Method and system for switching to game scene based on game video
By deploying SDKs on the game client and video client, obtaining and uploading game scene metadata and generating positioning links, the problem of insufficient interaction between game video and game scenes is solved, seamless switching and in-depth interaction are achieved, and user experience is improved.
Patent Information
- Application Number
- CN202510430898.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-07
- Publication Date
- 2025-07-04
AI Technical Summary
There is a lack of a direct interaction mechanism between game videos and game scenes, which causes users to manually exit the video and find the corresponding scenes when watching game videos, which is time-consuming and labor-intensive and affects the user experience.
By deploying the SDK on the game client and video client, obtaining the metadata of the game scene and uploading it to the video server, monitoring user operations to generate game scene positioning links, and seamless switching to the game scene.
Users can quickly enter the game scene through simple operations, simplify the operation process, improve convenience and interactivity, and realize in-depth interaction between game videos and game scenes.
Smart Images

Figure CN120264048A_ABST
Abstract
Description
Technical Field
[0001] Embodiments of the present application relate to the field of Internet technologies, and particularly to a method and system for switching from a game video to a game scene. Background Art
[0002] Currently, game videos and game scenes are independent of each other, and there is a lack of a direct interaction mechanism between game videos and game scenes. That is to say, the interactivity between game videos and game scenes is weak. When a user watches a game video and wants to enter the game scene shown in the game video, they usually need to manually exit the game video first, open the game client, and spend time searching for the corresponding scene and location in the game client. This is not only time-consuming and laborious, but also due to the inability to achieve deep interaction between the game and video content, resulting in a poor user experience and thus leading to user loss. Summary of the Invention
[0003] In view of the above problems, the present application is proposed to provide a method, system, computing device, computer storage medium, and computer program product for switching from a game video to a game scene that overcome the above problems or at least partially solve the above problems.
[0004] According to one aspect of the embodiments of the present application, a method for switching from a game video to a game scene is provided. The method is executed by an SDK, and the SDK runs in a game client and a video client. The method includes:
[0005] Obtain first game metadata corresponding to a game scene, and upload the first game metadata and the game video to a video server;
[0006] If a first preset operation triggered on the game video is detected, obtain the first game metadata corresponding to the game video from the video server, generate a game scene positioning link according to the first game metadata, start the game client through a jump mechanism, and transmit the game scene positioning link to the game client, so that the game client renders a game scene screen according to the first game metadata in the game scene positioning link.
[0007] Further, the method further includes: if a second preset operation triggered on the game video is detected, obtain the first game metadata corresponding to the game video from the video server, generate a game scene positioning link, and display a jump button;
[0008] If a third preset operation triggered on the jump button is detected, start the game client through a jump mechanism, and transmit the game scene positioning link to the game client, so that the game client renders a game scene screen according to the first game metadata in the game scene positioning link.
[0009] Further, the game video is a recorded video, and the first game metadata includes: game scene information, game coordinate information, and game timestamp;
[0010] The method further includes: the video server matches the game timestamp information with the video timestamp to generate timeline data;
[0011] Obtaining the first game metadata corresponding to the game video from the video server and generating a game scene positioning link based on the first game metadata further includes:
[0012] Sending a data query request carrying the video timestamp corresponding to the first preset operation or the second preset operation to the video server, so that the video server queries the timeline data, determines the game timestamp that matches the video timestamp corresponding to the first preset operation or the second preset operation, and obtains and returns the game scene information and game coordinate information associated with the game timestamp;
[0013] Generating a game scene positioning link according to the game scene information and the game coordinate information.
[0014] Further, the game video is a live video, and the first game metadata includes: game scene information, game coordinate information;
[0015] Obtaining the first game metadata corresponding to the game video from the video server and generating a game scene positioning link based on the first game metadata further includes:
[0016] Sending a data query request to the video server;
[0017] Receiving the latest game scene information and the latest game coordinate information returned by the video server in response to the data query request;
[0018] Generating a game scene positioning link according to the latest game scene information and the latest game coordinate information.
[0019] Further, uploading the first game metadata and the game video to the video server further includes: pushing the first game metadata and the game video to the video server through a websocket connection.
[0020] Further, the method further includes: if it is monitored that the game live broadcast ends, uploading the recorded game video and the first game metadata to the video server.
[0021] Further, before delivering the game scene positioning link to the game client, the method further includes: encrypting the game scene positioning link;
[0022] Signing the encrypted game scene positioning link;
[0023] Transmitting the game scene location link to the game client further includes: transmitting the signed game scene location link to the game client.
[0024] Further, the game client rendering the game scene screen according to the first game metadata in the game scene location link further includes:
[0025] The game client performs signature verification on the signed game scene location link;
[0026] If the verification passes, decrypt the encrypted game scene location link;
[0027] Perform parsing processing on the decrypted game scene location link to extract the first game metadata;
[0028] Render the game scene screen according to the first game metadata.
[0029] Further, before generating the game scene location link according to the first game metadata, the method further includes:
[0030] Detect whether the game version has been updated;
[0031] If it is detected that the game version has been updated, obtain the second game metadata of the new game version associated with the first game metadata;
[0032] Generate a game scene location link according to the second game metadata of the new game version;
[0033] Generating the game scene location link according to the first game metadata further includes: if it is detected that the game version has not been updated, generate the game scene location link according to the first game metadata.
[0034] According to another aspect of the embodiments of the present application, a system for switching from a game video to a game scene is provided, wherein the system includes: a device for switching from a game video to a game scene, a video server, a video client, and a game client. The device is applied to the SDK, and the SDK runs in the game client and the video client. The device includes:
[0035] An acquisition module, adapted to acquire the first game metadata corresponding to the game scene;
[0036] An upload module, adapted to upload the first game metadata and the game video to the video server;
[0037] A switching module, which is adapted to, if a first preset operation triggered on a game video is detected, obtain first game metadata corresponding to the game video from a video server, generate a game scene positioning link according to the first game metadata, start a game client through a jump mechanism, and transmit the game scene positioning link to the game client, so that the game client renders a game scene picture according to the first game metadata in the game scene positioning link.
[0038] According to another aspect of the embodiments of the present application, a computing device is provided, including: a processor, a memory, a communication interface, and a communication bus, and the processor, the memory, and the communication interface complete communication with each other through the communication bus;
[0039] The memory is used to store at least one executable instruction, and the executable instruction causes the processor to execute the operations corresponding to the method of switching to a game scene based on the game video as described above.
[0040] According to still another aspect of the embodiments of the present application, a computer storage medium is provided, in which at least one executable instruction is stored, and the executable instruction causes the processor to execute the operations corresponding to the method of switching to a game scene based on the game video as described above.
