Game live broadcast interactive processing method and device and computing equipment

By receiving and processing game events in the game live broadcast room, the problem of insufficient interaction methods in the existing technology is solved, cross-platform reflection of audience interaction behaviors in the game live broadcast room and game logic response, and enhanced the interaction of the game live broadcast room .

CN119316675APending Publication Date: 2025-01-14SHANGHAI HODE INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202411420969.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-11
Publication Date
2025-01-14

AI Technical Summary

Technical Problem

The interaction methods of existing game live broadcast platforms are mainly text and barrage, and it is difficult to achieve the depth and sense of interaction between traditional games or offline game activities, and it is impossible to achieve the interaction between audience users and games across platforms.

Method used

By receiving game events triggered in the game live broadcast room sent by the live broadcast platform, the game client is queried based on the unified identity carried by the game event, and the game event is sent to the game client to realize the cross-border interaction behavior of the audience in the game live broadcast room Platform reflection and game logic response.

Benefits of technology

It breaks the barriers between live broadcasts and games, allows live broadcast viewers to be reflected in the game in real time through interaction, allowing live broadcast viewers to participate in the live broadcast games, enriching the interaction methods of the game live broadcast room.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a game live broadcast interactive processing method and device and computing equipment. The method comprises the following steps: receiving a game event triggered in a game live broadcast room and sent by a live broadcast platform; wherein the game event is triggered according to audience interaction behaviors in the game live broadcast room; inquiring the game client according to the unified identity identifier carried by the game event; and sending the game event to the game client, so that the game client responds to the game event. Through the above mode, the barrier between the live broadcast and the game is broken, the interaction behavior of the live broadcast audience in the game live broadcast room can be reflected in the live broadcast game in a cross-platform manner, and various game events triggered by the live broadcast audience through interaction can be reflected in the live broadcast game in real time. The live broadcast audience can participate in the live broadcast game through interaction in the game live broadcast room, and the interaction mode of the game live broadcast room is enriched.
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Description

Technical Field

[0001] The present application relates to the field of Internet technology, and specifically to a method, device, computing equipment, computer storage medium and computer program product for interactive processing of game live broadcast. Background Art

[0002] Game live streaming is to collect the game screen running locally on the device and upload it to the live streaming website in real time for the audience to watch. This form of live streaming has rapidly emerged in recent years with the rapid development of Internet technology and network bandwidth, and has become a popular entertainment and social method. Live streaming platforms usually provide various interactive methods, allowing the anchor and the audience to exchange information, communicate emotions, and interact with each other in real time.

[0003] In the related technologies, there are only simple built-in mini-game interactions in the game live broadcast room, which are often mainly based on text and barrage interactions. It is difficult to achieve the interactive depth and realism of traditional games or offline game activities, and it is impossible to enable audience users in the game live broadcast room to interact with the game across platforms. Summary of the invention

[0004] In view of the above problems, the present application is proposed to provide a game live interactive processing method, apparatus, computing device, computer storage medium and computer program product that overcome the above problems or at least partially solve the above problems.

[0005] According to one aspect of the present application, a game live broadcast interaction processing method is provided, comprising:

[0006] Receive game events triggered in the game live broadcast room sent by the live broadcast platform; wherein the game events are triggered according to the interactive behavior of the audience in the game live broadcast room;

[0007] Query the game client based on the unified identity carried by the game event;

[0008] The game event is sent to the game client so that the game client can respond to the game event.

[0009] Optionally, the live broadcast platform obtains game events triggered by audience interaction behaviors in the game live broadcast room by calling the target SDK.

[0010] Optionally, before receiving a game event triggered in a game live broadcast room sent by a live broadcast platform, the method further includes:

[0011] Receive a broadcast request from a game live broadcast room; wherein the broadcast request includes a unified identity identifier of the anchor user;

[0012] Establish a persistent connection between the game client corresponding to the anchor user, and store the corresponding relationship between the persistent connection information and the unified identity identifier;

[0013] Querying the game client according to the unified identity carried by the game event further includes:

[0014] Query the connection information corresponding to the unified identity, and determine the game client based on the queried connection information.

[0015] Optionally, after establishing a long connection between the game client corresponding to the anchor user, the method further includes:

[0016] Receive the game closing request sent by the game client and disconnect the long connection with the game client.

[0017] Optionally, the method further comprises:

[0018] A unified identity is generated based on the host user's game account ID and live broadcast account ID.

[0019] Optionally, after sending the game event to the game client, the method further includes:

[0020] Receive game feedback information sent by the game client, and send the game feedback information to the live broadcast platform, so that the live broadcast platform can present the game feedback information in the game live broadcast room and / or send the game feedback information to the audience users.

[0021] Optionally, after receiving a game event triggered in a game live broadcast room sent by a live broadcast platform, the method further includes:

[0022] Verify the encapsulation protocol of game events;

[0023] Sending a game event to a game client further includes:

[0024] If the encapsulation protocol of the game event passes the verification, the game event is sent to the game client.

