CN102185856B - Team organizing video method, device and system used in team organizing game - Google Patents

Team organizing video method, device and system used in team organizing game Download PDF

Info

Publication number
CN102185856B
CN102185856B CN201110115206.5A CN201110115206A CN102185856B CN 102185856 B CN102185856 B CN 102185856B CN 201110115206 A CN201110115206 A CN 201110115206A CN 102185856 B CN102185856 B CN 102185856B
Authority
CN
China
Prior art keywords
game
video
team
server
user
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN201110115206.5A
Other languages
Chinese (zh)
Other versions
CN102185856A (en
Inventor
梅亮犬
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
GUIYANG YUWAN SCIENCE & TECHNOLOGY CO., LTD.
Original Assignee
BEIJING LANGMA SHULIAN TECHNOLOGY Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by BEIJING LANGMA SHULIAN TECHNOLOGY Co Ltd filed Critical BEIJING LANGMA SHULIAN TECHNOLOGY Co Ltd
Priority to CN201110115206.5A priority Critical patent/CN102185856B/en
Publication of CN102185856A publication Critical patent/CN102185856A/en
Application granted granted Critical
Publication of CN102185856B publication Critical patent/CN102185856B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Landscapes

  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The invention discloses a team organizing video method, a team organizing video device and a team organizing video system used in a team organizing game, aiming at reducing the waste of network resources and facilitating management. The team organizing video system used in the team organizing game comprises a game client terminal, a game server and a video server, wherein the game client terminal is used for sending a first video request to the game server, obtaining connecting port information of the video server selected by the game server, and sending a second video request to the video server according to the connecting port information; the second video request carries the queue identification of a user corresponding to the game client terminal; the game server is used for receiving the first video request of the game client terminal, obtaining the queue identification of the user corresponding to the game client terminal, and selecting the video server for the game client terminal according to the queue identification; and the video server is used for receiving the second video request sent by the game client terminal, and selecting a team processing module for the game client terminal according to the queue identification to process audio/video data of the game client terminal.