[0041] According to yet another aspect of the embodiments of the present application, a computer program product is provided, including at least one executable instruction, and the executable instruction causes the processor to execute the operations corresponding to the method of switching to a game scene based on the game video as described above.
[0042] According to the method and system for switching to a game scene based on a game video provided by the embodiments of the present application, the SDK deployed on the game client obtains the first game metadata and uploads the first game metadata to the video server. When a user watches a game video on the video client, the SDK deployed on the video client generates a game scene positioning link by obtaining the first game metadata corresponding to the game video, and realizes seamless switching from the game video to the game scene through the game scene positioning link, achieving accurate jumping of the game scene. When the user watches the game video, through a simple first preset operation, the user can quickly enter the corresponding position in the game without manually exiting the game video, then opening the game client, and spending time looking for the corresponding scene and position, simplifying the operation process, improving the convenience of user operation, and realizing in-depth interaction between the game scene and the video content.
[0043] The above description is only an overview of the technical solutions of the embodiments of the present application. In order to be able to understand the technical means of the embodiments of the present application more clearly, it can be implemented according to the content of the description. And in order to make the above and other purposes, features, and advantages of the embodiments of the present application more obvious and understandable, the following specifically describes the specific implementation manners of the embodiments of the present application. Brief Description of the Drawings
[0044] By reading the following detailed description of the preferred embodiments, various other advantages and benefits will become clear to those of ordinary skill in the art. The drawings are only for the purpose of showing the preferred embodiments and are not considered to be a limitation of the embodiments of the present application. Moreover, throughout the drawings, the same reference numerals are used to represent the same components. In the drawings:
[0045] Figure 1 A flowchart showing a method for switching to a game scene based on a game video according to an embodiment of the present application is shown;
[0046] Figure 2 A flowchart showing a method for switching to a game scene based on a game video according to another embodiment of the present application is shown;
[0047] Figure 3 A flowchart showing a method for switching to a game scene based on a game video according to still another embodiment of the present application is shown;
[0048] Figure 4 A flowchart showing a method for switching to a game scene based on a game video according to yet another embodiment of the present application is shown;
[0049] Figure 5 A block diagram showing the structure of a system for switching to a game scene based on a game video according to an embodiment of the present application is shown;
[0050] Figure 6 A schematic diagram showing the structure of a computing device according to an embodiment of the present application is shown. Detailed Embodiments
[0051] The exemplary embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. Although the exemplary embodiments of the present disclosure are shown in the drawings, it should be understood that the present disclosure can be implemented in various forms and should not be limited by the embodiments set forth herein. On the contrary, these embodiments are provided so that the present disclosure can be more thoroughly understood and the scope of the present disclosure can be fully conveyed to those skilled in the art.
[0052] First, the noun terms related to one or more embodiments of the present application are explained.
[0053] Buried point information: A preset coordinate information recording point in the game, used to record the real-time coordinates / function module entrances of players in the game.
[0054] Deep Link: An application calling technology that allows jumping from one application to a specific page or function of another application.
[0055] Game client: The software client that runs the game, responsible for handling game logic and user interactions.
[0056] Video client: A platform that provides video playback services.
[0057] Upload module: A module responsible for transmitting game metadata between the game client and the video server.
[0058] Jump button: A button displayed when the video is paused. After the user clicks it, they can jump to the corresponding position in the game.
[0059] Metadata file: A file that records information about the current scene in the game, game coordinate information, or other positions and timestamps.
[0060] Figure 1 The flowchart shows a method for switching from a game video to a game scene according to an embodiment of the present application. This method is executed by the SDK, which runs in the game client and the video client. The SDK can be in the form of a plugin, and it is used to connect the game client and the video client to achieve seamless switching from the game video to the game scene. As Figure 1 shown, the method includes the following steps:
[0061] Step S101, obtain the first game metadata corresponding to the game scene, and upload the first game metadata and the game video to the video server.
[0062] Specifically, during the game development stage, according to the collection requirements of game scene information and game coordinate information, determine the buried point positions. The buried point positions are key positions in the game, such as different regions of the map, task points (for example, specific coordinate positions for accepting main quests and side quests), NPC positions (the generation and staying positions of NPCs, especially those that play an important role in advancing the game plot and gameplay interaction), dungeon entrances, teleportation points, etc. According to the determined buried point positions, insert buried point code into the game code.
[0063] During the game operation, the buried point code starts data collection based on specific trigger conditions. For example, it can be based on two modes: timed trigger and event trigger, to flexibly start data collection work. For example, in order to understand the player's movement trajectory in the game scene in real time, it can be set that the buried point code records the player's coordinates once every second. Another example is that when the player enters a specific game area or completes a certain task, the buried point code is triggered to collect data.
[0064] By executing the buried point code, key information in the game scene can be extracted to generate the first game metadata. The first game metadata is generated during the game process and is a data set used to describe the basic characteristics and state of the game scene, providing descriptive information about the game scene level for the video server to facilitate subsequent switching from the game video to the game scene. The first game metadata may include one or more of the following information: game scene information, game coordinate information, and game timestamp.
[0065] After obtaining the first game metadata, the first game metadata and the game video can be uploaded to the video server. The SDK provides a screen recording function, and the screen recording function is enabled to record the game screen to generate the game video. The game video recorded by the SDK can be used for live streaming or can be published by the video platform for other users to watch at any time. Therefore, combined with the corresponding scenario, the game video can be divided into live video and recorded video.
[0066] Step S102, if a first preset operation triggered on the game video is detected, obtain the first game metadata corresponding to the game video from the video server, generate a game scene positioning link according to the first game metadata, start the game client through the jump mechanism, and transmit the game scene positioning link to the game client so that the game client renders the game scene screen according to the first game metadata in the game scene positioning link.
[0067] The first preset operation is a predefined trigger operation for realizing the switching from the game video to the game scene. For example, it can be a long press operation on the video, a circle drawing operation on the video playback screen, a sliding operation from the lower left corner to the upper right corner of the screen, etc. This is only an example and has no restrictive effect. The first preset operation cannot overlap with the function operations provided by the video client.
[0068] When the user is watching the game video through the video client and hopes to switch to the game scene corresponding to the game video screen, the user can trigger the first preset operation on the game video. The SDK on the video client side has an operation monitoring function, which can monitor the user's interaction behavior in real time. When the user triggers the preset first preset operation, it can capture this operation signal and convert it into a data query request, and send the data query request to the video server.
[0069] After receiving the data query request, the video server queries the first game metadata corresponding to the game video in the server database according to the game video identifier carried in the data query request and returns it. The first game metadata covers key data such as game scene information, game coordinate information, and / or game timestamp, which provide the core basis for the subsequent positioning and rendering of the game scene.