[0025] Optionally, the audience interaction behavior includes: payment behavior, sending barrage behavior, comment behavior, like behavior, voting behavior and / or reward behavior;

[0026] Game events include: entity barrage generation events, virtual game object summoning events, game prop triggering events, game special effects triggering events and / or virtual game object status update events.

[0027] Optionally, the method further comprises:

[0028] If sending the game event to the game client fails, resend the game event to the game client;

[0029] Before receiving a game closing request sent by a game client, if a persistent connection is detected to be disconnected, a persistent connection with the game client is reestablished.

[0030] According to another aspect of the present application, a game live broadcast interaction processing device is provided, comprising:

[0031] A receiving module, used to receive game events triggered in the game live broadcast room sent by the live broadcast platform; wherein the game events are triggered according to the interactive behavior of the audience in the game live broadcast room;

[0032] A query module, used to query the game client according to the unified identity carried by the game event;

[0033] The sending module is used to send the game event to the game client so that the game client can respond to the game event.

[0034] Optionally, the live broadcast platform obtains game events triggered by audience interaction behaviors in the game live broadcast room by calling the target SDK.

[0035] Optionally, the device further comprises: a connection management module, configured to receive a broadcast start request from a game live broadcast room; wherein the broadcast start request includes a unified identity identifier of the anchor user; establish a long connection between the game client corresponding to the anchor user, and store the corresponding relationship between the connection information of the long connection and the unified identity identifier;

[0036] Optionally, the query module is further used to: query connection information corresponding to the unified identity identifier, and determine the game client according to the queried connection information.

[0037] Optionally, the connection management module is further used to: receive a game closing request sent by a game client, and disconnect the long connection with the game client.

[0038] Optionally, the device further includes: a generation module, used to generate a unified identity identifier according to the game account identifier and live broadcast account identifier of the anchor user.

[0039] Optionally, the receiving module is further used to: receive game feedback information sent by the game client;

[0040] The sending module is further used to: send the game feedback information to the live broadcast platform, so that the live broadcast platform can present the game feedback information in the game live broadcast room and / or send the game feedback information to the audience users.

[0041] Optionally, the device further comprises:

[0042] Verification module, used to verify the encapsulation protocol of game events;

[0043] The sending module is further used to: if the encapsulation protocol of the game event passes the verification, send the game event to the game client.

[0044] Optionally, the audience interaction behavior includes: payment behavior, sending barrage behavior, comment behavior, like behavior, voting behavior and / or reward behavior;

[0045] Game events include: entity barrage generation events, virtual game object summoning events, game prop triggering events, game special effects triggering events and / or virtual game object status update events.

[0046] Optionally, the sending module is further used to: if sending the game event to the game client fails, resend the game event to the game client;

[0047] The connection management module is further used to: before receiving a game closing request sent by the game client, if it is detected that the long connection is disconnected, rebuild the long connection with the game client.

[0048] According to another aspect of the present application, there is provided a computing device, comprising: a processor, a memory, a communication interface and a communication bus, wherein the processor, the memory and the communication interface communicate with each other via the communication bus;

[0049] The memory is used to store at least one executable instruction, and the executable instruction enables the processor to execute operations corresponding to the above-mentioned game live broadcast interactive processing method.

[0050] According to another aspect of the present application, a computer storage medium is provided, wherein at least one executable instruction is stored in the storage medium, and the executable instruction enables a processor to perform operations corresponding to the above-mentioned game live interactive processing method.

[0051] According to another aspect of the present application, a computer program product is provided, comprising at least one executable instruction, wherein the executable instruction enables a processor to perform operations corresponding to the above-mentioned game live interactive processing method.

[0052] According to the game live broadcast interaction processing method, device, computing device, computer storage medium and computer program product provided in the embodiment of the present application, a game event triggered in the game live broadcast room sent by the live broadcast platform is received; wherein the game event is triggered according to the interactive behavior of the audience in the game live broadcast room; the game client is queried according to the unified identity carried by the game event; the game event is sent to the game client so that the game client can respond to the game event. Through the above method, the barrier between live broadcast and game is broken, and the interactive behavior of the live broadcast audience in the game live broadcast room can be reflected in the live broadcast game across platforms, and various game events triggered by the live broadcast audience through interaction can be reflected in real time in the live broadcast game, so that the live broadcast audience can participate in the live broadcast game by interacting in the game live broadcast room, enriching the interactive mode of the game live broadcast room.

