Multi-user live broadcast online game processing method, system and equipment and storage medium
By configuring a virtual controller during the live broadcast process and synchronizing game signaling and media streaming with a live streaming server, multi-user online games across clients are realized, which solves the problem of poor game experience among and across clients in the existing technology, and improves the game interactive experience and effect in the live broadcast room.
Patent Information
- Application Number
- CN202510530629.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-25
- Publication Date
- 2025-07-18
AI Technical Summary
It is difficult for existing live broadcast clients to realize multi-user online games across clients, resulting in poor experience of the same screen between the anchor and the audience, and poor game live broadcast effect.
By configuring the virtual controller for the target game corresponding to the specified client, the game signaling is synchronized based on the virtual controller, and the game media streaming is sent using the live streaming media server to realize multi-user live broadcast of online games across the client.
It improves the game interactive experience between the anchor and the audience in the live broadcast room, optimizes the game live broadcast effect, and enhances the fun interactivity and user participation of the live broadcast room.
Smart Images

Figure CN120343295A_ABST
Abstract
Description
Technical Field
[0001] Embodiments of the present application relate to the field of computer technologies, and in particular, to a multi-user live online game processing method, system, device, and storage medium. Background Art
[0002] Currently, in a live broadcast scenario, a live streamer can play games on a live broadcast device (such as a computer, a mobile phone, etc.). During the live broadcast, the game media stream is transmitted to other clients through the game streaming technology of the live broadcast client, so as to realize the same-screen game between the live streamer and the audience, and between the live streamers. For example, in a live broadcast bullet screen game scenario, by embedding a game HTML5 (a language description method for constructing web page content) page in the live broadcast client, and at the same time, the live broadcast platform opens the bullet screen and gift-giving message functions, and responds to the bullet screen and gift-giving messages triggered in the live broadcast room based on the bullet screen game instructions of the game HTML5 page, so as to achieve the same-screen game effect between the live streamer and the audience.
[0003] However, the related live broadcast client can only implement simple in-client same-screen games. For cross-client games, the live broadcast client can only push the game media stream to the audience side for game live broadcast, and it is difficult to implement the online game between the live streamer and the audience in the live broadcast room, resulting in a relatively poor same-screen game experience for users and a relatively poor game live broadcast effect. Summary of the Invention
[0004] Embodiments of the present application provide a multi-user live online game processing method, system, device, and storage medium. This technical solution configures a virtual gamepad corresponding to a target game for a specified client, synchronizes game signaling of the target game based on the virtual gamepad, and sends the game media stream to each client through a live streaming media server, so as to realize cross-client multi-user live online games during the live broadcast, improve the game interaction experience between the live streamer and the audience in the live broadcast room, and further optimize the game live broadcast effect. Compared with the existing cross-client live game solutions, the present application can perform cross-client multi-user live online games during the live broadcast, solve the technical problem that it is difficult for the live broadcast client to perform cross-client multi-user live online games, thereby improving the same-screen game experience between the live broadcast and the audience in the live broadcast room, and meeting the cross-client live online game requirements between the audience in the live broadcast room and the live broadcast.
[0005] In a first aspect, embodiments of the present application provide a multi-user live online game processing method, including:
[0006] During the game live broadcast of a target game, configure a virtual gamepad corresponding to the target game for a specified client, where the virtual gamepad is used for the specified client to operate the target game;
[0007] Obtain the first game signaling transmitted by a specified client based on a virtual gamepad, import the first game signaling into a target game, and synchronize the second game signaling output by the target game to the specified client;
[0008] Real-time collect the game media stream of the target game, and send the game media stream to the specified client and other viewer terminals in the current live broadcast room based on a live streaming media server.
[0009] In a second aspect, an embodiment of the present application provides a multi-user live online game processing system, including:
[0010] A gamepad configuration module, configured to configure a virtual gamepad for a target game corresponding to a specified client during the game live broadcast of the target game, and the virtual gamepad is used for the specified client to operate the target game;
[0011] A signaling synchronization module, configured to obtain the first game signaling transmitted by a specified client based on a virtual gamepad, import the first game signaling into the target game, and synchronize the second game signaling output by the target game to the specified client;
[0012] A media sending module, configured to real-time collect the game media stream of the target game, and send the game media stream to the specified client and other viewer terminals in the current live broadcast room based on a live streaming media server.
[0013] In a third aspect, an embodiment of the present application provides a multi-user live online game processing device, including:
[0014] A memory and one or more processors;
[0015] The memory is configured to store one or more programs;
[0016] When the one or more programs are executed by the one or more processors, the one or more processors implement the multi-user live online game processing method as described in the first aspect.