[0070] After obtaining the first game metadata, the Deep Link technology is adopted to implement the jump from the video client to the specified scene of the game client through a specific URL Scheme. The first game metadata can be embedded in the link according to a specific URL parameter format to generate a game scene positioning link. For example, the link may adopt the format of "gameapp: / / scene?scene_id=123&coordinate_x=100&coordinate_y=200" to ensure that the game client can accurately parse the information in the link.
[0071] The game client is launched through the system's jump mechanism (such as Android's Intent or iOS's UIApplication.shared.open(_:options:completionHandler:)). During the launch process, the generated game scene positioning link is passed to the game client.
[0072] After receiving the game scene positioning link, the game client parses the link and extracts the first game metadata in the link. Then, according to the first game metadata, a specific game scene picture related to the game video is rendered for the user, realizing the transfer of the user to the corresponding position of the game scene and achieving a seamless transition from game video viewing to game experience.
[0073] According to the method for switching to a game scene based on a game video provided by an embodiment of the present application, the first game metadata is obtained through the SDK deployed in the game client and uploaded to the video server. When a user views a game video on the video client, the SDK deployed on the video client generates a game scene positioning link by obtaining the first game metadata corresponding to the game video, and realizes a seamless switch from the game video to the game scene through the game scene positioning link, achieving accurate jumping of the game scene, so that when the user views a game video, through a simple first preset operation, the user can quickly enter the corresponding position in the game without manually exiting the game video and then opening the game client to spend time finding the corresponding scene and position, simplifying the operation process, improving the convenience of user operation, and realizing in-depth interaction between the game scene and the video content.
[0074] Figure 2 The flowchart of the method for switching to a game scene based on a game video according to another embodiment of the present application is shown. This method is executed by the SDK, which runs in the game client and the video client. The SDK can be in the form of a plugin, which is used to connect the game client and the video client to achieve seamless switching from the game video to the game scene, as Figure 2 shown, the method includes the following steps:
[0075] Step S201: Obtain the first game metadata corresponding to the game scene, and upload the first game metadata and the game video to the video server.
[0076] The specific implementation method of this step is similar to that of Figure 1 step S101 in the illustrated embodiment, and will not be elaborated here.
[0077] Step S202: If a second preset operation triggered on the game video is detected, obtain the first game metadata corresponding to the game video from the video server, generate a game scene positioning link according to the first game metadata, and display a jump button.
[0078] The second preset operation is a trigger operation for realizing video pause. For example, it can be a double-click on the video playback screen, a click on the pause button operation, a voice operation for realizing pause, etc. Other trigger operations that can realize video pause are within the protection scope of this application.
[0079] When the user is watching the game video through the video client and hopes to switch to the game scene corresponding to the game video screen, the user can trigger the second preset operation on the game video. After the user triggers the second preset operation, the playback of the game video will be paused. The SDK on the video client side has an operation monitoring function, which can monitor the user's interaction behavior in real time. When the user triggers the preset second preset operation, it can capture this operation signal, convert the operation signal into a data query request, and send the data query request to the video server.
[0080] After receiving the data query request, the video server queries the first game metadata corresponding to the game video in the server database according to the game video identifier carried in the data query request and returns it. The first game metadata covers key data such as game scene information, game coordinate information, and / or game timestamp, which provide the core basis for the subsequent positioning and rendering of the game scene.
[0081] After obtaining the first game metadata, use the Deep Link technology to implement the jump from the video client to the specified scene of the game client through a specific URL Scheme. The first game metadata can be embedded in the link according to a specific URL parameter format to generate a game scene positioning link. For example, the link may adopt the format of "gameapp: / / scene?scene_id=123&coordinate_x=100&coordinate_y=200" to ensure that the game client can accurately parse the information in the link.
[0082] A jump button is rendered and displayed in the video playback interface. By displaying the jump button, the user can confirm whether to switch to the corresponding game scene. A corresponding event processing function is added to the jump button, and the corresponding game scene positioning link is associated with the jump button, so that the user can quickly jump when triggering the jump button, and can accurately locate the game scene corresponding to the game scene positioning link.
[0083] Step S203: If a third preset operation of triggering the jump button is detected, the game client is started through the jump mechanism, and the game scene positioning link is transmitted to the game client, so that the game client renders the game scene screen according to the first game metadata in the game scene positioning link.
[0084] When the user confirms the switch to enter the corresponding game scene, he can perform a third preset operation on the jump button. The third preset operation is a trigger operation to activate the jump button, for example, it can be a click operation or a voice operation to realize the click. The SDK on the video client side has an operation monitoring function, which can monitor the user's interactive behavior in real time. When the user triggers the preset third preset operation, it can capture this operation signal, so that the game client can be started through the system's jump mechanism (such as Android's Intent or iOS's UIApplication.shared.open(_:options:completionHandler:)). During the startup process, the generated game scene location link is passed to the game client.
[0085] After receiving the game scene location link, the game client parses the game scene location link and extracts the first game metadata in the link. Then, based on the first game metadata, a specific game scene screen related to the game video is rendered for the user, so that the user is transferred to the corresponding position of the game scene, achieving a seamless transition from watching the game video to experiencing the game.
[0086] According to the method for switching to game scenes based on game videos provided in an embodiment of the present application, through the combination of a jump button and a game scene positioning link, a user can quickly locate the game scene of interest while watching a game video, and directly enter the game client to experience the scene, thereby greatly improving the user's usage experience and participation. That is, when watching a game video, a user can accurately jump to the corresponding position in the game with one click, thereby achieving seamless switching from the game video to the game scene. There is no need to manually exit the game video and then open the game client to spend time looking for the corresponding scene and position, thereby simplifying the operation process, improving the convenience of user operation, and achieving in-depth interaction between the game scene and the video content.
[0087] Figure 3The flowchart shows a method for switching to a game scene based on a game video according to another embodiment of the present application. This method is executed by an SDK that runs in both the game client and the video client. The SDK can be in the form of a plugin and is used to connect the game client and the video client to achieve seamless switching from the game video to the game scene. As Figure 3 shown, the method includes the following steps:
[0088] Step S301: Obtain the first game metadata corresponding to the game scene and upload the first game metadata and the game video to the video server.
[0089] In this embodiment, a pre-recorded game video (i.e., the game video is a recorded video) is mainly used as an example to illustrate the process of switching to the game scene based on the game video.
[0090] Specifically, the SDK of the game client has a game video recording function. During the game video recording process, the SDK continuously records the first game metadata in the game. For example, the SDK can record the first game metadata at regular intervals (such as every 1 second). The first game metadata includes: game scene information, game coordinate information, and game timestamp. The game scene information, game coordinate information (x, y, z), and game timestamp can be packaged into a data block and stored in a local metadata file or cache.