[0053] The above description is only an overview of the technical solution of the present application. In order to more clearly understand the technical means of the present application, it can be implemented in accordance with the contents of the specification. In order to make the above and other purposes, features and advantages of the present application more obvious and easy to understand, the specific implementation methods of the present application are listed below. BRIEF DESCRIPTION OF THE DRAWINGS

[0054] Various other advantages and benefits will become apparent to those of ordinary skill in the art by reading the detailed description of the preferred embodiments below. The accompanying drawings are only for the purpose of illustrating the preferred embodiments and are not to be considered as limiting the present application. Also, the same reference symbols are used throughout the accompanying drawings to represent the same components. In the accompanying drawings:

[0055] Figure 1 A flowchart of a game live broadcast interactive processing method provided by an embodiment of the present application is shown;

[0056] Figure 2 A flowchart of a game live broadcast interaction processing method provided by another embodiment of the present application is shown;

[0057] Figure 3 A schematic diagram showing the effect of a virtual game object summoning event;

[0058] Figure 4 A schematic diagram showing the effect of a virtual game object summoning event;

[0059] Figure 5 A schematic diagram showing the effect of a game prop triggering event;

[0060] Figure 6 A flowchart of a game live broadcast interaction processing method provided by another embodiment of the present application is shown;

[0061] Figure 7A functional structure diagram of a game live interactive processing device provided in an embodiment of the present application is shown;

[0062] Figure 8 A schematic diagram of the structure of a computing device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION

[0063] The exemplary embodiments of the present application will be described in more detail below with reference to the accompanying drawings. Although the exemplary embodiments of the present application are shown in the accompanying drawings, it should be understood that the present application can be implemented in various forms and should not be limited by the embodiments set forth herein. On the contrary, these embodiments are provided in order to enable a more thorough understanding of the present application and to fully convey the scope of the present application to those skilled in the art.

[0064] First, the terms involved in one or more embodiments of the present application are explained.

[0065] Live broadcast room: refers to a virtual room or channel on a network platform that users can access through the Internet, allowing the host to share video, audio and interact with the audience in real time through the Internet.

[0066] Game live streaming: The host collects the game screen running on the device and uploads it to the live streaming platform in real time for the audience to watch.

[0067] Live interaction: refers to the process of real-time information exchange, emotional communication and behavioral interaction between the anchor and the audience through various functions provided by the live broadcast platform. This interaction is not limited to traditional communication methods such as text, voice and video, but also includes multiple forms of interaction such as bullet screen, likes, comments, gift sending and lucky draw.

[0068] Audience interaction behavior: audience interaction behavior in the game live broadcast room.

[0069] Game events: events that change the properties or states of objects in the game or cause changes in the game logic.

[0070] Persistent connection: During a session, the connection remains open, allowing multiple request and response interactions on the same connection. This connection method reduces the overhead of connection establishment and removal, and improves performance and efficiency. Persistent connection allows the TCP connection between the client and the server to remain open for a period of time and can be reused without having to re-establish and close the connection for each interaction.

[0071] Figure 1 The flowchart of the game live broadcast interactive processing method provided by an embodiment of the present application is shown. The method can be applied to an intermediate server independent of the live broadcast system and the game system. Figure 1 As shown, the method comprises the following steps:

[0072] Step S110, receiving a game event triggered in the game live broadcast room sent by the live broadcast platform; wherein the game event is triggered based on the audience interaction behavior in the game live broadcast room.

[0073] There are two types of users involved in the game live broadcast room, namely the anchor user and the audience user. The game live broadcast room broadcasts the game screen operated by the anchor user. The audience interaction behavior is the interaction behavior of the audience user in the game live broadcast room, such as likes, comments, sending barrages, etc. The live broadcast platform obtains the corresponding game events based on the monitored audience interaction behavior.

[0074] Step S120, querying the game client according to the unified identity carried by the game event.

[0075] The unified identity carried by the game event refers to the unified identity of the anchor user in the game live broadcast room. The corresponding game client is queried based on the unified identity of the anchor user. The game client is the client that runs the game broadcast in the game live broadcast room.

[0076] Step S130: sending the game event to the game client so that the game client can respond to the game event.

[0077] The game event is sent to the queried game client, and the game client parses and processes the game event, that is, the game event is passed to the game that the anchor user is broadcasting live, and the corresponding game event response is triggered in the game, such as triggering game special effects, summoning virtual game characters, updating the status of virtual game characters, etc.

[0078] In summary, according to the game live broadcast interaction processing method provided by this embodiment, the corresponding game event is triggered according to the interactive behavior of the audience in the game live broadcast room, and then the game client is queried through the unified identity carried by the game event, and the game event is passed to the game client to trigger the corresponding game event response in the game. Through the above method, the barrier between live broadcast and game is broken, and the interactive behavior of the live broadcast audience in the game live broadcast room can be reflected in the live broadcast game across platforms, and various game events triggered by the live broadcast audience through interaction can be reflected in the live broadcast game in real time, so that the live broadcast audience can participate in the live broadcast game by interacting in the game live broadcast room, enriching the interactive mode of the game live broadcast room.