[0017] In a fourth aspect, an embodiment of the present application provides a non-volatile computer-readable storage medium, the non-volatile computer-readable storage medium stores computer-executable instructions, and the computer-executable instructions are configured to execute the multi-user live online game processing method as described in the first aspect when executed by a computer processor.
[0018] In a fifth aspect, an embodiment of the present application provides a computer program product, the computer program product contains instructions, and when the instructions run on a computer or a processor, the computer or the processor executes the multi-user live online game processing method as described in the first aspect.
[0019] In the embodiment of the present application, during the game live broadcast of the target game, a virtual gamepad corresponding to the target game is configured for the specified client, and the virtual gamepad is used for the specified client to operate the target game; the first game signaling transmitted based on the virtual gamepad by the specified client is obtained, the first game signaling is imported into the target game, and the second game signaling output by the target game is synchronized to the specified client; the game media stream of the target game is collected in real time, and the game media stream is sent to the specified client and other viewer clients in the current live broadcast room based on the live streaming media server. By adopting the above technical means, by configuring a virtual gamepad corresponding to the target game for the specified client, synchronizing the game signaling of the target game based on the virtual gamepad, and sending the game media stream to each client based on the live streaming media server, a multi-user live online game across clients can be realized during the live broadcast process, improving the game interaction experience between the host and the viewers in the live broadcast room, and further optimizing the game live broadcast effect. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] Figure 1 is a flowchart of a multi-user live online game processing method provided by an embodiment of the present application;
[0021] Figure 2 is a schematic diagram of the multi-user live online game architecture in an embodiment of the present application;
[0022] Figure 3 is a configuration flowchart of the virtual gamepad in an embodiment of the present application;
[0023] Figure 4 is a schematic diagram of the configuration of the specified client in an embodiment of the present application;
[0024] Figure 5 is a game signaling synchronization flowchart in an embodiment of the present application;
[0025] Figure 6 is a schematic diagram of the structure of a multi-user live online game processing system provided by an embodiment of the present application;
[0026] Figure 7 is a schematic diagram of the structure of a multi-user live online game processing device provided by an embodiment of the present application. DETAILED DESCRIPTION OF THE EMBODIMENTS
[0027] To make the objectives, technical solutions, and advantages of the present application clearer, the following provides a more detailed description of specific embodiments of the present application with reference to the accompanying drawings. It should be understood that the specific embodiments described herein are only for explaining the present application and not for limiting the present application. Additionally, it should be noted that for ease of description, only parts related to the present application are shown in the drawings rather than all the content. Before discussing the exemplary embodiments in more detail, it should be mentioned that some exemplary embodiments are described as processes or methods depicted as flowcharts. Although the flowcharts describe the operations (or steps) as sequential processes, many of the operations can be implemented in parallel, concurrently, or simultaneously. In addition, the order of the operations can be rearranged. The process can be terminated when its operations are completed, but it can also have additional steps not included in the drawings. The process can correspond to a method, function, procedure, subroutine, subprogram, etc.
[0028] The multi-user live online game processing method provided by the present application aims to configure a virtual gamepad corresponding to a target game for a specified client, synchronize game signaling of the target game based on the virtual gamepad, and send game media streams to each client through a live streaming media server, so as to realize cross-client multi-user live online games during the live broadcast.
[0029] Currently, with the improvement of computer performance, home computers can enjoy a better game experience. At the same time, for live streaming platforms, introducing game streamers can also attract some viewers interested in games and increase daily active users. Therefore, live streaming platforms usually introduce game streaming technology into the live broadcast rooms and design a complete system to achieve the same-screen games between the streamer and the audience, and between streamers, enhance the same-screen game experience of users, improve the interactive experience between the audience and the streamer, increase the interesting interactivity of game zone live broadcasts, and indirectly enhance the activity of live broadcast applications.
[0030] In related same-screen game solutions for live broadcast rooms, it is usually to embed a game HTML5 (a language description method for constructing web page content) page inside the live broadcast application to achieve the same-screen game between the streamer side and the audience side. For example, in the live broadcast bullet screen game scenario, by embedding a game HTML5 page in the live broadcast client, and at the same time the live streaming platform opens the functions of bullet screen and gift-giving messages, and responds to the bullet screen and gift-giving messages triggered in the live broadcast room based on the bullet screen game instructions of the game HTML5 page, so as to achieve the same-screen game effect between the streamer and the audience.