[0091] The first game metadata is stored in JSON format. For example:
[0092] JSON copy
[0093] {
[0094] "video_id (Video ID)": "12345",
[0095] "scene_id (Game Scene ID)": "forest",
[0096] "x": 150,
[0097] "y": 300,
[0098] "z": 75,
[0099] "timestamp": "2024-10-12T10:30:00Z"
[0100] }
[0101] When the recording is completed and the video is uploaded to the video website server, the SDK will upload the metadata file containing all the first game metadata during the recording process and the recorded game video to the video server together.
[0102] Specifically, through the connection of functional protocols, data transmission and interaction between the video server and the game client are realized. For example, the video server provides a communication interface API for uploading the metadata file corresponding to the game video, and the metadata file and the game video are sent to the video server through a POST request of the HTTP / HTTPS protocol.
[0103] Partial implementation methods of this step can be referred to Figure 1 Step S101 in the illustrated embodiment, which will not be elaborated here.
[0104] Step S302, the video server matches the game timestamp information with the video timestamp to generate timeline data.
[0105] After the video server receives the metadata file corresponding to the game video, it is necessary to establish a mapping relationship between the first game metadata and the video timestamp. By associatively storing the first game metadata with the video file, it is convenient for subsequent query and processing, and here it is stored in a dedicated database.
[0106] The video server can establish a mapping relationship between the first game metadata and the video timestamp by matching the game timestamp in the received first game metadata with the video timestamp. For example, align the Xth second in the game video with the "Xth second in the 'timestamp' field in the first game metadata" to generate corresponding timeline data. The timeline data for alignment is a data set used to establish the corresponding relationship between video time and game scene information and game coordinate information related to time in the game scene.
[0107] In order to enable comparison between the video timestamp and the game timestamp, it is necessary to first determine a common starting time. For example, take the time when the game video starts recording as the starting point, and then calculate the time difference between the earliest recorded game timestamp and this starting point, that is, how many seconds have passed relative to this starting point. Based on this time difference, perform alignment processing on the video timestamp and the game timestamp. For example, the time difference between the earliest recorded game timestamp "2024-10-12T10:30:00Z" and the time when the game video starts recording is 2 seconds, then the 2nd second in the game video is aligned with the game timestamp "2024-10-12T10:30:00Z". The generated timeline data for alignment can contain information such as video timestamp, game timestamp "timestamp", game video ID, game scene ID, game coordinates, etc. in a table. The matched timeline data is stored in the database of the video server and is associated with the game video.
[0108] Example is as follows: | Video Time (seconds) | Game Timestamp timestamp | Video ID | Game Scene ID | x Coordinate | y Coordinate | z Coordinate |
[0109] |1|2024-10-12T10:30:00Z|12345|forest|10|20|30|
[0110] |2|2024-10-12T10:30:01Z|12345|forest|12|22|32|
[0111] This is only for illustrative purposes and has no restrictive effect.
[0112] In actual situations, there may be errors in time. Therefore, an allowable error range can be set, such as ±0.5 seconds. Thus, when the X seconds in the game timestamp field correspond to the Xth second in the game video, it can be set that [X - 0.5, X + 0.5] all correspond to the X seconds in the timestamp field.
[0113] Step S303, if it is detected that a second preset operation is triggered for the game video, a data query request carrying the video timestamp corresponding to the second preset operation is sent to the video server, so that the video server queries the timeline data, determines the game timestamp that matches the video timestamp corresponding to the second preset operation, obtains the game scene information and game coordinate information associated with the game timestamp and returns them, generates a game scene positioning link based on the game scene information and game coordinate information, and displays a jump button.
[0114] The second preset operation is a trigger operation for realizing video pause. For example, it can be a double-click on the video playback screen, a click on the pause button operation, a voice operation for realizing pause, etc. Other trigger operations that can realize video pause are within the protection scope of this application.
[0115] Taking the second preset operation as an example of clicking the pause button, when the user is watching a game video through the video client and hopes to switch to the game scene corresponding to the game video screen, the user can click the video pause button on the video playback interface. After the user triggers the pause operation, the playback of the game video will be paused. The SDK on the video client side has an operation listening function. For example, it can be implemented based on the API of the video client. For example, like the Video.js library of JavaScript, by listening to its pause event (such as the pause event) to capture the user's operation of pausing the game video. Once the pause event is triggered, the relevant logic of the subsequent jump process is immediately started.
[0116] Specifically, after capturing the pause operation and determining to execute the pause operation, the video timestamp corresponding to the game video at the time of the pause operation is determined. Here, it can be called the pause timestamp. The SDK can send a data query request carrying the pause timestamp to the video server. The data query request will also carry the game video ID. After receiving the data query request, the video server quickly locates the relevant data through indexing. For example, it can query the timeline data in the database according to the game video ID and the pause timestamp, determine the game timestamp matching the pause timestamp, and then determine the game scene ID and the game coordinate information, and return the game scene ID and the game coordinate information to the SDK on the video client side.
[0117] When developing the game APP, a series of URL Schemes for deep links are predefined in advance, such as gameapp: / / scene?scene_id=123&coordinate_x=100&coordinate_y=200, where scene_id represents the game scene ID, and coordinate_x and coordinate_y represent the game coordinate information respectively.
[0118] Therefore, after the SDK obtains the game scene ID and the game coordinate information, it uses the deep link (Deep Link) technology to realize the jump from the video client to the specified scene of the game client through a specific URL Scheme, and realizes the fast jump from the video client to the game client through the DeepLink technology and transmits the coordinate information parameters. The game scene ID and the game coordinate information can be embedded in the link according to a specific URL parameter format to generate a game scene positioning link. For example, the link may adopt the format of "gameapp: / / scene?scene_id=123&coordinate_x=100&coordinate_y=200" to ensure that the game client can accurately parse the information in the link.
[0119] Render and display a jump button in the video playback interface. By displaying the jump button, the user can confirm whether to switch to the corresponding game scene by himself. Here, a corresponding event handling function will be added to the jump button to associate the corresponding game scene positioning link with the jump button, so that when the user triggers the jump button, a fast jump can be realized and the game scene corresponding to the game scene positioning link can be accurately located.
[0120] Step S304, if a third preset operation triggered on the jump button is detected, the game client is started through the jump mechanism, the game scene positioning link is encrypted, the encrypted game scene positioning link is signed, and the signed game scene positioning link is passed to the game client.
[0121] Here, taking the third preset operation as the operation of clicking the jump button as an example, when the user confirms to switch to the corresponding game scene, they can click the jump button. The SDK on the video client side has an operation monitoring function, which can monitor the user's interaction behavior in real time. When the user triggers the operation of clicking the jump button, it can capture this operation signal, and thus can start the game client through the system's jump mechanism (such as Android's Intent or iOS's UIApplication.shared.open(_:options:completionHandler:)). By clicking the jump button, the game scene location link is triggered. For example, in the Android system, the video client can start the game client by sending an Intent containing DeepLink and passing DeepLink as a parameter to the game client.