[0079] Figure 2A flowchart of a game live broadcast interactive processing method provided by another embodiment of the present application is shown. The method of the embodiment of the present application is applied to an intermediate server independent of the live broadcast system and the game system. A high-performance, high-reliability server can be selected as the intermediate server, which serves as a communication bridge and is responsible for processing data exchange between the game system (including the game client and the game server) and the live broadcast system (including the live broadcast room client and the live broadcast platform).

[0080] like Figure 2 As shown, the method comprises the following steps:

[0081] Step S210, receiving a broadcast request from a game live broadcast room; establishing a long connection between the game client corresponding to the anchor user, and storing the corresponding relationship between the connection information of the long connection and the unified identity. The broadcast request includes the unified identity of the anchor user.

[0082] In one implementation, the game live broadcast is started by first starting the game live broadcast room and then starting the game. Accordingly, if the user operation of starting the game live broadcast room is detected first and then the user operation of starting the game is detected, a request to start the game live broadcast room is sent to the intermediate server. In another implementation, the game live broadcast is started by first starting the game and then starting the game live broadcast room. Accordingly, if the user operation of starting the game is detected first and then the user operation of starting the game live broadcast room is detected, a request to start the game live broadcast room is sent to the intermediate server. The request to start the game live broadcast room can be sent by the game client.

[0083] After receiving the broadcast request, a long connection is established between the game client corresponding to the anchor user, and the corresponding relationship between the connection information and the anchor user's unified identity is saved in the user database. Preferably, the anchor user's unified identity carried in the broadcast request is verified, and a long connection with the game client is established after the verification is passed.

[0084] Preferably, the broadcast request carries an encrypted unified identity, and the connection information is associated with the encrypted unified identity and stored in the user database. By adopting encryption technology to safely store and transmit the unified identity, user information leakage is prevented and user information security is guaranteed.

[0085] Among them, the unified identity of the anchor user is a globally unique identity, which is shared between the game client and the live broadcast platform, thereby achieving one-to-one correspondence of identities and simplifying the identity authentication logic in the cross-platform game live broadcast interaction method.

[0086] In an optional method, a standardized identity authentication API interface and an identity verification module are integrated in the game client and the live broadcast client. When a user logs in, the identity verification module is called through the API (Application Programming Interface) interface to verify the legitimacy of the user's identity. After the identity verification is passed, a unified identity identifier is generated for the user.

[0087] In an optional manner, a unified identity is generated based on the game account identifier and live broadcast account identifier of the anchor user. For example, the game account identifier and the live broadcast account identifier are combined and then encoded to obtain a unified identity. The game account identifier can be the anchor user's ID in the game application, and the live broadcast account identifier can be the anchor user's ID in the live broadcast application or the live broadcast room ID. The subsequent use of a unified identity for game live broadcast avoids the problem of complex identity authentication caused by users having different identity identifiers on different platforms, and simplifies the identity authentication process in game live broadcast.

[0088] Step S220, receiving a game event triggered in the game live broadcast room sent by the live broadcast platform.

[0089] Among them, game events are triggered by the audience's interactive behavior in the game live broadcast room. The live broadcast platform obtains game events triggered by the audience's interactive behavior in the game live broadcast room by calling the target SDK (Software Development Kit). An event capture module can be set in the live broadcast room client to capture various interactive behavior events of audience users in real time.

[0090] The target SDK is connected to the game. The target SDK defines the trigger conditions and / or trigger rules of various game events. The functions of the target SDK include triggering corresponding game events according to the audience interaction behavior in the game live broadcast room. The live broadcast platform calls the game's target SDK through the API interface to obtain the game events triggered by the audience interaction behavior in the game live broadcast room, thereby converting the audience interaction behavior in the game live broadcast room into game events that can change the game logic and status.

[0091] Among them, the triggering conditions and / or triggering rules of the game events can be defined by the anchor user and visually displayed in the game live broadcast room, so that the live broadcast audience can perform corresponding interactive behaviors as needed.

[0092] Specifically, an API interface is defined on the intermediate server to receive game events from the live broadcast platform and forward the game events to the corresponding game client.

[0093] Step S230, querying the connection information corresponding to the unified identity carried by the game event, and determining the game client according to the queried connection information.

[0094] The unified identity carried in the game event is extracted, and the connection information corresponding to the unified identity is searched in the user database. The game client on the other side of the long connection corresponding to the connection information is the game client that needs to send the game event.

[0095] Step S240: sending the game event to the game client via a persistent connection, so that the game client can respond to the game event.

[0096] The game client receives game events pushed from the persistent connection, parses and processes the game events, and updates the user interface of the game client based on the content of the game events. If the game events involve adjustments to the game logic, corresponding logic processing is performed.

[0097] Among them, audience interaction behaviors include: payment behavior, sending barrage behavior, comment behavior, like behavior, voting behavior and / or reward behavior. Audience interaction behaviors that can trigger game events can be defined according to actual business needs. Game events include: entity barrage generation events, virtual game object summoning events, game props triggering events, game special effects triggering events and / or virtual game object status update events.