[0031] However, related live broadcast clients can only achieve simple in-client same-screen games. For cross-client games, the live broadcast client can only push the game media stream to the audience side for game live broadcast, and it is difficult to achieve online games between the streamer and the audience in the live broadcast room, resulting in a relatively poor same-screen game experience for users and a relatively poor game live broadcast effect.
[0032] Based on this, a multi-user live streaming online game processing method according to an embodiment of the present application is provided to perform a multi-user live streaming online game across clients during the live streaming process, and solve the technical problem that it is difficult for a live streaming client to perform a multi-user live streaming online game across clients.
[0033] Embodiment:
[0034] Figure 1 A flowchart of a multi-user live streaming online game processing method provided by an embodiment of the present application is given. The multi-user live streaming online game processing method provided in this embodiment can be executed by a multi-user live streaming online game processing device. The multi-user live streaming online game processing device can be implemented in a software and / or hardware manner. The multi-user live streaming online game processing device can be composed of two or more physical entities, or can be composed of one physical entity. Generally speaking, the multi-user live streaming online game processing device can be the host end in a live streaming scenario such as a computer, a mobile phone, or a tablet.
[0035] The following takes the host end as the main body for executing the multi-user live streaming online game processing method as an example for description. Refer to Figure 1 , the multi-user live streaming online game processing method specifically includes:
[0036] S110. During the game live streaming of the target game, configure a virtual gamepad corresponding to the target game for the specified client, and the virtual gamepad is used for the specified client to operate the target game.
[0037] When the present application executes a multi-user live streaming online game, on the one hand, the host end configures the virtual gamepads of the audience ends participating in the live streaming online game to synchronize game signaling based on the virtual gamepads. On the other hand, the host end synchronizes the game media stream to the audience ends, thereby realizing a multi-user online game during the live streaming process.
[0038] Among them, refer to Figure 2 , the host end 11 interacts with the audience ends (defined as the specified client 12) participating in the online game through the signaling server 14 to realize the configuration of the virtual gamepad and the synchronization of game signaling. The host end 11 is connected to the game server 16 to execute the actual game function service. In addition, the host end 11 will transmit the game media stream during the host's game process to the media server 15 in real time, and transmit it to the specified client and other audience ends 13 through the media server 15 for synchronization of the live streaming screen. For the specified client 12, corresponding game signaling can be transmitted to the host end 11 according to the live streaming screen and the virtual gamepad configured by the host end 11, so as to realize remote game control and play an online game with the host.
[0039] Exemplarily, in a live game scenario, if the live streamer wants to play an online game with the audience in the live stream room, the game is first started on the live streamer's side, defined as the target game. The target game can be a game within the live stream application or an independent game application. The game is based on the live streamer. In a live stream room, only the live streamer can start the game. The live streamer's side conducts the live stream through the started live stream application. During the live stream, the live stream application accesses the target game, captures the game page of the target game started on the live streamer's side, and synchronizes the game page to the audience's side in the live stream room, thus realizing game live streaming. During this process, the live streamer can post a game invitation in the live stream room to initiate a multiplayer online game.
[0040] Before configuring the virtual gamepad for the specified client corresponding to the target game, it further includes:
[0041] Post the online game information of the target game in the current live stream room;
[0042] Receive the online game request initiated by the audience's side based on the online game information;
[0043] In response to the received online game request, determine the audience's side corresponding to the online game request as the specified client.
[0044] The live streamer's side realizes the call of the target game on the live streamer's side through the "Same Game Assistant" plugin configured in the live stream application. When the live streamer wants to initiate a multiplayer online game, the live streamer triggers the API (Application Programming Interface) call of the target game through the live stream client, and pushes the online game information of the target game (such as game name, supported number of players, gameplay introduction, etc., game metadata) to the live stream platform. The platform is displayed on the live stream page in the form of a floating announcement, a top message in the chat room, or a dedicated interactive panel.
[0045] Through the online game information of the target game displayed in the current live stream room, the audience's side can initiate an online game request to the live streamer's side. The online game request includes information such as device type, network quality (Ping value), audience level, and device address. The online game request is returned to the live streamer's side through the live stream platform.
[0046] On the live streamer's side, corresponding screening strategies can be configured to screen and respond to the online game requests, so as to determine the specified client for the online game. The screening strategies can include giving priority to VIP audiences and high-frequency interactive users, automatically filtering weak network users according to the audience's side Ping value (<100ms), GPU performance, and bandwidth (>5Mbps), and checking whether the audience's side supports the game signaling communication protocol, etc. Through the above screening strategies, the live streamer's side can preferentially screen out the online game requests of some audience's sides and display them preferentially on the live streamer's side page.