Description

Form a team form a team video method, Apparatus and system in game
Technical field
The present invention relates to field of network game technology, relate in particular to one form a team form a team video method, Apparatus and system in game.
Background technology
At present, take the Internet as transmission medium, taking play carrier server and subscriber computer as processing terminal, being intended to taking game client software as information interaction window realized amusement, leisure, exchanges and obtained the game with suitable sustainability just inventing and day by day become universal.
In existing games system, most interface is only provided with simple text interactive window, to input by keyboard or to call conventional command with mouse and carry out the interaction between completing user.So, between user, can only transmit information in a small amount, and in the time keying in this information, easily cause the interruption of game the attentiveness of dispersion user.And simple text transmission is also not easy to other user's Fast Reading, thereby causes the interactivity between user and user poor.
For solving the poor problem of interactivity, company of Tengxun has released a video fighting landlord game.But in this game, first user logins QQ QQGame by client, after selecting this video fighting landlord game, then select between amusement arcade and seat by user.In this game, video-game server is the number of number of users no matter, all be assigned between fixing amusement arcade and seat, and as long as user selected seat with regard to Resources allocation to receive and dispatch this user's audio, video data, as everyone knows, after the user that the starting of game only limits to 3 deskmates takes a seat and all sent and start just to enter game after request, thereby cause the serious waste of Internet resources; On the other hand, in this video fighting landlord game, the selection that user can also be casual and replacing room and seat, unordered management has further aggravated the waste of Internet resources.And in this game, only there is video capability client and could participate in this video fighting landlord game, be not easy to popularizing of game, therefore the audio frequency and video tupe of existing video fighting landlord is not suitable for large-scale online game.
Summary of the invention
Main purpose of the present invention is open one form a team form a team video method, Apparatus and system in game, to reduce the waste of Internet resources and to be convenient to management.What deserves to be explained is existing forming a team in game, the video of can not forming a team between teammate to carry out; And the method disclosed by the invention, Apparatus and system are applicable to the various game of forming a team.
For reaching above-mentioned purpose, the open one of the present invention video method of forming a team to form a team in game, comprises that game user passes through the step of game client logging in game server, after described game user logins successfully, further comprising the steps of:
Game server receives the first video request of game client;
Described game server obtains the user's that described game client is corresponding queue identity, is that described game client is selected video server according to described queue identity.
For reaching above-mentioned purpose, the also one video method of forming a team to form a team in game openly of the present invention, comprises that game user passes through the step of game client logging in game server, after described game user logins successfully, further comprising the steps of:
Game client sends the first video request to game server;
Described game client obtains the connectivity port information of the video server of described game server selection, send the second video request according to described connectivity port information to described video server, described the second video request is carried the user's that described game client is corresponding queue identity.
For reaching above-mentioned purpose, the also one video method of forming a team to form a team in game openly of the present invention, comprises that game user passes through the step of game client logging in game server, after described game user logins successfully, further comprising the steps of:
Video server receives the second video request that game client sends, and described the second video request is carried the user's that described game client is corresponding queue identity;
Described video server is that described game client is selected team's processing module according to described queue identity;
Described team processing module is processed the audio, video data of described game client.
Corresponding with said method, the present invention also discloses a kind of game server, comprising:
Receiver module, for receiving the first video request of game client, described the first video request is sent after game user is successfully logined described game server by described game client;
Acquisition module, is connected with described receiver module, for obtaining the user's that described game client is corresponding queue identity, is that described game client is selected video server according to described queue identity.
Corresponding with said method, the present invention also discloses a kind of game client, comprising:
The first video request sending module, for send the first video request to game server, described the first video request is sent after game user is successfully logined described game server by described game client;
Connectivity port acquisition of information module, for obtaining the connectivity port information of the video server that described game server selects;
The second video request sending module, be connected with described connectivity port information receiving module, for sending the second video request according to described connectivity port information to described video server, described the second video request is carried the user's that described game client is corresponding queue identity.
Corresponding with said method, the present invention also discloses a kind of video server, comprising:
The second video request receiver module, the second video request sending for receiving game client, described the second video request is carried the user's that described game client is corresponding queue identity;
Select module, for being that described game client is selected team's processing module according to described queue identity;
Described team processing module, for the treatment of the audio, video data of described game client.
Corresponding with said method and device, the also one video system of forming a team in forming a team to play openly of the present invention, comprising:
Game client, for sending the first video request to game server, obtain the connectivity port information of the video server of described game server selection, send the second video request according to described connectivity port information to described video server, described the first video request is sent after game user is successfully logined described game server by described game client, and described the second video request is carried the user's that described game client is corresponding queue identity;
Game server, for receiving the first video request of described game client, obtains the user's that described game client is corresponding queue identity, is that described game client is selected video server according to described queue identity;
Video server, the second video request sending for receiving described game client, is that described game client selects team's processing module to process the audio, video data of described game client according to described queue identity.
Compared with prior art, the present invention at least has the following advantages:
1, user is in the time playing games, can be with Video chat of teammate, consult to be promoted or combat duty etc., strengthen the interactivity between user, and automatic collection and the transmission to audio frequency and video by game client, efficiently solve the game disruption that keyboard input causes, thereby make game play more smooth and easy and handy.
2, game server is that this user and game client thereof are selected video server according to user's queue identity, has avoided user to login disorderly or replace video server, is convenient to manage and saved Internet resources.
3, video server is that this user and game client thereof are selected team's processing module according to user's queue identity, has avoided user to login disorderly or has replaced team's processing module, is convenient to manage and saved Internet resources.
4, process game data by game server, and process audio, video data in the video of forming a team by special video server, therefore, also can not increase the data processing pressure of this game server in the newly-increased video capability of forming a team in game of forming a team, and form a team not have interference between audio, video data in video and game data, reduce the fault of game server and video server, be also convenient to separated maintenance and management.Therefore,, even if user does not have the software and hardware facilities of the video of forming a team, do not affect its normal participation yet and form a team to play.
5, game client is in processing game data, can also be further for player's video of forming a team, two clients that are respectively used to game and video need to be installed than player on same main frame, greatly reduce the processing complexity of game client main frame, save resource, also avoided between game teammate due to incompatible the caused inconvenience between the videoconference client being independent of outside game client simultaneously.