[0098] Among them, the entity barrage generation event is used to add entity barrages with collision volume to the game; the virtual game object summoning event is used to add new virtual game objects to the game; the game prop triggering event is used to add new game props to the game; the game special effect triggering event is used to render game special effects in the game; the virtual game object state update event is used to change the state of the virtual game object, including life state, game prop state, etc.

[0099] Figure 3 A schematic diagram of the effect of a virtual game object summoning event is shown. A plurality of barrages 33 are displayed in the game live broadcast room interface. The barrages all contain the four words "summon monsters". Audience users can summon low-level monsters 31 in the live game by sending barrages containing "summon monsters" to interfere with the virtual game object 32 operated by the host user. The arrow indicates the direction of movement of the virtual game object. Figure 4 A schematic diagram of the effect of a virtual game object summoning event is shown. The game live broadcast room interface includes a reward display area 42. A plurality of different gift options 421 are presented in the reward display area 42. By triggering the gift option, the audience can present the host user with a special gift set by the live broadcast platform for the game live broadcast room, such as an "elite monster summoning symbol". The elite monster 41 can be summoned in the game being broadcasted to assist the virtual game object 32 operated by the host user. Figure 5 A schematic diagram of the effect of a game prop triggering event is shown. A plurality of voting options 521 are presented in the voting area 52 in the game live broadcast room interface. Different voting options correspond to different game props. Audience users select game props 51 by voting in the game live broadcast room. The virtual game object 32 operated by the host user uses the game props 51 to avoid damage from the opponent's virtual game object.

[0100] In an optional manner, after the live broadcast platform obtains the game event triggered by the audience's interactive behavior, it encapsulates the game event in a predetermined protocol format and then sends it to the intermediate server; accordingly, after receiving the game event, the intermediate server verifies the encapsulation protocol of the game event; if the encapsulation protocol of the game event passes the verification, the game event is sent to the game client. The encapsulation protocol can adopt an efficient data forwarding protocol. In this way, the integrity, accuracy and security of the data during transmission are ensured.

[0101] For some game events, the game client needs to send feedback information to the audience user or the game live broadcast room. The intermediate server receives the game feedback information sent by the game client and sends the game feedback information to the live broadcast platform, so that the live broadcast platform can present the game feedback information in the game live broadcast room and / or send the game feedback information to the audience user, specifically to the audience user who performs the audience interaction behavior. For example, the audience user adds a virtual game object to the game through rewarding. The game client can feedback the text, special effects or voice of thanks for the reward, and present the feedback information in the game live broadcast room and / or feedback it to the audience user who rewarded. In this way, the closed loop of interaction can be ensured.

[0102] Game events can also include price update events, which are used to update the price of games or gift packages. It can be applied to game promotion scenarios, where audience interaction triggers price update events, and the intermediate server sends price update events to the game client, which updates the price of the game or gift package in response to the price update event. For example, when an audience user sends a barrage containing specified text or a reward gift, and the number of barrages containing specified text in the game live broadcast room reaches a certain threshold or the cumulative value of the reward gift reaches a certain threshold, a price update event is triggered to reduce the price of the game or gift package, wherein the price is determined based on virtual resources to facilitate real-time changes in game prices. In this way, a more ornamental and interactive game promotion method is provided, which can stimulate the audience to actively interact and help improve the effect of game promotion.

[0103] Step S250: receiving a game closing request sent by the game client, and disconnecting the long connection with the game client.

[0104] The game client sends a game closing request in response to the triggering operation on the game closing entrance. After receiving the game closing request, the intermediate server disconnects the long connection with the game client, and further deletes the associated connection information and unified identity stored in the user database to avoid invalid data occupying the storage space of the user database.

[0105] In an optional manner, before receiving a game closing request sent by a game client, if a long connection is detected to be disconnected, a long connection with the game client is rebuilt. In the case of network fluctuations, the game client may be disconnected. The disconnection reconnection mechanism is used to reconnect in time to ensure that the game event can be delivered to the game client in time. In addition, if sending a game event to the game client fails, the game event is resent to the game client, that is, if it is determined that the game event is lost, it is resent. By means of disconnection reconnection and loss retransmission, it is ensured that the game event can be reliably delivered to the game client.

[0106] The method of the embodiment of the present application also implements a cross-platform network interaction technology, which is a technology that realizes three-way communication, information sharing and feedback mechanism between the audience and the live broadcast platform and the game client through specific protocols, standards and tools, as well as the exchange and interaction between user behavior and the live broadcast platform and the game client. It is not just a simple transmission of data, but includes complex interaction logic and user experience optimization. This technology not only covers the connection and transmission at the technical level, but more importantly, it establishes a dynamic communication and interaction process between content and users.