[0047] Based on the online game requests of each viewer terminal displayed on the host terminal page, the host selects the corresponding viewer terminal and accepts its online game request, thereby determining the specified client for the current live stream online game.
[0048] After determining the specified client, the host terminal can call the API of the target game through the "Co - play Assistant" plugin of the live streaming application, thereby realizing the configuration of the virtual controller.
[0049] Among them, referring to Figure 3 , configuring the virtual controller for the target game corresponding to the specified client includes:
[0050] S1101. Simulate the game controller of the target game based on the virtual device driver to generate the corresponding virtual controller;
[0051] S1102. Send the configuration information of the virtual controller to the specified client, so that the specified client constructs the game input key positions of the target game based on the configuration information and controls the virtual controller based on the game input key positions.
[0052] Taking the Windows system as an example, the game controller can be simulated through the kernel - mode driver to achieve the control of the target game. Among them, by downloading the virtual device driver ViGEmBus, the creation of the virtual controller can be realized based on this virtual device driver ViGEmBus.
[0053] ViGEmBus (Virtual Gamepad Emulation Bus) is an open - source virtual device driver used to simulate game controllers on the Windows system. It is supported by ViGEm (Virtual Gamepad Emulation Framework), allowing developers to create virtual Xbox 360, DualShock 4 and other controller devices to be compatible with various games and applications. ViGEmBus is mainly used in scenarios such as game streaming, mouse - keyboard to controller mapping (such as reWASD), and custom game controller simulation, and can achieve low - latency input emulation, improving compatibility and user experience.
[0054] In addition, game controllers can also be simulated through other virtual device drivers (such as vJoy). After completing the simulation of the game controller, the input logics such as the buttons and joysticks of the simulated physical controller can be determined, and these input logics can be mapped to the actual input buttons, thereby realizing the configuration of the virtual controller and obtaining the corresponding virtual controller configuration information. For example, map the joystick of the virtual controller to the sliding operation of the viewer terminal screen to realize the configuration of the virtual controller.
[0055] Further, by sending the configuration information of the virtual handle to a specified client, the "Co-play Assistant" plugin inside the live application of the specified client can generate a game operation page based on this configuration information. On the game operation page, game input key positions of the target game are constructed based on the configuration information, such as buttons corresponding to different operations of the virtual handle. Based on this game operation page, the user of the specified client can manipulate the virtual handle according to the mapping relationship of the game input key positions, generating corresponding virtual handle operation information.
[0056] Exemplarily, referring to Figure 4 , during the process of the host initiating a multiplayer online game, the host selects a specified client for virtual handle configuration through the virtual button a, configures the virtual handle corresponding to the target game to the corresponding specified client, and binds the two, so that the specified client can operate the target game currently running on the host based on the virtual handle configured by the host.
[0057] S120. Obtain the first game signaling transmitted by the specified client based on the virtual handle, import the first game signaling into the target game, and synchronize the second game signaling output by the target game to the specified client.
[0058] Further, based on the pre-configured virtual handle above, when the host and the specified client are playing an online game, the "Co-play Assistant" plugin of the live application of the specified client monitors the operation instructions of the user on the virtual handle in real time, converts the detected operation instructions into game signaling corresponding to the target game, and defines it as the first game signaling. The first game signaling is transmitted to the host, and the "Co-play Assistant" plugin of the live application of the host imports this first game signaling into the target game by calling the API of the target game. In addition, the game signaling generated by the host during the game process on the host will also be imported into the target game, thereby realizing the game operation of the specified client and the host on the target game.
[0059] During this process, the target game will generate corresponding operation feedback based on the input game signaling, and these operation feedbacks will be returned to the specified client as the second game signaling, thus realizing the synchronization of the game signaling.
[0060] Exemplarily, the first game signaling (such as "move + attack") generated by the specified client virtual joystick can be encrypted and transmitted to the live broadcast server via the corresponding communication protocol. The live broadcast server performs instruction sorting and deduplication through a message queue (such as Kafka) to ensure operation atomicity, that is, the first game signaling is indivisible, and all operations need to be executed continuously and completely. Then, the first game signaling is sequentially sent to the corresponding host client and imported into the target game through the host client. Further, the host client calls the target game API through the "co-playing assistant" plugin to obtain the results processed by the game engine of the target game (such as character position, blood volume change), and encapsulates this information into a standardized game signaling, defined as the second game signaling. The second game signaling is synchronized to the specified client through the live broadcast server, so that the specified client updates the local virtual joystick state according to the second game signaling, realizing the synchronization of the game controller operation logic.