[0122] During the jump process, to ensure the accuracy and security of the data, it is necessary to encrypt and sign the transmitted game scene location link. For example, use the AES (Advanced Encryption Standard) encryption algorithm to encrypt the data, and then use the RSA (Rivest-Shamir-Adleman) algorithm for signing. The specific encryption algorithm and signature algorithm used here are not limited. Therefore, during the startup process, the signed game scene location link is passed to the game client.
[0123] It should be noted that it can also be achieved by monitoring whether the first preset operation is triggered. Figure 3 The steps S303 - S304 in the illustrated embodiment can be replaced with the following method: If it is monitored that the first preset operation is triggered for the game video, a data query request carrying the video timestamp corresponding to the first preset operation is sent to the video server, so that the video server queries the timeline data, determines the game timestamp matching the video timestamp corresponding to the first preset operation, obtains the game scene information and game coordinate information associated with the game timestamp and returns them, generates a game scene location link according to the game scene information and game coordinate information, starts the game client through the jump mechanism, and passes the game scene location link to the game client.
[0124] Among them, the method of determining the game scene information and game coordinate information according to the first preset operation is similar to the method of determining the game scene information and game coordinate information according to the second preset operation, which will not be elaborated here.
[0125] Step S305: The game client performs signature verification on the signed game scene location link. If the verification passes, it decrypts the encrypted game scene location link, parses the decrypted game scene location link, extracts the first game metadata, and renders the game scene image according to the first game metadata.
[0126] After receiving the game scene location link, the game client first performs signature verification. If the verification passes, it then performs a decryption operation to obtain the corresponding game scene location link, parses this game scene location link, and extracts the first game metadata in the link. Then, according to the first game metadata, it renders a specific game scene image related to the game video for the user, achieving the seamless transition of teleporting the user to the corresponding position of the game scene and realizing the seamless transition from watching the game video to the game experience. By performing signature verification and decryption processing, it can be ensured that the received game scene location link is sent by a legitimate video client and has not been tampered with, enhancing the security of the jump.
[0127] According to the method for switching from a game video to a game scene provided by the embodiments of the present application, through the combination of the jump button and the game scene location link, the user can quickly locate the game scene of interest while watching the game video and directly enter the game client to experience the scene, greatly enhancing the user experience and participation. That is to say, the user can accurately jump to the corresponding position in the game with one click while watching the game video, realizing the seamless switch from the game video to the game scene without manually exiting the game video, then opening the game client, and spending time looking for the corresponding scene and position, simplifying the operation process, enhancing the convenience of user operation, and realizing the deep interaction between the game scene and the video content; by encrypting and signing the transmitted game scene location link, the accuracy and security of the data can be improved. After receiving the game scene location link, the game client first performs signature verification and then performs a decryption operation to ensure that the received game scene location link is sent by a legitimate video application and has not been tampered with.
[0128] Figure 4 The flowchart shows the method for switching from a game video to a game scene according to another embodiment of the present application. This method is executed by the SDK, which runs in the game client and the video client. The SDK can be in the form of a plugin, which is used to connect the game client and the video client to achieve seamless switching from the game video to the game scene. As Figure 4 shown, this method includes the following steps:
[0129] Step S401: Obtain the first game metadata corresponding to the game scene, and push the first game metadata and the game video to the video server through a websocket connection.
[0130] This embodiment takes game live streaming as an example, targeting the real-time video during game live streaming. Therefore, the game video is a live video. The first game metadata in this embodiment mainly includes: game scene information and game coordinate information.
[0131] Specifically, the SDK on the game client side listens for changes in the game scene and game coordinates in real time. Once a change is detected, it immediately pushes the new game scene ID and game coordinate information to the video server in real time through WebSocket. Among them, the WebSocket connection is established at the start of the live stream to ensure real-time data transmission. After receiving the game scene ID and game coordinate information, the video server updates the latest game scene ID and the latest game coordinate information corresponding to the current live video stored in the memory.
[0132] The first game metadata is stored in JSON format. For example:
[0133] JSON copy
[0134] {
[0135] "video_id (Video ID)": "12345",
[0136] "scene_id (Game scene ID)": "forest",
[0137] "x": 150,
[0138] "y": 300,
[0139] "z": 75,
[0140] }
[0141] Here, monitoring can be achieved through the data logging technology. For the implementation solution of data logging, refer to Figure 1 Step S101 in the shown embodiment, which will not be elaborated here.
[0142] During the data transmission process, abnormal situations such as network interruption may occur. When an abnormal situation occurs, the SDK can cache the game scene information and game coordinate information that have not been successfully sent, and resend them after the network is restored to ensure data integrity.
[0143] Step S402, if it is detected that a second preset operation is triggered on the game video, a data query request is sent to the video server, and the latest game scene information and the latest game coordinate information returned by the video server in response to the data query request are received. A game scene positioning link is generated based on the latest game scene information and the latest game coordinate information, and a jump button is displayed.
[0144] Here, taking the second preset operation as an example of clicking the pause button, when a user is watching a live game video through a video client and wishes to switch to the game scene corresponding to the game video screen, the user can click the video pause button on the video playback interface. After the user triggers the pause operation, the playback of the game video will be paused. The SDK on the video client side has an operation monitoring function. For example, it can be implemented based on the API of the video client. For example, like the Video.js library of JavaScript, by listening to its pause event (such as the pause event) to capture the user's operation of pausing the game video. Once the pause event is triggered, the relevant logic of the subsequent jump process will be immediately started.
[0145] Specifically, after capturing the pause operation and determining that the pause operation is executed, the SDK can send a data query request carrying the game video ID to the video server. After receiving the data query request, the video server quickly locates the relevant data through indexing. For example, it can determine the latest game scene information and the latest game coordinate information according to the game video ID, and return the latest game scene information and the latest game coordinate information to the SDK on the video client side.
[0146] Step S403, if it is detected that a third preset operation is triggered on the jump button, the game client will be started through the jump mechanism, the game scene location link will be encrypted, the encrypted game scene location link will be signed, and the signed game scene location link will be passed to the game client.
[0147] The specific implementation of this step is similar to Figure 3 Step S304 in the embodiments described, and will not be elaborated here.
[0148] It should be noted that it can also be implemented by monitoring whether the first preset operation is triggered. Figure 4 Steps S402 - S403 in the embodiments shown can be replaced with the following method: If it is detected that a first preset operation is triggered on the game video, a data query request will be sent to the video server, the latest game scene information and the latest game coordinate information returned by the video server in response to the data query request will be received, a game scene location link will be generated according to the latest game scene information and the latest game coordinate information, the game client will be started through the jump mechanism, and the game scene location link will be passed to the game client. Thus, the video client calls the game client through the DeepLink technology and passes the game scene information and the game coordinate information to the game client through the DeepLink.