Brief description of the drawings
Fig. 1 is the Organization Chart of the applied video-game of forming a team of audio/video processing method disclosed by the invention;
Fig. 2 is the flow chart of video method of forming a team in the disclosed game of forming a team of the embodiment of the present invention;
Fig. 3 A is total data structure of the disclosed video data packing of the embodiment of the present invention, the video data structure that Fig. 3 B is each user;
Fig. 4 is the configuration diagram of video system of forming a team in the disclosed game of forming a team of the embodiment of the present invention;
Fig. 5 is the structural representation of disclosed form a team form a team video-unit and system in game of the embodiment of the present invention.
Embodiment
Below in conjunction with specification and accompanying drawing, technical scheme of the present invention is described in detail.It will be understood by those of skill in the art that following embodiment is only a part of embodiment of the present invention, those skilled in the art according to following embodiment the conversion that can expect easily or replace and all belong to protection scope of the present invention.Therefore, protection scope of the present invention should be as the criterion with the protection range that claims were defined.
Embodiment mono-
The present embodiment discloses a kind of audio/video processing method, and the method is applied to forms a team in video-game; Wherein the method is independent of the processing method of existing game data, and the treatment channel of game data is mutually independent with the audio, video data treatment channel of the video of forming a team.The network architecture of this video-game of forming a team as shown in Figure 1, comprises network connects mutually between two game client, game server and video server, and communication and Data Transport Protocol that wherein this network connects can adopt RTP+UDP agreement.As shown in Figure 2, this video method of forming a team in forming a team to play comprises the following steps:
Step S1, game user, by game client logging in game server, successfully, after login, send the first video request to game server.
In the present invention, the first video request is that game client request game server is that it selects the message of video server or the general designation of instruction.General, the first video request that this game client sends is carried its corresponding user ID, and this user ID can be GID, the pet name of game user etc.Optionally, this first video request also carries the user's that this game client is corresponding queue identity.Wherein, " queue identity " described in the invention be form a team game the mark that multiple teammate shared, this queue identity can be created or be distributed by game server by user, goes jointly complete promotion task or resist the enemy etc. multiple teammates are bundled in to one.
Step S2, game server receive the first video request of game client, obtain the user's that this game client is corresponding queue identity, are this game client selection video server according to this queue identity.
In this step, the mode that game server obtains the user ID that this game client is corresponding includes but not limited to following two kinds:
Mode one in the time carrying this queue identity in the first video request, directly extracts this user's queue identity from the first video request.
Mode two, in the time not carrying this queue identity in the first video request, first obtain the user ID that this game client is corresponding, this user ID is carried in the first above-mentioned video request conventionally (even if this user ID is not carried in this first video request yet, this game server also can or be asked for its corresponding user ID to this game client request, this is all known prior art, the present invention repeats no more), and then to queue identity corresponding to this user ID of module searches of forming a team.In the present invention, the registered user that the module of forming a team is used at game server forms a team, and for all teammates in queue distribute and a shared queue identity of management, and store the corresponding relation between multiple users in this queue identity and queue, follow-up repeating no more.
In above-mentioned steps S2, game server is that this game client selects the method for video server to include but not limited to according to this queue identity:
This game server judges in memory whether stored specific video server corresponding to this queue identity, if so, selects this specific video server for this game client service; Otherwise, video server little present load is distributed to this game client, and stores the corresponding relation between this queue identity and this video server.
Illustrate: if a queue has 5 users to form a team to play, this forms a team relational storage in the addressable memory of this game server.Wherein, in the time that the 1st user sends video request, this game server can select a little video server of load to distribute to the queue at this user place, and the corresponding relation of this queue identity and this video server is stored in to memory; Then in the time that the 2nd, the 3rd, the 4th and the 5th teammate sends the first video request to this game server, this game server can directly distribute to the video server at the 1st user place the 2nd, the 3rd, the 4th and the 5th teammate according to the corresponding relation in memory after user's the queue identity of obtaining asked video, so effectively avoid user to login disorderly or replace video server, be convenient to manage and saved Internet resources.
The connectivity port information of this video server is sent to this game client by step S3, game server.In the present invention, described connectivity port information refers to the general designation of the data channel information needed between a certain port for setting up game client and this video server, and wherein this connectivity port information can be single information, can be also the assembly of multiple information.Preferably, described connectivity port information comprises the IP address of this video server and specifies the port information that connects this game client.
It should be noted that: in other embodiments of the invention, can also the information such as the IP address of this game client be sent to this video server by game server, distribute connectivity port to be connected with the network of initiatively setting up between this game client by this video server again, then again by this game client according to this this video server of connectivity port information registration.This execution mode also belongs to protection scope of the present invention.It will be understood by those of skill in the art that the mode that this game client obtains the connectivity port information of video server includes but not limited to obtain or obtain from video server from game server; For example, go to obtain from the game client of setting up the teammate of data channel with this video server.
Step S4, this game client obtain the connectivity port information of the video server of this game server selection, send the second video request according to this connectivity port information to this video server, this second video request is carried the user's that this game client is corresponding queue identity.
In the present invention, the second video request is that game client request video server is that it distributes the message of following team processing module or the general designation of instruction.Wherein this second video request can automatically be sent by game client after obtaining the connectivity port information of video server, also can click transmission by client by user.
Step S5, video server receive the second video request that game client sends.
Step S6, this video server are this game client selection team processing module according to this queue identity.In the present invention, team's processing module refers to the functional module for the treatment of the audio, video data between two or more users in a queue, and one of them team's processing module is to a thread that should game server.
This step and above-mentioned step S2 are similar, and the concrete enforcement of this step includes but not limited to:
This video server judges in memory whether stored specific team processing module corresponding to this queue identity, if so, selects this specific team processing module for this game client service; Otherwise, for this game client creates team's processing module and store the corresponding relation between the user's that this game client is corresponding queue identity and this team's processing module in this memory.
Illustrate: if a queue has 5 users to form a team to play, this relational storage of forming a team is in the addressable memory of this video server or above-mentioned forming a team in module.Wherein, by the precedence relationship that sends the second video request, in the time that the 1st user sends the second video request by game client, this game server can create or select idle team's processing module to distribute to the queue at this user place, and the corresponding relation of this queue identity and this team's processing module is stored in to memory; Then in the time that the 2nd, the 3rd, the 4th and the 5th teammate sends the second video request by each self-corresponding game client to this video server, corresponding relation in the user's that this video server carries according to it queue identity and memory can directly be distributed to the 2nd, the 3rd, the 4th and the 5th teammate by team's processing module at the 1st user place, further to process service as its each self-corresponding game client provides audio, video data.