[0061] Optionally, referring to Figure 5 , obtaining the first game signaling transmitted by the specified client based on the virtual joystick and importing the first game signaling into the target game includes:
[0062] S1201. Connect to the signaling server based on a preset online game program connection signaling, and obtain the first game signaling transmitted by the specified client based on the virtual joystick from the signaling server, so that the specified client connects to the signaling server based on the preset online game program connection signaling and reports the first game signaling to the signaling server;
[0063] S1202. Import the first game signaling into the target game based on the input protocol format pre-configured in the online game program, and the input protocol format is adapted to the target game.
[0064] Different from the above method of synchronizing game signaling through the live broadcast server, the game signaling synchronization process of this application can also be realized through the communication between the specified client, the signaling server and the host client. The specified client transmits the first game signaling to the signaling server through the virtual joystick. After receiving the signaling, the signaling server forwards it to the target game of the host client according to the pre-configured input protocol format. The target game parses the signaling and updates the game state to ensure consistency with the client, thus realizing the synchronization of the signaling.
[0065] The host client will connect to the signaling server through a preset online game program (i.e., the "Same Game Assistant" plugin of the live streaming application). The specified client also connects to the signaling server through a preset online game program (i.e., the "Same Game Assistant" plugin inside the live streaming application). After successful connection, the specified client can report the first game signaling to the signaling server. After receiving the signaling reported by the client, the signaling server forwards the signaling to the host client. The host client will, according to the input protocol format pre-configured in the online game program, which is adapted to the target game, to ensure that the signaling can be correctly parsed and processed by the target game. After receiving the signaling, the target game will parse the content of the signaling and update the game state according to the instructions in the signaling. Thus, the state of the target game is made consistent with that of the specified client, realizing the synchronization of the signaling.
[0066] Optionally, the first game signaling is converted based on a specified input event of the specified client, and the specified input event is collected based on the system input framework of the specified client.
[0067] After the specified client configures the virtual joystick, for different operating systems of the specified client, the input events of the virtual joystick can be collected through the following two APIs.
[0068] Among them, in the iOS system, the virtual joystick supports interaction through the game input framework Game Controller Framework, and can capture the input events of the joystick (such as button presses, joystick movements), etc., and then convert the input events into the first game signaling and send it to the signaling server.
[0069] In the Android system, the virtual joystick supports interaction through the system input framework Android Input Framework. All connected input devices (including virtual joysticks) are processed as input sources. By capturing the input of the joystick or axis and the events of button presses and releases, the input events are converted into the first game signaling and sent to the signaling server.
[0070] Optionally, for the first game signaling of the specified client, the signaling server can construct multiple virtual joystick simulation input information through the ViGEm module, and then send this information to the host client to be imported into the target game, thus completing the function of the remote joystick. It can also be that the "Same Game Assistant" plugin of the host client constructs multiple virtual joystick simulation input information based on the ViGEm module, and then imports this information into the target game by calling the target game API, thus realizing the cross-terminal operation of the specified client on the target game.
[0071] S130. Real-time collect the game media stream of the target game, and send the game media stream to the specified client and other audience clients in the current live room based on the live streaming media server.
[0072] On the other hand, when the present application conducts multi-user live online games, it also collects the game media stream of the target game through the host end, and forwards the game media stream to the live streaming media server for distribution to each viewer end (including the designated client), so as to achieve the synchronization of the game screens between the host end and the designated client, and at the same time, live broadcast the multi-user online game screen to other viewer ends.
[0073] Specifically, a Sunshine service is added to the "Co-Game Assistant" plug-in of the live broadcast application on the host end to capture game audio and video streams. Sunshine is an open-source game streaming media service that can run on more hardware and operating systems. Sunshine supports streaming computer games to various devices (such as smart phones, tablets, smart TVs, etc.). Through this Sunshine service, the game media stream of the target game can be collected and transmitted to the live streaming media server for distribution.
[0074] Specifically, based on the live streaming media server sending the game media stream to the designated client and other viewer ends in the current live broadcast room, it includes:
[0075] Based on the live streaming media server, the game media stream is transparently transmitted to the designated client through the User Datagram Protocol channel;
[0076] Based on the live streaming media server, the game media stream is sent to other viewer ends in the current live broadcast room through the media broadcast channel.