[0149] Step S404: The game client performs signature verification on the signed game scene location link. If the verification passes, it decrypts the encrypted game scene location link, parses the decrypted game scene location link, extracts the first game metadata, and renders the game scene image according to the first game metadata.
[0150] The specific implementation of this step is similar to Figure 3 step S305 in the embodiments implemented, and will not be elaborated here.
[0151] According to the method for switching to a game scene based on a game video provided by the embodiments of the present application, through the combination of a jump button and a game scene location link, a user can quickly locate an interesting game scene while watching a game live video and directly enter the game client to experience the scene, greatly improving the user experience and participation. That is to say, the user can accurately jump to the corresponding position in the game with one click while watching the game video, realizing a seamless switch from the game video to the game scene, without manually exiting the game video and then opening the game client to spend time finding the corresponding scene and position, simplifying the operation process, improving the convenience of user operation, and realizing in-depth interaction between the game scene and video content; by encrypting and signing the transmitted game scene location link, the accuracy and security of the data can be improved. After receiving the game scene location link, the game client first performs signature verification and then decryption operations to ensure that the received game scene location link is sent by a legitimate video application and has not been tampered with.
[0152] In an alternative embodiment of the present application, in order to enable the user to quickly switch to the game scene by watching the recorded game video after the game live broadcast ends, when the SDK sends the first game metadata to the video server, it can also record the first game metadata in the local metadata file. In addition to recording the game scene information and game coordinate information in the local metadata file, it is also necessary to record the game timestamp information. If it is detected that the game live broadcast ends, the recorded game video and the first game metadata are uploaded to the video server. The SDK assists the video server in sorting and archiving the game scene information and game coordinate information during the live broadcast and stores them in the database of the video server for long-term storage, so that the jump function can still be realized when the video is played back later.
[0153] In an alternative embodiment of the present application, as the game is updated and iterated, the game scene and coordinate system may change. Therefore, a dynamic game database can be established, which stores the game scene information and game coordinate information of each version of the game, and the dynamic game database can be updated regularly. Before generating the game scene positioning link according to the first game metadata, it can be detected first whether the game version has been updated; if it is detected that the game version has been updated, the second game metadata of the new game version associated with the first game metadata can be obtained, and the second game metadata of the new game version associated with the first game metadata can be determined based on the coordinate mapping algorithm, and the game scene positioning link can be generated according to the second game metadata of the new game version to ensure the accuracy of the jump function; if it is detected that the game version has not been updated, the game scene positioning link can be generated according to the first game metadata.
[0154] In an alternative embodiment of the present application, as the game is updated and iterated, the game scene and coordinate system may change. Therefore, a dynamic game database can be established, which stores the game scene information and game coordinate information of each version of the game, and the dynamic game database can be updated regularly. After the game scene positioning link is passed to the game client, the game client can first determine whether the game version has been updated. If it is detected that the game version has been updated, the second game metadata of the new game version associated with the first game metadata can be obtained, and the second game metadata of the new game version associated with the first game metadata can be determined based on the coordinate mapping algorithm, and the game screen can be rendered according to the second game metadata of the new game version, and the user can be transferred to the corresponding game location to ensure the accuracy of the jump function; if it is detected that the game version has not been updated, the game screen can be rendered according to the first game metadata, and the user can be transferred to the corresponding game location.
[0155] In an alternative embodiment of the present application, it is possible that a certain game scene is valid within a certain fixed time period, that is to say, the game scene has timeliness. Therefore, the first game data may further include: game scene timeliness information. After the SDK sends a data query request to the video server, after the video server determines the game scene information, it first determines whether the game scene information is within the validity period. If it is within the validity period, the game scene information and game coordinate information are returned to the SDK. If it is not within the validity period, a notification message indicating that the game scene has expired can be returned to the SDK, and the SDK can generate a preset prompt message according to the notification message to prompt the user that the game scene has expired and cannot be jumped to the corresponding game scene.
[0156] In an alternative embodiment of the present application, it is possible that a certain game scenario is valid within a specific time period. That is to say, the game scenario has a time limit. After transmitting the game scenario location link to the game client, the game client can first determine whether the game scenario information is within the validity period. If it is within the validity period, the game scenario screen is rendered according to the first game metadata. If it is not within the validity period, a preset prompt message can be generated to prompt the user that the game scenario has expired and cannot be jumped to the corresponding game scenario.
[0157] In addition, considering the differences between different operating systems (such as Android and iOS) and different game apps, sufficient compatibility testing is carried out during the development process. For the jump mechanisms and permission management of different operating systems, corresponding adaptation codes can be written. For example, in the Android system, it is necessary to handle the system permission requests and Intent transmission methods of different versions; in the iOS system, the application extension and URL Scheme specifications of Apple should be followed.
[0158] Combined with Figures 2 - 4 The illustrated embodiment can be simplified into the following process: game client → record the first game metadata → save locally / send to the video server → the video server receives the first game metadata → the video client monitors the pause operation → display the jump button when pausing the video → the user clicks the jump button → DeepLink calls the game client → the game client receives the game scenario location link → parses and transfers the user to the corresponding location.
[0159] The corresponding use cases are as follows:
[0160] [User] ----> [Watch video]
[0161] [Video client] ----> [Pause video]
[0162] [Video client] ----> [Display jump button]
[0163] [User] ----> [Click jump button]
[0164] [Video client] ----> [DeepLink calls game client]
[0165] [Game client] ----> [Receive and parse to obtain corresponding parameters]
[0166] [Game client] ----> [Transfer the user to the corresponding location]
[0167] Figure 5The block diagram of a system for switching to a game scene based on a game video according to an embodiment of the present application is shown. The system includes: a device 501 for switching to a game scene based on a game video, a video server 502, a video client 503, and a game client 504. The device is applied to the SDK, and the SDK runs in the game client and the video client. As Figure 5 shown, the device 501 includes:
[0168] An acquisition module 5011, adapted to acquire first game metadata corresponding to a game scene;
[0169] An upload module 5012, adapted to upload the first game metadata and the game video to the video server;
[0170] A switching module 5013, adapted to, if a first preset operation triggered on the game video is detected, acquire the first game metadata corresponding to the game video from the video server, generate a game scene positioning link according to the first game metadata, start the game client through a jump mechanism, and transmit the game scene positioning link to the game client, so that the game client renders a game scene picture according to the first game metadata in the game scene positioning link.