Step S7, this team's processing module are processed the audio, video data of this game client.What deserves to be explained is, audio, video data of the present invention mainly refers to the audio, video data of game user self, if no special instructions, do not comprise the audio, video data (the such as background music of scene of game, game etc.) of game itself, follow-up repeating no more.
In this step, this team's processing module can be simultaneously or is successively added one or more game users of same queue, and set up the audio, video data passage between its corresponding game client, think that its corresponding game client provides audio, video data to process service.In the present embodiment, before adding game user, this team's processing module first judges that whether the audio frequency and video parameter of the game client that this game user is corresponding is consistent with the audio frequency and video parameter of the corresponding game client of game user adding, if inconsistent, refusal adds this game user.Like this guaranteed that the different game clients of same queue must unify audio, video data, could the normal audio, video data that receives and show teammate; And in the time that the audio frequency and video parameter of all game clients is consistent, reduce greatly Liao Gai team processing module and process the complexity of audio, video data.Audio frequency and video parameter described in this section includes but not limited to any one or the combination in any in following parameter:
The coded system of voice data (as mp3, G.722.1 etc.) and decoding process, coded system (as XVID) and the decoding process of video data, the network transmission protocol, number of speech frames and each sampled point of the time of speech sample rate, every frame voice, each RTP bag take figure place, and the color depth of picture traverse, height and bitmap etc.
Preferably: video server can create necessary user profile so that then management deposits in team's processing module for subsequent use by this user profile; These information comprise that this video server distributes to the audio frequency and video sending/receiving passage of this game client, audio frequency and video sending/receiving passage, user ID, User IP and port and queue identity etc. of user.Wherein, the audio frequency and video sending/receiving channel information of distributing to this video server of this user can be carried in the reply message of the second video request and send to this game client, so that this game client creates corresponding audio frequency and video reception/sendaisle.
In the time processing audio, video data, preferably, by the video data between each game client of same queue and this team's processing module, (video data of the present invention mainly refers to the picture frame that game client gathers by the first-class device of making a video recording to the present embodiment, do not comprise voice, follow-up repeating no more) separate transmission with voice data (mainly referring to the speech data of the game user that game client gathers by devices such as microphones).Details are as follows:
One, in the time of processing audio data, this team's processing module is by all voice data audio mixing Cheng Yi roads of other video teammate and send to this game client, and the voice data of the game user that this game client is transmitted and other video teammate's voice data audio mixing Cheng Yi road send to corresponding game client.Following illustrating:
If team's processing module is for the treatment of the A of same queue, B, C, D, E is the voice data of totally 5 game clients, the voice data that the each game client of the first buffer memory of Ze Gai team processing module is uploaded, then by B, C, D, E passes to game client A after the voice data audio mixing of totally 4 game clients, by B, C, D, E passes to game client A after the voice data audio mixing of totally 4 game clients, by A, C, D, E passes to game client B after the voice data audio mixing of totally 4 game clients, by A, B, D, E passes to game client C after the voice data audio mixing of totally 4 game clients, by A, B, C, E passes to game client D after the voice data audio mixing of totally 4 game clients, and by A, B, C, D passes to game client E after the voice data audio mixing of totally 4 game clients.Wherein, before audio mixing, if necessary, this team's processing module is first to the processing of decoding of the voice data of each game client, and after audio mixing, this team's processing module will send to corresponding game client again after audio mixing data encoding.Adopt the method, game client can be play-overed after to audio mixing data decode, multiple voice-grade channels be set receive respectively each teammate's voice data than game client, greatly reduce the complexity of game client and video server processing audio data, and reduced the waste of the Internet resources such as bandwidth.
Two,, in the time of processing video data, this team's processing module is packed all video datas of other video teammate send to this game client; And the video data of this team's processing module game user that this game client is transmitted is packed and sends to corresponding game client with other video teammate's video data.When packing, the video data that this team's processing module does not need the each game client the to send processing of decoding and encode, only the user ID of same game client and corresponding video data need be packaged in to one, wherein the structure of video packets of data and each user's video data structure are as shown in Fig. 3 A and Fig. 3 B.Following illustrating:
If team's processing module is for the treatment of the A of same queue, B, C, D, E is the video data of totally 5 game clients, the video data that the each game client of the first buffer memory of Ze Gai team processing module is uploaded, then by B, C, D, the E video data of totally 4 game clients passes to game client A after packing, by B, C, D, the E video data of totally 4 game clients passes to game client A after packing, by A, C, D, the E video data of totally 4 game clients passes to game client B after packing, by A, B, D, the E video data of totally 4 game clients passes to game client C after packing, by A, B, C, the E video data of totally 4 game clients passes to game client D after packing, and by A, B, C, the D video data of totally 4 game clients passes to game client E after packing.Adopt the method, multiple video channels are set receive respectively each teammate's video data than game client, greatly reduced the complexity of game client and video server processing video data, reduced the waste of the Internet resources such as bandwidth.
To sum up, in the present embodiment, the audio and video data processing method that team's processing module adopts, a game client only need provide each one of audio frequency receive path, video reception passage, audio frequency sendaisle and video sendaisle; And video server is also only required to be each game client and creates each one of audio frequency sendaisle, video sendaisle, audio frequency receive path and video reception passage, greatly reduce the complexity of game client and video server processing video data, reduce the waste of the Internet resources such as bandwidth, be applicable to large-scale online game.
In the present invention, while adopting above-mentioned video and voice data to separate the optimal way of transmission, when game client is processed the voice data after audio mixing, after directly decoding, connecing sound card plays, and in the time of processing video data, because the video data of packing is the set of each teammate's video data, so teammate's video data will be decomposed out one by one the drafting of then just decoding.Wherein this game client, in the time playing this audio, video data, also needs according to information such as timestamps, voice data and the video data play synchronously to be processed.
Step S8, this video server receive the cancellation video request of described game client, look for team's processing module of this game client service, and discharge the audio, video data passage between (in other words, delete) this team's processing module and this game client.
Wherein, cancel and forming a team after video when the game user of this game client, still can form a team to play with teammate, until this game user exits this game server.And form a team after video when arbitrary teammate exits, do not affect the video of forming a team between other teammate in this team's processing module, and the minimizing of the video teammate quantity of forming a team also will cause the processing of audio, video data more accurate, quick.
In other embodiments, this cancellation video request also can exit after game at game user, is created this cancellation video request and is sent it to video server by game server; Optionally, this cancellation video request is carried user ID and/or the queue identity of this game user, carries out respective handling for video server.
Step S9, this video server judge in this team's processing module whether also have game user, if do not had, discharge all resources of (in other words, reclaiming) this team's processing module.
In this step, this video server can be start detection after often receiving a cancellation video request, also can regularly detect/detect in each team processing module whether also have game user, if do not had, discharges all resources of this team's processing module.Therefore, in the present embodiment, this video server does not need to distribute regularly team's processing module, but according to the second video request of game client and the dynamic establishment of queue identity and Executive Team's processing module, thereby improve the utilance of Internet resources, also effectively reduced the cost of management maintenance.