[0077] Among them, for game operators, it is necessary to reduce the operation latency as low as possible. Therefore, for the designated client that actually plays online games with the host end, the live streaming media server will directly transparently transmit its game media stream through the User Datagram Protocol channel (UDP channel) to the designated client, thereby reducing the game audio and video latency. For other viewer ends that are not online games, the game media stream is sent to other viewer ends in the live broadcast room through the original media broadcast method. Thus, the latency of the game and the viewing experience of non-game players are taken into account to the greatest extent.
[0078] In addition, before the live streaming media server sends the game media stream to the designated client and other viewer ends in the current live broadcast room, it also includes:
[0079] Encoding the game media stream sent to the designated client based on the first encoding standard, and encoding the game media stream sent to other viewer ends based on the second encoding standard. The encoding latency of the first encoding standard is lower than that of the second encoding standard.
[0080] In the game media stream synchronization process of this application, different encoding standards are also used to encode the game media stream to ensure low-latency and high-efficiency transmission. Specifically, the game media stream sent to the designated client is encoded using the first encoding standard, and the game media stream sent to other viewer clients is encoded using the second encoding standard. The encoding delay of the first encoding standard is lower than that of the second encoding standard to ensure that the designated client receives a low-latency media stream, while other viewer clients receive a high-efficiency media stream. For example, a dedicated hardware encoder (NVENC) is used to encode the designated client, the RTSP (Real-Time Streaming Protocol) is used to transmit the video stream, and Opus (an open-source audio codec) is used to transmit the audio stream. Both have very low latency and can achieve latency at the ms level, thus improving the game experience. For other viewer clients, a high-efficiency encoding standard (such as H.265 adaptive bitrate) can be used. By configuring the corresponding encoding parameters, transmission protocols, etc., the efficient and low-latency synchronous transmission of the game media stream can be achieved. This application does not make a fixed limitation on the specific encoding standard and will not elaborate here.
[0081] Exemplarily, based on the above multi-user live online game processing method, in a live broadcast scenario, when the host needs to start a multi-user online game, an online game invitation is initiated through the "Same Game Assistant" plugin of the live broadcast application. Then, based on the received online game request, the host assigns a virtual gamepad to the designated client. The viewers of the designated client can then use the virtual gamepad on their mobile phones (designated client) to play online together on the host side. When configuring the virtual gamepad, if the target game supports multi-gamepad operations, an interactive interface for multi-gamepad allocation will be displayed in the game, and the host only needs to select the designated client to manually allocate the gamepad. If the target game does not support multi-player games and only supports single-player play, then valid inputs will be generated on both the host's gamepad and the virtual gamepad of the designated client. At this time, the host only needs to filter the gamepad positions for operation on the host side. In this way, the host can directly start the game using their computer in the form of a game live broadcast, allowing the viewers in the live broadcast room to operate the game together, thereby enhancing the function of the live broadcast room and improving the interaction experience between the host and the viewers.
[0082] As described above, during the game live broadcast of the target game, a virtual gamepad corresponding to the target game for the specified client is configured, and the virtual gamepad is used for the specified client to operate the target game; the first game signaling transmitted by the specified client based on the virtual gamepad is obtained, the first game signaling is imported into the target game, and the second game signaling output by the target game is synchronized to the specified client; the game media stream of the target game is collected in real time, and the game media stream is sent to the specified client and other viewer terminals in the current live broadcast room based on the live streaming media server. By adopting the above technical means, by configuring a virtual gamepad corresponding to the target game for the specified client, the game signaling synchronization of the target game is carried out based on the virtual gamepad, and the game media stream is sent to each client based on the live streaming media server, so as to realize cross-client multi-user live online games during the live broadcast, improve the game interaction experience between the live broadcast room host and the audience, and further optimize the game live broadcast effect.
[0083] Based on the above embodiments, Figure 6 This is a schematic structural diagram of a multi-user live online game processing system provided by this application. Refer to Figure 6 The multi-user live online game processing system provided in this embodiment specifically includes: a gamepad configuration module 21, a signaling synchronization module 22, and a media sending module 23.
[0084] Among them, the gamepad configuration module 21 is configured to configure a virtual gamepad corresponding to the target game for the specified client during the game live broadcast of the target game, and the virtual gamepad is used for the specified client to operate the target game;
[0085] The signaling synchronization module 22 is configured to obtain the first game signaling transmitted by the specified client based on the virtual gamepad, import the first game signaling into the target game, and synchronize the second game signaling output by the target game to the specified client;
[0086] The media sending module 23 is configured to collect the game media stream of the target game in real time, and send the game media stream to the specified client and other viewer terminals in the current live broadcast room based on the live streaming media server.