[0171] Optionally, the switching module is further adapted to: if a second preset operation triggered on the game video is detected, acquire the first game metadata corresponding to the game video from the video server, generate a game scene positioning link according to the first game metadata, and display a jump button;
[0172] If a third preset operation triggered on the jump button is detected, start the game client through a jump mechanism, and transmit the game scene positioning link to the game client, so that the game client renders a game scene picture according to the first game metadata in the game scene positioning link.
[0173] Optionally, the game video is a recorded video, and the first game metadata includes: game scene information, game coordinate information, and game timestamp;
[0174] The video server is adapted to match the game timestamp information with the video timestamp to generate timeline data;
[0175] The switching module is further adapted to: send a data query request carrying the video timestamp corresponding to the first preset operation or the second preset operation to the video server, so that the video server queries the timeline data, determines the game timestamp matching the video timestamp corresponding to the first preset operation or the second preset operation, acquires the game scene information and game coordinate information associated with the game timestamp and returns them;
[0176] Generate a game scene positioning link according to the game scene information and game coordinate information.
[0177] Optionally, the game video is a live video, and the first game metadata includes: game scene information and game coordinate information;
[0178] The switching module is further adapted to: send a data query request to the video server;
[0179] Receive the latest game scene information and the latest game coordinate information returned by the video server in response to the data query request;
[0180] Generate a game scene positioning link based on the latest game scene information and the latest game coordinate information.
[0181] Optionally, the uploading module is further adapted to: push the first game metadata and the game video to the video server through a websocket connection.
[0182] Optionally, the uploading module is also adapted to: if it is detected that the game live broadcast ends, upload the recorded game video and the first game metadata to the video server.
[0183] Optionally, the device further includes: an encryption module, adapted to perform encryption processing on the game scene positioning link;
[0184] A signature module, adapted to perform signature processing on the encrypted game scene positioning link;
[0185] The switching module is further adapted to: transmit the game scene positioning link after signature processing to the game client.
[0186] Optionally, the game client is adapted to: perform signature verification on the signed game scene positioning link;
[0187] If the verification passes, perform decryption processing on the encrypted game scene positioning link;
[0188] Perform parsing processing on the decrypted game scene positioning link, and extract the first game metadata;
[0189] Render the game scene picture according to the first game metadata.
[0190] Optionally, the device further includes: a detection module, adapted to detect whether the game version is updated;
[0191] The switching module is further adapted to: if it is detected that the game version is updated, obtain the second game metadata of the new game version associated with the first game metadata; generate a game scene positioning link according to the second game metadata of the new game version;
[0192] If it is detected that the game version is not updated, generate a game scene positioning link according to the first game metadata.
[0193] The descriptions of the above modules refer to the corresponding descriptions in the method embodiments, and will not be elaborated here.
[0194] According to the device for switching to a game scene based on a game video provided by an embodiment of the present application, the SDK deployed on the game client obtains first game metadata and uploads the first game metadata to the video server. When a user watches a game video on the video client, the SDK deployed on the video client generates a game scene positioning link by obtaining the first game metadata corresponding to the game video. Through this game scene positioning link, seamless switching from the game video to the game scene is achieved, and accurate jumping of the game scene is realized. When the user watches the game video, through a simple first preset operation, the user can quickly enter the corresponding position in the game without manually exiting the game video, then opening the game client and spending time looking for the corresponding scene and position, which simplifies the operation process, improves the convenience of user operation, and realizes in-depth interaction between the game scene and video content.
[0195] An embodiment of the present application provides a non-volatile computer storage medium. The computer storage medium stores at least one executable instruction or computer program, and the executable instruction or computer program enables a processor to execute the operations corresponding to the method for switching to a game scene based on a game video in any of the above method embodiments.
[0196] An embodiment of the present application provides a computer program product. The computer program product includes at least one executable instruction or computer program, and the executable instruction or computer program enables a processor to execute the operations corresponding to the method for switching to a game scene based on a game video in any of the above method embodiments.
[0197] Figure 6 The structural schematic diagram of an embodiment of the computing device of the present application is shown. The specific implementation of the computing device is not limited in the specific embodiments of the present application.
[0198] As Figure 6 shown, the computing device may include: a processor 602, a communication interface 604, a memory 606, and a communication bus 608.
[0199] Among them: the processor 602, the communication interface 604, and the memory 606 communicate with each other through the communication bus 608. The communication interface 604 is used to communicate with network elements of other devices such as clients or other servers. The processor 602 is used to execute the program 610, and specifically can execute the relevant steps in the method embodiment for switching to a game scene based on a game video for the computing device described above.
[0200] Specifically, the program 610 may include program code that includes computer operation instructions.
[0201] The processor 602 may be a central processing unit (CPU), or a specific integrated circuit (ASIC), or one or more integrated circuits configured to implement the embodiments of the present application. One or more processors included in the computing device may be of the same type of processor, such as one or more CPUs; or may be of different types of processors, such as one or more CPUs and one or more ASICs.
[0202] The memory 606 is used to store the program 610. The memory 606 may include high-speed RAM memory and may also include non-volatile memory, such as at least one disk memory.
[0203] The program 610 may specifically be used to cause the processor 602 to execute the method of switching to a game scene based on a game video in any of the above method embodiments. For the specific implementation of each step in the program 610, reference may be made to the corresponding steps and units in the above embodiments of switching to a game scene based on a game video, which will not be elaborated herein. Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the devices and modules described above may refer to the corresponding process descriptions in the foregoing method embodiments, which will not be repeated herein.
[0204] The algorithms and displays provided herein are not inherently related to any particular computer, virtual system, or other device. Various general-purpose systems may also be used in conjunction with the teachings provided herein. The structure required to construct such systems will be apparent from the above description. In addition, the embodiments of the present application are not directed to any specific programming language. It should be understood that the content of the embodiments of the present application described herein can be implemented using various programming languages, and the description of the specific language above is to disclose the best mode of the embodiments of the present application.
[0205] In the specification provided herein, a large number of specific details are set forth. However, it can be understood that the embodiments of the present application may be practiced without these specific details. In some instances, well-known methods, structures, and technologies have not been shown in detail so as not to obscure the understanding of this specification.
[0206] Similarly, it should be understood that, for the purpose of streamlining the present disclosure and facilitating the understanding of one or more of the various inventive aspects, in the foregoing description of the exemplary embodiments of the 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 construed as reflecting an intention that the claimed embodiments of the present application require more features than are expressly recited in each claim. Rather, as reflected in the following claims, the inventive aspects lie in less than all of the features of the single embodiments disclosed previously. Thus, the claims following the detailed description hereby expressly incorporate the detailed description, where each claim itself serves as a separate embodiment of the embodiments of the present application.