To sum up, form a team in the disclosed game of forming a team of the present embodiment method of video has following beneficial effect:
1, user is in the time playing games, can be with Video chat of teammate, consult to be promoted or combat duty etc., strengthen the interactivity between user, and automatic collection and the transmission to audio frequency and video by game client, efficiently solve the game disruption that keyboard input causes, thereby make game play more smooth and easy and handy.
2, game server is that this user and game client thereof are selected video server according to user's queue identity, has avoided user to login disorderly or replace video server, is convenient to manage and saved Internet resources.
3, video server is that this user and game client thereof are selected team's processing module according to user's queue identity, has avoided user to login disorderly or has replaced team's processing module, is convenient to manage and saved Internet resources.
4, process game data by game server, and process audio, video data in the video of forming a team by special video server, therefore, also can not increase the data processing pressure of this game server in the newly-increased video capability of forming a team in game of forming a team, and form a team not have interference between audio, video data in video and game data, reduce the fault of game server and video server, be also convenient to separated maintenance and management.Therefore,, even if user does not have the software and hardware facilities of the video of forming a team, do not affect its normal participation yet and form a team to play.
5, game client is in processing game data, can also be further for player's video of forming a team, two clients that are respectively used to game and video need to be installed than player on same main frame, greatly reduce the processing complexity of game client main frame, save resource, also avoided between game teammate due to incompatible the caused inconvenience between the videoconference client being independent of outside game client simultaneously.
Embodiment bis-,
To said method, embodiment is corresponding, the open one of the present embodiment form a team to form a team in game video system and device, and as shown in Figure 4, this system comprises:
Game client 10, for sending the first video request to game server 20, obtain the connectivity port information of the video server 30 that this game server 20 selects, send the second video request according to this connectivity port information to this video server 30, wherein this first video request is sent after game user is by the successful logging in game server 20 of game client 10, and this second video request is carried the user's of these game client 10 correspondences queue identity;
Game server 20, for receiving the first video request of this game client 10, obtains the user's that this game client is corresponding queue identity, selects video server 30 according to this queue identity for this game client 10;
Video server 30, the second video request sending for receiving this game client 10, is that this game client 10 selects team's processing module to process the audio, video data of this game client 10 according to this queue identity.
The video system of forming a team in the disclosed game of forming a team of the present embodiment has following beneficial effect:
1, user is in the time playing games, can be with Video chat of teammate, consult to be promoted or combat duty etc., strengthen the interactivity between user, and automatic collection and the transmission to audio frequency and video by game client, efficiently solve the game disruption that keyboard input causes, thereby make game play more smooth and easy and handy.
2, game server is that this user and game client thereof are selected video server according to user's queue identity, has avoided user to login disorderly or replace video server, is convenient to manage and saved Internet resources.
3, video server is that this user and game client thereof are selected team's processing module according to user's queue identity, has avoided user to login disorderly or has replaced team's processing module, is convenient to manage and saved Internet resources.
4, process game data by game server, and process audio, video data in the video of forming a team by special video server, therefore, also can not increase the data processing pressure of this game server in the newly-increased video capability of forming a team in game of forming a team, and form a team not have interference between audio, video data in video and game data, reduce the fault of game server and video server, be also convenient to separated maintenance and management.Therefore,, even if user does not have the software and hardware facilities of the video of forming a team, do not affect its normal participation yet and form a team to play.
5, game client is in processing game data, can also be further for player's video of forming a team, two clients that are respectively used to game and video need to be installed than player on same main frame, greatly reduce the processing complexity of game client main frame, save resource, also avoided between game teammate due to incompatible the caused inconvenience between the videoconference client being independent of outside game client simultaneously.
Embodiment tri-
To said method, embodiment is corresponding, the open one of the present embodiment form a team video system and device, and wherein the general structure of this system is consistent with Fig. 4, repeats no more.The internal structure of its device is as shown in Figure 5:
This game client 10 comprises: the first video request sending module 101, and for sending the first video request to game server 20, this first video request is sent after game user is successfully logined described game server 20 by described game client 10; Connectivity port acquisition of information module 102, for obtaining the connectivity port information of the video server that this game server 20 selects; The second video request sending module 103, be connected with this connectivity port acquisition of information module 102, for sending the second video request according to this connectivity port information to this video server 30, this second video request is carried the user's of these game client 10 correspondences queue identity.Optionally, this client can also arrange specific functional module to send and to cancel video request to video server 30.
This game server 20 comprises: receiver module 201, for receiving the first video request of game client 10; Acquisition module 202, is connected with this receiver module 201, for obtaining user's the queue identity of these game client 10 correspondences, selects video server 30 according to this queue identity for this game client 10.
This video server 30 comprises: the second video request receiver module 301, the second video request sending for receiving game client 10; Selection module 302, for according to this queue identity being this game client selection team processing module 303; This team's processing module 303, for the treatment of the audio, video data of this game client 10.
Corresponding with said method, in the embodiment shown in fig. 5, the acquisition module 202 of above-mentioned game server 20 further comprises: judging unit 2021, for judging whether memory (not shown) has stored specific video server 30 corresponding to this queue identity; Selected cell 2023, for when the judged result of judging unit 2021 is when being, selects this specific video server to serve for this game client 10; Otherwise, video server little present load is distributed to this game client, and in memory, stores the corresponding relation between this queue identity and this video server.
Corresponding with the mode two of said method embodiment step S2, as shown in Figure 6, this acquisition module 202 also comprises: user ID acquiring unit 2023, for obtaining the user ID of these game client 10 correspondences; Queue identity acquiring unit 2024, for searching queue identity corresponding to this user ID to the module 203 of forming a team of forming a team for user.Wherein this module 203 of forming a team can be arranged at this locality of this game server, also can be arranged on strange land and establish a communications link each other.
Preferably, as shown in Figure 5, this game server 20 also comprises sending module 204, sends to this game client 10 for the connectivity port information of video server that this acquisition module 202 is selected; And obtain the game information that exits of game user, create and cancel video request and also send it to video server 30.
Corresponding with said method, as shown in Figure 5, the selection module 302 of this video server 30 comprises:
The first judging unit 3021, for judging whether memory (not shown) has stored specific team processing module 303 corresponding to this queue identity;
The first selected cell 3023, for when the judged result of this first judging unit 3021 is when being, selects this specific team processing module 303 to serve for this game client 10;
The second selected cell 3024, for when the judged result of this first judging unit is while being no, for this game client 10 creates team's processing module 303 and store the corresponding relation between user's queue identity and this team's processing module 303 of these game client 10 correspondences in described memory.