[0107] In summary, according to the game live broadcast interaction processing method provided by this embodiment, the communication barrier between the game and the live broadcast room is broken, and various game events triggered by the audience user in the game live broadcast room can be reflected in the live broadcast game in real time, thereby realizing cross-platform event interaction, so that the live broadcast audience can participate in the live broadcast game by interacting in the live broadcast room, thereby enriching the interaction mode of the game live broadcast room; further, the game events corresponding to the audience interaction behavior are obtained through the target SDK, and the target SDK can be connected to any game, so that each game can realize the game live broadcast interaction function; further, by generating a globally unique unified identity for the user, the unified identity is shared between the live broadcast platform and the game client, thereby realizing a one-to-one correspondence of identities, and can simplify the identity authentication logic in the cross-platform game live broadcast interaction mode; further, a unified identity can be generated by binding the game account identifier and the live broadcast account identifier, thereby, the anchor user submits the game account identifier and the live broadcast account identifier to generate a unified identity. Live broadcast account identification, and the association between the game live broadcast room and the game can be achieved through the target SDK; further, after the game is broadcast, a long connection is established between the intermediate server and the game client, and the correspondence between the unified identity identification and the connection information is saved on the intermediate server. After the game is closed, the long connection between the intermediate server and the game client is disconnected, which can quickly and accurately locate the target game client of the game event, improve the forwarding efficiency of the game event, and timely clean up invalid long connections, saving connection-related resources; further, a specific forwarding protocol is used to encapsulate the game event, and the game event is forwarded after the encapsulation protocol of the game event is verified, so as to ensure the integrity, accuracy and security of the data during the transmission process; further, the feedback information of the game client on the game event is returned to the game live broadcast room and / or the audience user, so as to realize the closed loop of interaction; further, through the method of disconnection reconnection and loss retransmission, it is guaranteed that the game event can be reliably delivered to the game client.

[0108] Figure 6 A flowchart of a game live interactive processing method provided by another embodiment of the present application is shown. Figure 6 As shown, the main process of this method is as follows:

[0109] Step S610: audience interaction occurs in the game live broadcast room;

[0110] Step S620, the interface corresponding to the game live broadcast room sends a game event;

[0111] Step S630, the intermediate server forwards the game event;

[0112] Step S640, the game client receives the game event;

[0113] Step S650: the game client triggers a game behavior corresponding to the game event.

[0114] Among them, the intermediate server and the game client interact with events through a long connection, the live broadcast account ID is bound to the game account ID, and the unified identity is commonly used for the game client and the live broadcast platform.

[0115] Figure 7 The functional structure diagram of the game live interactive processing device provided in the embodiment of the present application is shown. Figure 7 As shown, the device comprises:

[0116] The receiving module 71 is used to receive the game events triggered in the game live broadcast room sent by the live broadcast platform; wherein the game events are triggered according to the audience interaction behavior in the game live broadcast room;

[0117] A query module 72, used to query the game client according to the unified identity carried by the game event;

[0118] The sending module 73 is used to send the game event to the game client so that the game client can respond to the game event.

[0119] In an optional manner, the live broadcast platform obtains game events triggered by audience interaction behaviors in the game live broadcast room by calling the target SDK.

[0120] In an optional manner, the device further includes: a connection management module, configured to receive a broadcast request from a game live broadcast room; wherein the broadcast request includes a unified identity identifier of a host user; establish a long connection between a game client corresponding to the host user, and store a corresponding relationship between connection information of the long connection and the unified identity identifier;

[0121] The query module 72 is further used to query the connection information corresponding to the unified identity identifier, and determine the game client according to the queried connection information.

[0122] In an optional manner, the connection management module is further used to: receive a game closing request sent by the game client, and disconnect the long connection with the game client.

[0123] In an optional manner, the device further includes: a generation module, used to generate a unified identity identifier according to the game account identifier and the live broadcast account identifier of the anchor user.

[0124] In an optional manner, the receiving module 71 is further used to: receive game feedback information sent by the game client;

[0125] The sending module 73 is further used to: send the game feedback information to the live broadcast platform, so that the live broadcast platform can present the game feedback information in the game live broadcast room and / or send the game feedback information to the audience users.

[0126] In an optional manner, the device further comprises:

[0127] Verification module, used to verify the encapsulation protocol of game events;

[0128] The sending module 73 is further used to: if the encapsulation protocol of the game event passes the verification, send the game event to the game client.

[0129] In an optional manner, the audience interaction behavior includes: payment behavior, sending barrage behavior, comment behavior, like behavior, voting behavior and / or reward behavior;

[0130] Game events include: entity barrage generation events, virtual game object summoning events, game prop triggering events, game special effects triggering events and / or virtual game object status update events.

[0131] In an optional manner, the sending module 73 is further used to: if sending the game event to the game client fails, resend the game event to the game client;

[0132] The connection management module is further used to: before receiving a game closing request sent by the game client, if it is detected that the long connection is disconnected, rebuild the long connection with the game client.