[0207] Those skilled in the art can understand that the modules in the devices in the embodiments can be adaptively changed and disposed in one or more devices different from the embodiments. The modules or units or components in the embodiments can be combined into a module or unit or component, and in addition, they can be divided into multiple sub-modules or sub-units or sub-components. Except that at least some of such features and / or processes or units are mutually exclusive, any combination can be used to combine all the features disclosed in this specification (including the accompanying claims, abstract, and drawings) and all the processes or units of any method or device so disclosed. Unless otherwise expressly stated, each feature disclosed in this specification (including the accompanying claims, abstract, and drawings) can be replaced by an alternative feature that provides the same, equivalent, or similar purpose.
[0208] In addition, those skilled in the art can understand that, although some of the embodiments described herein include certain features included in other embodiments rather than other features, the combination of the features of different embodiments means that it is within the scope of the embodiments of the present application and forms different embodiments. For example, in the following claims, any one of the claimed embodiments can be used in any combination.
[0209] Each component embodiment of the 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. Those skilled in the art should understand that a microprocessor or a digital signal processor (DSP) can be used in practice to implement some or all of the functions of some or all of the components according to the embodiments of the present application. The embodiments of the present application can also be implemented as a device or device program (such as a computer program and a computer program product) for executing part or all of the methods described herein. Such a program implementing the embodiments of the present application can be stored on a computer-readable medium, or can be in the form of one or more signals. Such signals can be downloaded from an Internet website, or provided on a carrier signal, or provided in any other form.
[0210] It should be noted that the above embodiments illustrate the embodiments of the present application rather than limit the embodiments of the present application, and those skilled in the art can design alternative embodiments without departing from the scope of the appended claims. In the claims, any reference signs placed between parentheses shall not be construed as limiting the claims. The word "comprising" does not exclude the presence of elements or steps not listed in the claims. The word "a" or "an" preceding an element does not exclude the presence of a plurality of such elements. The embodiments of the present application can be implemented by means of hardware including several different elements and by means of a suitably programmed computer. In the unit claims listing several devices, several of these devices can be embodied by the same item of hardware. The use of the words first, second, and third, etc. does not denote any order. These words can be interpreted as names.
Claims
1. A method for switching to a game scene based on a game video, wherein, The method is executed by an SDK that runs in a game client and a video client, and the method includes: Obtain first game metadata corresponding to a game scene, and upload the first game metadata and a game video to a video server; If a first preset operation triggered for the game video is detected, obtain the first game metadata corresponding to the game video from the video server, generate a game scene positioning link according to the first game metadata, start the game client through a jump mechanism, and transmit the game scene positioning link to the game client, so that the game client renders a game scene image according to the first game metadata in the game scene positioning link.
2. The method according to claim 1, wherein The method further includes: If a second preset operation triggered for the game video is detected, obtain the first game metadata corresponding to the game video from the video server, generate a game scene positioning link according to the first game metadata, and display a jump button; If a third preset operation triggered for the jump button is detected, start the game client through a jump mechanism, and transmit the game scene positioning link to the game client, so that the game client renders a game scene image according to the first game metadata in the game scene positioning link.
3. The method according to claim 1 or 2, wherein The game video is a recorded video, and the first game metadata includes: game scene information, game coordinate information, and game timestamp; The method further includes: The video server matches the game timestamp information with the video timestamp to generate timeline data; The obtaining the first game metadata corresponding to the game video from the video server and generating a game scene positioning link according to the first game metadata further includes: Send a data query request carrying the video timestamp corresponding to the first preset operation or the second preset operation to the video server, so that the video server queries the timeline data, determines the game timestamp that matches the video timestamp corresponding to the first preset operation or the second preset operation, and obtains and returns the game scene information and game coordinate information associated with the game timestamp; Generate a game scene positioning link according to the game scene information and the game coordinate information.
4. The method according to claim 1 or 2, wherein The game video is a live video, and the first game metadata includes: game scene information, game coordinate information; The obtaining the first game metadata corresponding to the game video from the video server and generating a game scene positioning link according to the first game metadata further includes: Send a data query request to the video server; Receive the latest game scene information and the latest game coordinate information returned by the video server in response to the data query request; Generate a game scene positioning link according to the latest game scene information and the latest game coordinate information.
5. The method according to claim 4, wherein The uploading the first game metadata and the game video to the video server further includes: Push the first game metadata and the game video to the video server through a websocket connection.
6. The method according to claim 4 or 5, wherein The method further includes: If it is detected that a game live broadcast ends, upload the recorded game video and the first game metadata to the video server.
7. The method according to any one of claims 1-6, wherein Before transmitting the game scene location link to the game client, the method further includes: encrypting the game scene location link; signing the encrypted game scene location link; The transmitting the game scene location link to the game client further includes: transmitting the signed game scene location link to the game client.
8. The method according to claim 7, wherein, The game client rendering the game scene image according to the first game metadata in the game scene location link further includes: the game client performing signature verification on the signed game scene location link; if the verification passes, decrypting the encrypted game scene location link; performing parsing processing on the decrypted game scene location link to extract the first game metadata; rendering the game scene image according to the first game metadata.
9. The method according to any one of claims 1-8, wherein, Before generating the game scene location link according to the first game metadata, the method further includes: detecting whether the game version has been updated; if it is detected that the game version has been updated, obtaining the second game metadata of the new game version associated with the first game metadata; generating a game scene location link according to the second game metadata of the new game version; The generating the game scene location link according to the first game metadata further includes: if it is detected that the game version has not been updated, generating a game scene location link according to the first game metadata.
10. A system for switching to a game scene based on game videos, wherein, The system includes: a device for switching to a game scene based on a game video, a video server, a video client, and a game client. The device is applied to the SDK, and the SDK runs in the game client and the video client. The device includes: an obtaining module, adapted to obtain the first game metadata corresponding to the game scene; an uploading module, adapted to upload the first game metadata and the game video to the video server; a switching module, adapted to, if a first preset operation triggered on the game video is monitored, obtain the first game metadata corresponding to the game video from the video server, generate a game scene location link according to the first game metadata, start the game client through a jump mechanism, and transmit the game scene location link to the game client, so that the game client renders the game scene image according to the first game metadata in the game scene location link.
11. A computing device, comprising: a processor, a memory, a communication interface, and a communication bus. The processor, the memory, and the communication interface complete communication with each other through the communication bus; The memory is used for storing at least one executable instruction, and the executable instruction causes the processor to perform the operations corresponding to the method for switching to a game scene based on a game video according to any one of claims 1-9.
12. A computer storage medium, in which at least one executable instruction is stored, and the executable instruction causes a processor to perform the operations corresponding to the method for switching to a game scene based on a game video according to any one of claims 1-9.
13. A computer program product, comprising at least one executable instruction, the executable instruction causing a processor to perform operations corresponding to the method of switching to a game scene based on a game video according to any one of claims 1-9.