For carrying out the better flow process of the step S8 in above-described embodiment one, wherein this team's processing module 303 comprises:
Adding device 3031, for adding this game user and setting up voice data passage and the video data channel between its corresponding game client;
Audio mixing unit 3032, for by all voice data audio mixing Cheng Yi roads of other video teammate and send to this game client 10, and the voice data of the game user that this game client 10 is transmitted and other video teammate's voice data audio mixing Cheng Yi road send to corresponding game client.
Packaged unit 3033, for all video datas of other video teammate being packed and sending to this game client 10, and the video data of the game user that this game client 10 is transmitted is packed and sends to corresponding game client with other video teammate's video data; While wherein packing, the user ID of same game client and corresponding video data are packaged in to one.
Corresponding with above-mentioned audio mixing unit 3032 and packaged unit 3033, the interface of game client 10 is embedded with at least two video windows, and this game client 10 also comprises:
The audio, video data processing module 104 being connected with sound card and video card, for being processed, the voice data receiving from video server 30 is transmitted to sound card, video data that will receive from video server 30 is shown in the video window that interface is corresponding through video card processing, and by by microphone and camera collection to voice signal and the picture signal of game user send to video server 30 and corresponding team processing module 303.In the present invention, in the interface of game client 10, be at least embedded with 2 video windows; With corresponding in said method embodiment, if allow 5 teammates video of forming a team in this game simultaneously, the interface of this game client 10 at least needs to be embedded with 5 video windows, optionally, this video window is unsteady video window, and, in the time that player does not participate in forming a team video, this video window is in hidden state, and send after the first video request or the second video request when player clicks, then eject video window at the edge of current interface; Afterwards, game user can receive or end audio frequency and/or the transmission of video between other one or more video teammates by the corresponding button of clicking in this video window; Further, game user can also trigger/start game client 10 and send the first or second video request or cancel video request by clicking the corresponding button in this video window.
The specific works flow process of above-mentioned audio mixing unit 3032 and packaged unit 3033 can be with reference to the description of step S8 in above-described embodiment one, by this, the audio and video data processing method that team's processing module 303 adopts, 10 need of a game client provide each one of audio frequency receive path, video reception passage, audio frequency sendaisle and video sendaisle; And video server is also only required to be each game client and creates each one of audio frequency sendaisle, video sendaisle, audio frequency receive path and video reception passage, greatly reduce the complexity of game client and video server processing video data, reduce the waste of the Internet resources such as bandwidth, be applicable to large-scale online game.
Further, as shown in Figure 5, this team's processing module 303 also comprises:
The second judging unit 3034, for before adding game user, judges that whether corresponding with adding video teammate the audio frequency and video parameter of this audio frequency and video parameter of adding in advance the game client 10 that game user is corresponding game client be consistent.Wherein, this second judging unit 3034 is also connected with above-mentioned adding device 3031, and when the judged result of this second judging unit 3034 is while being inconsistent, these adding device 3031 refusals add these game clients 10.Like this guaranteed that the different game clients of same queue must unify audio, video data, could the normal audio, video data that receives and show teammate; And in the time that the audio frequency and video parameter of all game clients is consistent, reduce greatly Liao Gai team processing module 303 and process the complexity of audio, video data.
Corresponding with the step S8 in above-described embodiment one, this video server also comprises: the first administration module 304, the cancellation video request sending for receiving game client 10 or video server, look for team's processing module 303 that this game client 10 is served, and discharge the audio, video data passage between (in other words, delete) this team's processing module 303 and this game client 10.Wherein, cancel and forming a team after video when the game user of this game client, still can form a team to play with teammate, until this game user exits this game server.And form a team after video when arbitrary teammate exits, do not affect the video of forming a team between other teammate in this team's processing module, and the minimizing of the video teammate quantity of forming a team also will cause the processing of audio, video data more accurate, quick.
Preferably, for carrying out the flow process of the step S9 in above-described embodiment one, this video server 30 also comprises: the second administration module 305, be used for judging whether this team's processing module 303 also has game user, if do not had, discharge all resources of (in other words, reclaiming) this team's processing module 303.So this video server 30 does not need to distribute regularly team's processing module, but according to the second video request of game client and the dynamic establishment of queue identity and Executive Team's processing module, improve the utilance of resource, also effectively reduced the cost of management maintenance.
To sum up, form a team in the game of forming a team disclosed in this invention video method, Apparatus and system has following beneficial effect:
1, user is in the time playing games, can be with Video chat of teammate, consult to be promoted or combat duty etc., strengthen the interactivity between user, and automatic collection and the transmission to audio frequency and video by game client, efficiently solve the game disruption that keyboard input causes, thereby make game play more smooth and easy and handy.
2, game server is that this user and game client thereof are selected video server according to user's queue identity, has avoided user to login disorderly or replace video server, is convenient to manage and saved Internet resources.
3, video server is that this user and game client thereof are selected team's processing module according to user's queue identity, has avoided user to login disorderly or has replaced team's processing module, is convenient to manage and saved Internet resources.
4, process game data by game server, and process audio, video data in the video of forming a team by special video server, therefore, also can not increase the data processing pressure of this game server in the newly-increased video capability of forming a team in game of forming a team, and form a team not have interference between audio, video data in video and game data, reduce the fault of game server and video server, be also convenient to separated maintenance and management.Therefore,, even if user does not have the software and hardware facilities of the video of forming a team, do not affect its normal participation yet and form a team to play.
5, game client is in processing game data, can also be further for player's video of forming a team, two clients that are respectively used to game and video need to be installed than player on same main frame, greatly reduce the processing complexity of game client main frame, save resource, also avoided between game teammate due to incompatible the caused inconvenience between the videoconference client being independent of outside game client simultaneously.
Through the above description of the embodiments, those skilled in the art can be well understood to the mode that the present invention can add essential general hardware platform by software and realize, and can certainly pass through hardware, but in a lot of situation, the former is better execution mode.Based on such understanding, the part that technical scheme of the present invention contributes to prior art in essence in other words can embody with the form of software product, this computer software product is stored in a storage medium, comprise that some instructions (can be personal computers in order to make a computer equipment, server, or the network equipment etc.) carry out the method described in each embodiment of the present invention.
It will be appreciated by those skilled in the art that accompanying drawing is the schematic diagram of a preferred embodiment, the module in accompanying drawing or flow process might not be that enforcement the present invention is necessary.
It will be appreciated by those skilled in the art that functional module or unit in the device in embodiment can be distributed in the device of embodiment according to embodiment description, also can carry out respective change and be arranged in the one or more devices that are different from the present embodiment.A module can be merged in the functional module of above-described embodiment or unit, also can further split into multiple function sub-modules or subelement.
Disclosed is above only several specific embodiment of the present invention, and still, the present invention is not limited thereto, and the changes that any person skilled in the art can think of all should fall into protection scope of the present invention.