[0087] Specifically, before configuring the virtual gamepad corresponding to the target game for the specified client, it further includes:
[0088] Publish the online game information of the target game in the current live broadcast room;
[0089] Receive the online game request initiated by the viewer terminal based on the online game information;
[0090] In response to the received online game request, determine the viewer terminal corresponding to the online game request as the specified client.
[0091] Configuring the virtual gamepad corresponding to the target game for the specified client includes:
[0092] Generate a corresponding virtual gamepad based on a virtual device driver to simulate the game controller of the target game;
[0093] Send the configuration information of the virtual gamepad to the specified client, so that the specified client constructs the game input key positions of the target game based on the configuration information and controls the virtual gamepad based on the game input key positions.
[0094] Specifically, obtaining the first game signaling transmitted by the specified client based on the virtual gamepad and importing the first game signaling into the target game includes:
[0095] Connect to the signaling server based on a preset online game program, obtain the first game signaling transmitted by the specified client based on the virtual gamepad from the signaling server, so that the specified client connects to the signaling server based on the preset online game program and reports the first game signaling to the signaling server;
[0096] Import the first game signaling into the target game based on the input protocol format pre-configured in the online game program, and the input protocol format is adapted to the target game.
[0097] The first game signaling is converted based on the specified input event of the specified client, and the specified input event is collected based on the system input framework of the specified client.
[0098] Specifically, sending the game media stream to the specified client and other viewer clients in the current live broadcast room based on the live streaming media server includes:
[0099] Transparently transmit the game media stream to the specified client through the User Datagram Protocol channel based on the live streaming media server;
[0100] Send the game media stream to other viewer clients in the current live broadcast room through the media broadcast channel based on the live streaming media server.
[0101] Before sending the game media stream to the specified client and other viewer clients in the current live broadcast room based on the live streaming media server, it further includes:
[0102] Encode the game media stream sent to the specified client based on the first coding standard, and encode the game media stream sent to other viewer clients based on the second coding standard. The coding delay of the first coding standard is lower than that of the second coding standard.
[0103] As described above, during the game live broadcast of the target game, a virtual gamepad corresponding to the target game is configured for the specified client, and the virtual gamepad is used for the specified client to operate the target game; the first game signaling transmitted based on the virtual gamepad by the specified client is obtained, the first game signaling is imported into the target game, and the second game signaling output by the target game is synchronized to the specified client; the game media stream of the target game is collected in real time, and the game media stream is sent to the specified client and other viewer terminals in the current live broadcast room based on the live streaming media server. By adopting the above technical means, by configuring a virtual gamepad corresponding to the target game for the specified client, the game signaling of the target game is synchronized based on the virtual gamepad, and the game media stream is sent to each client based on the live streaming media server, so as to realize cross-client multi-user live online games during the live broadcast, improve the game interaction experience between the live broadcast room host and the audience, and further optimize the game live broadcast effect.
[0104] The multi-user live online game processing system provided by the embodiments of the present application can be configured to execute the multi-user live online game processing method provided by the above embodiments, and has the corresponding functions and beneficial effects.
[0105] Based on the above actual example, the embodiments of the present application also provide a multi-user live online game processing device. Referring to Figure 7 , the multi-user live online game processing device includes: a processor 31, a memory 32, a communication module 33, an input device 34, and an output device 35. The memory, as a computer-readable storage medium, can be configured to store software programs, computer-executable programs, and modules, such as the program instructions / modules corresponding to the multi-user live online game processing method described in any embodiment of the present application (for example, the handle configuration module, the signaling synchronization module, and the media sending module in the multi-user live online game processing system). The communication module is configured to perform data transmission. The processor executes various functional applications and data processing of the device by running the software programs, instructions, and modules stored in the memory, that is, to implement the above multi-user live online game processing method. The input device can be configured to receive input digital or character information, and generate key signal inputs related to the user settings and function control of the device. The output device may include a display device such as a display screen. The multi-user live online game processing device provided above can be configured to execute the multi-user live online game processing method provided by the above embodiments, and has the corresponding functions and beneficial effects.
[0106] Based on the above embodiments, an embodiment of the present application further provides a non-volatile computer-readable storage medium. The non-volatile computer-readable storage medium stores computer-executable instructions. When executed by a computer processor, the computer-executable instructions are configured to execute a multi-user live online game processing method. The storage medium can be any various types of memory devices or storage devices. Of course, for the non-volatile computer-readable storage medium provided by an embodiment of the present application, its computer-executable instructions are not limited to the multi-user live online game processing method as described above, and can also execute related operations in the multi-user live online game processing method provided by any embodiment of the present application.