[0133] In summary, according to the game live interactive processing device provided by this embodiment, the corresponding game event is triggered according to the interactive behavior of the audience in the game live broadcast room, and then the game client is queried through the unified identity carried by the game event, and the game event is passed to the game client to trigger the corresponding game event response in the game. Through the above method, the barrier between live broadcast and game is broken, and the interactive behavior of the live broadcast audience in the game live broadcast room can be reflected in the live broadcast game across platforms, and various game events triggered by the live broadcast audience through interaction can be reflected in the live broadcast game in real time, so that the live broadcast audience can participate in the live broadcast game by interacting in the game live broadcast room, enriching the interactive mode of the game live broadcast room.

[0134] An embodiment of the present application provides a non-volatile computer storage medium, which stores at least one executable instruction or computer program, and the executable instruction or computer program can enable a processor to perform operations corresponding to the game live interactive processing method in any of the above method embodiments.

[0135] An embodiment of the present application provides a computer program product, which includes at least one executable instruction or computer program, which can enable a processor to perform operations corresponding to the game live broadcast interactive processing method in any of the above-mentioned method embodiments.

[0136] Figure 8 A schematic diagram of the structure of a computing device provided in an embodiment of the present application is shown, and the specific embodiment of the present application does not limit the specific implementation of the computing device.

[0137] like Figure 8 As shown, the computing device may include: a processor 802 , a communication interface 804 , a memory 806 , and a communication bus 808 .

[0138] The processor 802, the communication interface 804, and the memory 806 communicate with each other via a communication bus 808. The communication interface 804 is used to communicate with other devices such as a client or other server network elements. The processor 802 is used to execute a program 810, which can specifically execute the relevant steps in the above-mentioned embodiment of the game live interactive processing method for a computing device.

[0139] Specifically, the program 810 may include program codes, which include computer operation instructions.

[0140] The processor 802 may be a central processing unit (CPU), or an application-specific integrated circuit (ASIC), or one or more integrated circuits configured to implement the embodiments of the present application. The one or more processors included in the computing device may be processors of the same type, such as one or more CPUs; or may be processors of different types, such as one or more CPUs and one or more ASICs.

[0141] The memory 806 is used to store the program 810. The memory 806 may include a high-speed RAM memory, and may also include a non-volatile memory (non-volatile memory), such as at least one disk memory.

[0142] Program 810 can be specifically used to enable processor 802 to execute the game live interactive processing method in any of the above method embodiments. The specific implementation of each step in program 810 can refer to the corresponding description in the corresponding steps and units in the game live interactive processing embodiment, which will not be repeated here. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working process of the above-described devices and modules can refer to the corresponding process description in the aforementioned method embodiment, which will not be repeated here.

[0143] The algorithm or display provided here are not inherently related to any specific computer, virtual system or other equipment. Various general systems can also be used together with the teaching based on this. According to the above description, it is obvious to construct the structure required for this type of system. In addition, the present application embodiment is not directed to any specific programming language yet. It should be understood that various programming languages ​​can be utilized to realize the content of the present application described here, and the above description of specific languages ​​is to disclose the best mode of implementation of the present application.

[0144] In the description provided herein, a large number of specific details are described. However, it is understood that the embodiments of the present application can be practiced without these specific details. In some instances, well-known methods, structures and techniques are not shown in detail so as not to obscure the understanding of this description.

[0145] Similarly, it should be understood that in order to streamline the present application and aid in understanding one or more of the various inventive aspects, in the above description of the exemplary embodiments of the present application, the various features of the embodiments of the present application are sometimes grouped together into a single embodiment, figure, or description thereof. However, the disclosed method should not be interpreted as reflecting the following intention: the claimed application requires more features than the features explicitly recited in each claim. More specifically, as reflected in the claims, the inventive aspects lie in less than all the features of the single embodiment disclosed above. Therefore, the claims that follow the specific embodiment are hereby expressly incorporated into the specific embodiment, with each claim itself serving as a separate embodiment of the present application.

[0146] Those skilled in the art will appreciate that the modules in the devices in the embodiments may be adaptively changed and arranged in one or more devices different from the embodiments. The modules or units or components in the embodiments may be combined into one module or unit or component, and in addition they may be divided into a plurality of submodules or subunits or subcomponents. Except that at least some of such features and / or processes or units are mutually exclusive, all features disclosed in this specification (including the accompanying claims, abstracts and drawings) and all processes or units of any method or device disclosed in this manner may be combined in any combination. Unless otherwise expressly stated, each feature disclosed in this specification (including the accompanying claims, abstracts and drawings) may be replaced by an alternative feature providing the same, equivalent or similar purpose.

[0147] In addition, those skilled in the art will appreciate that, although some embodiments herein include certain features included in other embodiments but not other features, the combination of features of different embodiments is meant to be within the scope of the present application and form different embodiments. For example, in the claims, any one of the claimed embodiments may be used in any combination.