Claims (26)

1. the video method of forming a team in game of forming a team, comprises that game user passes through the step of game client logging in game server, it is characterized in that, after described game user logins successfully, further comprising the steps of:
Game server receives the first video request of game client;
Described game server obtains the user's that described game client is corresponding queue identity, is that described game client is selected video server according to described queue identity;
Wherein, the queue identity that described game server obtains the user that described game client is corresponding comprises:
Described game server obtains the user ID that described game client is corresponding;
Described game server is to queue identity corresponding to user ID described in the module searches of forming a team, wherein, described queue identity be form a team game the mark that multiple teammate shared, this queue identity can be created or be distributed by game server by user, so that being bundled in to one, multiple teammates go jointly to finish the work, the registered user that the described module of forming a team is used at game server forms a team, and for all teammates in queue distribute and a shared queue identity of management, and store the corresponding relation between multiple users in this queue identity and queue.
2. the video method of forming a team in the game of forming a team according to claim 1, is characterized in that, described game server is that described game client selects video server to comprise according to described queue identity:
Described game server judges in memory whether stored specific video server corresponding to described queue identity, and if so, selecting described specific video server is described game client service; Otherwise, video server little present load is distributed to described game client, and in described memory, stores the corresponding relation between described queue identity and described video server.
3. the video method of forming a team in the game of forming a team according to claim 1 and 2, is characterized in that, also comprises:
The connectivity port information of the described video server of selecting is sent to described game client by described game server; And
Described game server obtains the game information that exits of game user, creates and cancels video request and send it to described video server.
4. the video method of forming a team in game of forming a team, comprises that game user passes through the step of game client logging in game server, it is characterized in that, after described game user logins successfully, further comprising the steps of:
Game client sends the first video request to game server;
Described game server obtains the user ID that described game client is corresponding;
Described game server is to queue identity corresponding to user ID described in the module searches of forming a team, wherein, described queue identity be form a team game the mark that multiple teammate shared, this queue identity can be created or be distributed by game server by user, so that being bundled in to one, multiple teammates go jointly to finish the work, the registered user that the described module of forming a team is used at game server forms a team, and for all teammates in queue distribute and a shared queue identity of management, and store the corresponding relation between multiple users in this queue identity and queue;
Described game client obtains the connectivity port information of the video server of described game server selection, send the second video request according to described connectivity port information to described video server, described the second video request is carried the user's that described game client is corresponding queue identity.
5. the video method of forming a team in the game of forming a team according to claim 4, is characterized in that, described the first video request is carried described queue identity.
6. the video method of forming a team in game of forming a team, comprises that game user passes through the step of game client logging in game server, it is characterized in that, after described game user logins successfully, further comprising the steps of:
In the time that game client sends the first video request to game server, described game server obtains the user ID that described game client is corresponding;
Described game server is to queue identity corresponding to user ID described in the module searches of forming a team, wherein, described queue identity be form a team game the mark that multiple teammate shared, this queue identity can be created or be distributed by game server by user, so that being bundled in to one, multiple teammates go jointly to finish the work, the registered user that the described module of forming a team is used at game server forms a team, and for all teammates in queue distribute and a shared queue identity of management, and store the corresponding relation between multiple users in this queue identity and queue;
Video server receives the second video request that game client sends, and described the second video request is carried the user's that described game client is corresponding queue identity;
Described video server is that described game client is selected team's processing module according to described queue identity;
Described team processing module is processed the audio, video data of described game client.
7. the video method of forming a team in the game of forming a team according to claim 6, is characterized in that, described video server is that described game client selects team's processing module to comprise according to described queue identity:
Described video server judges in memory whether stored specific team processing module corresponding to described queue identity, and if so, selecting described specific team processing module is described game client service; Otherwise, for described game client creates team's processing module and store the corresponding relation between the user's that described game client is corresponding queue identity and described team processing module in described memory.
8. the video method of forming a team in the game of forming a team according to claim 6, is characterized in that, the audio, video data that described team processing module is processed described game client comprises:
Described team processing module is added described game user and is set up the voice data passage between its corresponding game client;
Described team processing module is by all voice data audio mixing Cheng Yi roads of other video teammate and send to described game client; And
The voice data of the game user that described team processing module transmits described game client and other video teammate's voice data audio mixing Cheng Yi road also sends to corresponding game client.
9. the video method of forming a team in the game of forming a team according to claim 6, is characterized in that, the audio, video data that described team processing module is processed described game client comprises:
Described team processing module is added described game user and is set up the video data channel between its corresponding game client;
Described team processing module is packed all video datas of other video teammate send to described game client; And
The video data of game user that described team processing module transmits described game client and other teammate's video data are packed and are sent to corresponding game client;
While wherein packing, the user ID of same game client and corresponding video data are packaged in one by described team processing module.
10. the video method of forming a team in the forming a team game of forming a team in server according to claim 8 or claim 9, is characterized in that, described team processing module also comprises before adding described game user:
Described team processing module judges that whether corresponding with adding video teammate the audio frequency and video parameter of the audio frequency and video parameter of the game client that described game user is corresponding game client be consistent, if inconsistent, refusal adds described game user.
The video method of forming a team in 11. game of forming a team according to claim 8 or claim 9, is characterized in that, also comprises:
The cancellation video request that described video server reception game client or game server send, look for team's processing module of this game client service, and discharges the audio, video data passage between this team's processing module and this game client.
The video method of forming a team in 12. game of forming a team according to claim 11, is characterized in that, also comprises:
Described video server judges in described team processing module whether also have game user, if do not had, discharges all resources of described team processing module.
13. 1 kinds of game servers, is characterized in that, comprising:
Receiver module, for receiving the first video request of game client, described the first video request is sent after game user is successfully logined described game server by described game client;
Acquisition module, is connected with described receiver module, for obtaining the user's that described game client is corresponding queue identity, is that described game client is selected video server according to described queue identity;
Wherein, described acquisition module also comprises:
User ID acquiring unit, for obtaining the user ID that described game client is corresponding;
Queue identity acquiring unit, be used for to queue identity corresponding to user ID described in the described module searches of forming a team, wherein, described queue identity be form a team game the mark that multiple teammate shared, this queue identity can be created or be distributed by game server by user, so that being bundled in to one, multiple teammates go jointly to finish the work, the registered user that the described module of forming a team is used at game server forms a team, and be all teammates' distribution and a shared queue identity of management in queue, and store the corresponding relation between multiple users in this queue identity and queue.
14. game servers according to claim 13, is characterized in that, described acquisition module comprises:
Judging unit, for judging whether memory has stored specific video server corresponding to described queue identity;
Selected cell, for when the judged result of described judging unit is when being, selecting described specific video server is described game client service; Otherwise, video server little present load is distributed to described game client, and in described memory, stores the corresponding relation between described queue identity and described video server.
15. according to the game server described in claim 13 or 14, it is characterized in that, also comprises:
Sending module, for the connectivity port information of the video server of described acquisition module selection is sent to described game client, and obtains the game information that exits of game user, creates cancellation video request and also sends it to described video server.
16. 1 kinds of game clients, is characterized in that, comprising:
The first video request sending module, for sending the first video request to game server, described the first video request is sent after game user is successfully logined described game server by described game client, wherein, described game server obtains the user ID that described game client is corresponding; Described game server is to queue identity corresponding to user ID described in the module searches of forming a team, wherein, described queue identity be form a team game the mark that multiple teammate shared, this queue identity can be created or be distributed by game server by user, so that being bundled in to one, multiple teammates go jointly to finish the work, the registered user that the described module of forming a team is used at game server forms a team, and for all teammates in queue distribute and a shared queue identity of management, and store the corresponding relation between multiple users in this queue identity and queue;
Connectivity port acquisition of information module, for obtaining the connectivity port information of the video server that described game server selects;
The second video request sending module, be connected with described connectivity port acquisition of information module, for sending the second video request according to described connectivity port information to described video server, described the second video request is carried the user's that described game client is corresponding queue identity.
17. game clients according to claim 16, is characterized in that, described the first video request is carried described queue identity.
18. according to the game client described in claim 16 or 17, it is characterized in that, the interface of described game client is embedded with at least two video windows, and described game client also comprises:
The audio, video data processing module being connected with sound card and video card, for being processed, the voice data receiving from described video server is transmitted to sound card, will be described the video data that receives of video server be shown in the video window that interface is corresponding through video card after processing, and by by microphone and camera collection to audio signal and the vision signal of game user send to described video server and corresponding team processing module.
19. 1 kinds of video servers, is characterized in that, comprising:
The second video request receiver module, the second video request sending for receiving game client, described the second video request is carried the user's that described game client is corresponding queue identity, wherein, in the time that described game client sends the first video request to game server, described game server obtains the user ID that described game client is corresponding; Described game server is to queue identity corresponding to user ID described in the module searches of forming a team, wherein, described queue identity be form a team game the mark that multiple teammate shared, this queue identity can be created or be distributed by game server by user, so that being bundled in to one, multiple teammates go jointly to finish the work, the registered user that the described module of forming a team is used at game server forms a team, and for all teammates in queue distribute and a shared queue identity of management, and store the corresponding relation between multiple users in this queue identity and queue;
Select module, for being that described game client is selected team's processing module according to described queue identity;
Described team processing module, for the treatment of the audio, video data of described game client.
20. video servers according to claim 19, is characterized in that, described selection module comprises:
The first judging unit, for judging whether memory has stored specific team processing module corresponding to described queue identity;
The first selected cell, for when the judged result of described the first judging unit is when being, selecting described specific team processing module is described game client service;
The second selected cell, for when the judged result of described the first judging unit is while being no, for described game client establishment team's processing module and store the corresponding relation between the user's that described game client is corresponding queue identity and described team processing module in described memory.
21. video servers according to claim 19, is characterized in that, described team processing module comprises:
Adding device, for adding described game user and setting up the voice data passage between its corresponding game client;
Audio mixing unit, for by all voice data audio mixing Cheng Yi roads of other video teammate and send to described game client, and the voice data of the game user that described game client is transmitted and other teammate's voice data audio mixing Cheng Yi road send to corresponding game client.
22. video servers according to claim 19, is characterized in that, described team processing module comprises:
Adding device, for adding described game user and setting up the video data channel between its corresponding game client;
Packaged unit, for all video datas of other video teammate being packed and send to described game client, and the video data of game user that described game client is transmitted and other teammate's video data are packed and send to corresponding game client; While wherein packing, the user ID of same game client and corresponding video data are packaged in to one.
23. according to the video server described in claim 21 or 22, it is characterized in that, described team processing module also comprises:
The second judging unit, consistent for judging the audio frequency and video parameter of whether corresponding with the adding video teammate game client of the audio frequency and video parameter of the game client that pre-interpolation game user is corresponding;
Wherein, described adding device is connected with described the second judging unit, and when being inconsistent when the judged result of described the second judging unit, refusal adds described game user.
24. according to the video server described in claim 21 or 22, it is characterized in that, described video server also comprises:
The first administration module, the cancellation video request sending for receiving game client or video server, look for team's processing module of this game client service, and discharges the audio, video data passage between this team's processing module and this game client.
25. video servers according to claim 24, is characterized in that, described video server also comprises:
The second administration module, for judging that whether described team processing module also has game user, if do not had, discharges all resources of described team processing module.
The video system of forming a team in 26. 1 kinds of game of forming a team, is characterized in that, comprising:
Game client, for sending the first video request to game server, obtain the connectivity port information of the video server of described game server selection, send the second video request according to described connectivity port information to described video server, described the first video request is sent after game user is successfully logined described game server by described game client, and described the second video request is carried the user's that described game client is corresponding queue identity;
Game server, for receiving the first video request of described game client, obtain the user's that described game client is corresponding queue identity, be that described game client is selected video server according to described queue identity, wherein, the queue identity that described game server obtains the user that described game client is corresponding comprises: described game server obtains the user ID that described game client is corresponding; Described game server is to queue identity corresponding to user ID described in the module searches of forming a team, wherein, described queue identity be form a team game the mark that multiple teammate shared, this queue identity can be created or be distributed by game server by user, so that being bundled in to one, multiple teammates go jointly to finish the work, the registered user that the described module of forming a team is used at game server forms a team, and for all teammates in queue distribute and a shared queue identity of management, and store the corresponding relation between multiple users in this queue identity and queue;
Video server, the second video request sending for receiving described game client, is that described game client selects team's processing module to process the audio, video data of described game client according to described queue identity.
CN201110115206.5A 2011-03-22 2011-05-05 Team organizing video method, device and system used in team organizing game Active CN102185856B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201110115206.5A CN102185856B (en) 2011-03-22 2011-05-05 Team organizing video method, device and system used in team organizing game