[0107] Based on the above embodiments, an embodiment of the present application further provides a computer program product. Essentially, or the part that contributes to the prior art, or all or part of the technical solution of the present application can be embodied in the form of a software product. The computer program product is stored in a storage medium and includes several instructions for causing a computer device, a mobile terminal, or a processor therein to execute all or part of the steps of the multi-user live online game processing method described in each embodiment of the present application.
Claims
1. A method for processing a multi-user live online game, characterized in that, Including: During the game live broadcast of the target game, configure a virtual gamepad for the target game corresponding to the specified client, and the virtual gamepad is used for the specified client to operate the target game; Obtain the first game signaling transmitted by the specified client based on the virtual gamepad, import the first game signaling into the target game, and synchronize the second game signaling output by the target game to the specified client; Collect the game media stream of the target game in real time, and send the game media stream to the specified client and other viewer clients in the current live broadcast room based on the live streaming media server.
2. The multi-user live online game processing method according to claim 1, wherein The configuring the virtual gamepad for the target game corresponding to the specified client includes: Simulate the game controller of the target game based on the virtual device driver to generate a corresponding virtual gamepad; Send the configuration information of the virtual gamepad to the specified client, so that the specified client is used to construct the game input key positions of the target game based on the configuration information, and control the virtual gamepad based on the game input key positions.
3. The multi-user live online game processing method according to claim 1, wherein Before configuring the virtual gamepad for the target game corresponding to the specified client, it also includes: Publish the online game information of the target game in the current live broadcast room; Receive the online game request initiated by the viewer client based on the online game information; In response to the received online game request, determine the viewer client corresponding to the online game request as the specified client.
4. The multi-user live online game processing method according to claim 1, characterized in that The obtaining the first game signaling transmitted by the specified client based on the virtual gamepad and importing the first game signaling into the target game includes: Connect to the signaling server based on the preset online game program, and obtain the first game signaling transmitted by the specified client based on the virtual gamepad from the signaling server, so that the specified client connects to the signaling server based on the preset online game program and reports the first game signaling to the signaling server; Import the first game signaling into the target game based on the input protocol format pre-configured by the online game program, and the input protocol format is adapted to the target game.
5. The multi-user live online game processing method according to claim 4, wherein The first game signaling is converted based on the specified input event of the specified client, and the specified input event is collected based on the system input framework of the specified client.
6. The multi-user live online game processing method according to any one of claims 1-5, characterized in that The sending the game media stream to the specified client and other viewer clients in the current live broadcast room based on the live streaming media server includes: Transparently transmit the game media stream to the specified client through the User Datagram Protocol channel based on the live streaming media server; Send the game media stream to other viewer clients in the current live broadcast room through the media broadcast channel based on the live streaming media server.
7. The multi-user live online game processing method according to claim 6, wherein Before the sending the game media stream to the specified client and other viewer clients in the current live broadcast room based on the live streaming media server, it also includes: Encode the game media stream sent to the specified client based on the first coding standard, and encode the game media stream sent to other viewer clients based on the second coding standard, and the coding delay of the first coding standard is lower than that of the second coding standard.
8. A multi-user live online game processing system, characterized in that, Including: A handle configuration module, configured to configure a virtual handle of a specified client for a target game during the game live broadcast of the target game, where the virtual handle is used for the specified client to operate the target game; A signaling synchronization module, configured to obtain a first game signaling transmitted by the specified client based on the virtual handle, import the first game signaling into the target game, and synchronize a second game signaling output by the target game to the specified client; A media sending module, configured to collect a game media stream of the target game in real time and send the game media stream to the specified client and other viewer terminals in the current live broadcast room based on a live streaming media server.
9. A multi-user live online game processing device, characterized in that Comprising: A memory and one or more processors; The memory is configured to store one or more programs; When the one or more programs are executed by the one or more processors, the one or more processors implement the multi-user live online game processing method according to any one of claims 1-7.
10. A non-volatile computer-readable storage medium, characterized in that, The non-volatile computer-readable storage medium stores computer-executable instructions, and the computer-executable instructions are configured to execute the multi-user live online game processing method according to any one of claims 1-7 when executed by a computer processor.
11. A computer program product, characterized in that, The computer program product contains instructions, and when the instructions run on a computer or a processor, the computer or the processor executes the multi-user live online game processing method according to any one of claims 1-7.