[0148] The various component embodiments of the present application can be implemented in hardware, or in software modules running on one or more processors, or in a combination thereof. It should be understood by those skilled in the art that a microprocessor or digital signal processor (DSP) can be used in practice to implement some or all functions of some or all components according to the embodiments of the present application. The application can also be implemented as a device or apparatus program (e.g., computer program and computer program product) for executing a part or all of the methods described herein. Such a program implementing the present application can be stored on a computer-readable medium, or can have the form of one or more signals. Such a signal can be downloaded from an Internet website, or provided on a carrier signal, or provided in any other form.

[0149] It should be noted that the above embodiments illustrate the present application rather than limit the present application, and that those skilled in the art may design alternative embodiments without departing from the scope of the appended claims. In the claims, any reference symbol between brackets shall not be constructed as a limitation on the claims. The word "comprising" does not exclude the presence of elements or steps not listed in the claims. The word "one" or "an" preceding an element does not exclude the presence of multiple such elements. The present application may be implemented by means of hardware including several different elements and by means of a suitably programmed computer. In a unit claim that lists several devices, several of these devices may be embodied by the same hardware item. The use of the words first, second, and third, etc. does not indicate any order. These words may be interpreted as names. The steps in the above embodiments, unless otherwise specified, should not be understood as limitations on the order of execution.

Claims

1. A game live broadcast interactive processing method, comprising: Receiving a game event triggered in a game live broadcast room sent by a live broadcast platform; wherein the game event is triggered according to an interactive behavior of an audience in the game live broadcast room; Querying the game client according to the unified identity carried by the game event; The game event is sent to the game client so that the game client can respond to the game event.

2. The method according to claim 1, wherein: The live broadcast platform obtains the game events triggered by the audience interaction behavior in the game live broadcast room by calling the target SDK.

3. The method according to claim 1 or 2, wherein: Before receiving a game event triggered in a game live broadcast room sent by a live broadcast platform, the method further comprises: Receive a broadcast request from a game live broadcast room; wherein the broadcast request includes a unified identity identifier of the anchor user; Establishing a persistent connection between the game client corresponding to the anchor user, and storing the corresponding relationship between the connection information of the persistent connection and the unified identity identifier; Querying the game client according to the unified identity carried by the game event further includes: The connection information corresponding to the unified identity identifier is queried, and the game client is determined according to the queried connection information.

4. The method according to claim 3, wherein: After establishing a long connection between the game client corresponding to the anchor user, the method further includes: Receive a game closing request sent by the game client, and disconnect the long connection with the game client.

5. The method according to any one of claims 1 to 4, further comprising: A unified identity is generated based on the host user's game account ID and live broadcast account ID.

6. The method according to any one of claims 1 to 5, wherein: After sending the game event to the game client, the method further comprises: Receive game feedback information sent by the game client, and send the game feedback information to the live broadcast platform, so that the live broadcast platform can present the game feedback information in the game live broadcast room and / or send the game feedback information to audience users.

7. The method according to any one of claims 1 to 6, wherein: After receiving the game event triggered in the game live broadcast room sent by the live broadcast platform, the method further includes: Verifying the encapsulation protocol of the game event; The sending the game event to the game client further comprises: If the encapsulation protocol of the game event passes the verification, the game event is sent to the game client.

8. The method according to any one of claims 1 to 7, wherein: The audience interaction behaviors include: payment behavior, sending barrage behavior, comment behavior, like behavior, voting behavior and / or reward behavior; The game events include: entity barrage generation events, virtual game object summoning events, game prop triggering events, game special effects triggering events and / or virtual game object status updating events.

9. The method according to claim 3, wherein: The method further comprises: If sending the game event to the game client fails, resending the game event to the game client; Before receiving the game closing request sent by the game client, if it is detected that the persistent connection is disconnected, the persistent connection with the game client is rebuilt.

10. A game live interactive processing device, comprising: A receiving module, used for receiving a game event triggered in a game live broadcast room sent by a live broadcast platform; wherein the game event is triggered according to an interactive behavior of an audience in the game live broadcast room; A query module, used to query the game client according to the unified identity carried by the game event; The sending module is used to send the game event to the game client so that the game client can respond to the game event.

11. A computing device comprising: A processor, a memory, a communication interface and a communication bus, wherein the processor, the memory and the communication interface communicate with each other via the communication bus; The memory is used to store at least one executable instruction, and the executable instruction enables the processor to perform operations corresponding to the game live broadcast interactive processing method as described in any one of claims 1-9.

12. A computer storage medium, wherein at least one executable instruction is stored in the storage medium, and the executable instruction enables a processor to execute operations corresponding to the game live interactive processing method as described in any one of claims 1-9.

13. A computer program product, comprising at least one executable instruction, wherein the executable instruction enables a processor to perform operations corresponding to the game live interactive processing method as described in any one of claims 1-9.