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
CN201110069648.0 2011-03-22
CN201110069648 2011-03-22
CN201110115206.5A CN102185856B (en) 2011-03-22 2011-05-05 Team organizing video method, device and system used in team organizing game

Publications (2)

Publication Number Publication Date
CN102185856A CN102185856A (en) 2011-09-14
CN102185856B true CN102185856B (en) 2014-08-20

Family

ID=44571926

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201110115206.5A Active CN102185856B (en) 2011-03-22 2011-05-05 Team organizing video method, device and system used in team organizing game

Country Status (1)

Country Link
CN (1) CN102185856B (en)

Families Citing this family (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN103218725B (en) * 2012-01-18 2017-04-26 阿里巴巴集团控股有限公司 Forwarding method and forwarding device for shared information
CN103023913B (en) * 2012-12-26 2016-02-17 腾讯科技(深圳)有限公司 A kind of method for building up of voice communication, device and system
CN103701832B (en) * 2014-01-20 2016-01-20 腾讯科技(深圳)有限公司 A kind of room changing method, device and system
CN105169703A (en) * 2014-06-09 2015-12-23 掌赢信息科技(上海)有限公司 Method, device, and system for interactive fusion of point-to-point video and game of intelligent handheld device
CN104202334B (en) * 2014-09-16 2018-11-16 广州猎豹网络科技有限公司 A kind of method and device for establishing network connection
CN106961385B (en) * 2017-03-15 2019-12-31 腾讯科技(深圳)有限公司 Method and device for realizing real-time voice in virtual scene interaction
CN108159688B (en) * 2017-12-28 2021-11-16 努比亚技术有限公司 Game interface sharing method, mobile terminal and computer-readable storage medium
CN115098012A (en) * 2022-06-24 2022-09-23 北京字跳网络技术有限公司 Display method, electronic device, and computer program product
CN116520996A (en) * 2023-07-03 2023-08-01 南京维赛客网络科技有限公司 Group tour method, system and storage medium under same channel scene

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN1713582A (en) * 2004-06-25 2005-12-28 华为技术有限公司 Service system and method
CN101206689A (en) * 2006-12-20 2008-06-25 盛趣信息技术(上海)有限公司 Method for implementing hall type team in MMORPG
CN101316301A (en) * 2008-07-15 2008-12-03 杨海晨 System and method for providing real-time and reliable multi-person speech interaction in network game
WO2009102956A2 (en) * 2008-02-15 2009-08-20 Gtech Rhode Island Corporation Methods and systems for license sharing among gaming terminals

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN1713582A (en) * 2004-06-25 2005-12-28 华为技术有限公司 Service system and method
CN101206689A (en) * 2006-12-20 2008-06-25 盛趣信息技术(上海)有限公司 Method for implementing hall type team in MMORPG
WO2009102956A2 (en) * 2008-02-15 2009-08-20 Gtech Rhode Island Corporation Methods and systems for license sharing among gaming terminals
CN101316301A (en) * 2008-07-15 2008-12-03 杨海晨 System and method for providing real-time and reliable multi-person speech interaction in network game

Also Published As

Publication number Publication date
CN102185856A (en) 2011-09-14

Similar Documents

Publication Publication Date Title
CN102185856B (en) Team organizing video method, device and system used in team organizing game
CN102185862B (en) The communication means of network game system, Apparatus and system
US20140344286A1 (en) Method and apparatus for displaying webcast roomss
CN101030843B (en) Method for converting multi-medium conference controlling mode
WO2014183427A1 (en) Method and apparatus for displaying webcast rooms
CN101442667B (en) Interworking system for operation class video monitoring system
CN108881783A (en) Realize method and apparatus, computer equipment and the storage medium of multi-conference
CN103905216B (en) Team-building method, client, server and system
CN104394430A (en) Resource transmission method based on interactive application and system, service device thereof
CN108881972A (en) A kind of code rate allocation method, device, equipment and storage medium
CN106851174A (en) Virtual conference room creation method and device, the method and device of holding video conference
CN106488169A (en) A kind of method of data transfer, system and relevant device
CN102970512A (en) Video conference recording control method and system
CN103167327A (en) Method, device and system of information interaction
CN107919971A (en) Method, apparatus and system for audio/video communication connection disaster tolerance
CN105338288A (en) Multi-people network video session method and system
CN108933840B (en) Distributed agent method and system
CN103716230B (en) Message sending method, device and server
CN202094930U (en) Game system with functions of party videos and chat room
CN105933797B (en) Programme televised live based on network protocol television opens broadcasting method and device
CN102387062B (en) Method for improving transmission rate of peer-to-peer (p2p) node in crossing network by dynamic bridging contact
CN106664432A (en) Multimedia information play methods and systems, acquisition equipment, standardized server
CN109462705A (en) A kind of audio communication method and device based on channel
CN109981795A (en) Resource request dispatching method and device
CN102098314B (en) Multimedia conference realizing method and multimedia conference system

Legal Events

Date Code Title Description
C06 Publication
PB01 Publication
C10 Entry into substantive examination
SE01 Entry into force of request for substantive examination
C14 Grant of patent or utility model
GR01 Patent grant
TR01 Transfer of patent right
TR01 Transfer of patent right

Effective date of registration: 20170315

Address after: 550022, Guizhou, Jinyang, science and Technology Industrial Park, the national high tech Zone standard factory building auxiliary room B305

Patentee after: GUIYANG YUWAN SCIENCE & TECHNOLOGY CO., LTD.

Address before: 100080 Beijing, North Fourth Ring Road West, No. 2028, No. 66, Haidian District

Patentee before: Beijing Langma Shulian Technology Co., Ltd.