The device is applied to a host client and comprises the following steps: The first receiving module is configured to receive a connection request for participating in a live broadcast room multi-player game sent by at least one looker client through a CDN channel. The second receiving module is configured to switch a communication mode of the at least one looker client from the CDN channel to an RTC real-time communication channel in response to the connection request, and receive an operation instruction triggered by the at least one looker client on a first game object corresponding to the live broadcast room through the RTC real-time communication channel. The transmission module is configured to transmit game video information of the live broadcast room to the looker client through a corresponding RTC real-time communication channel, wherein the game video information comprises video information of the first game object controlled according to the operation instruction triggered by the at least one looker client on the first game object, and video information of a second game object controlled according to an operation instruction triggered by the anchor client on the second game object corresponding to the live broadcast room.
9. A game live broadcast interaction device, characterized in that, The device is applied to a looker client and comprises: The first sending module is configured to send a connection request for applying to participate in a live broadcast room multi-player game of an anchor client through a CDN channel. The second sending module is configured to detect an operation instruction triggered by the looker client on a first game object of the live broadcast room in response to an authorization operation on the connection request, and send the operation instruction through an RTC real-time communication channel established with the anchor client. The display module is configured to display game video information transmitted by the anchor client through a corresponding RTC real-time communication channel in the live broadcast room, wherein the game video information comprises video information of the first game object controlled according to the operation instruction triggered by at least one looker client on the first game object, and video information of a second game object controlled according to an operation instruction triggered by the anchor client on the second game object corresponding to the live broadcast room.
10. An electronic device, comprising: The electronic device comprises: a processor; a memory for storing executable instructions of the processor; The processor is configured to read the executable instructions from the memory and execute the instructions to implement the game live broadcast interaction method of any one of claims 1-5, or implement the game live broadcast interaction method of any one of claims 6-7.
11. A computer readable storage medium, characterized in that, The storage medium stores a computer program, and the computer program is used to execute the game live broadcast interaction method of any one of claims 1-5, or implement the game live broadcast interaction method of any one of claims 6-7.
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