CN112717423B - Live broadcast method, device, equipment and storage medium for game match - Google Patents

Live broadcast method, device, equipment and storage medium for game match Download PDF

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Publication number
CN112717423B
CN112717423B CN202110055374.3A CN202110055374A CN112717423B CN 112717423 B CN112717423 B CN 112717423B CN 202110055374 A CN202110055374 A CN 202110055374A CN 112717423 B CN112717423 B CN 112717423B
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target
game
game play
live
server
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CN112717423A (en
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郑舒远
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Information Transfer Between Computers (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

The application discloses a live broadcast method, a live broadcast device, live broadcast equipment and a storage medium for game match. The method comprises the following steps: displaying at least one live control of the candidate game play on an interactive interface of the target virtual room; responding to a trigger instruction of a live broadcast control of a target game play in at least one candidate game play, sending a live broadcast request of the target game play to a target server, wherein the target server is used for generating a live broadcast video of the target game play and sending the live broadcast video of the target game play to a terminal corresponding to a target group member; and playing the live video of the target game play on the interactive interface of the target virtual room. Based on the process, the game match of the group members who do not establish friend relationship with the first group member can be live broadcast, the live broadcast game match is rich, and the live broadcast flexibility of the game match is strong. In addition, the live video of the game match is generated by the target server, the terminal equipment is not relied on, and the quality of the live video is better.

Description

Live broadcast method, device, equipment and storage medium for game match
Technical Field
The embodiment of the application relates to the technical field of computers, in particular to a live broadcast method, a live broadcast device, live broadcast equipment and a storage medium for game match.
Background
With the rapid development of computer technology, more and more application scenes are available for live broadcasting game-to-game, and audiences can watch live video of game-to-game in a live broadcasting room. For example, the application scenes for live playing game-to-game play include an application scene for live playing game-to-game play in which the player participates in the game-to-game play, and an application scene for live playing game-to-game play in which the player participates in another player.
In the related art, in an application scene of live broadcasting of game match-ups participated by others, live broadcasting of game match-ups participated by friends having a friend relationship with a main broadcasting is only supported, and in addition, live broadcasting videos of the game match-ups are generated by recording screens displaying game match-ups by a terminal. In this way, the game for live broadcasting is limited, and the live broadcasting flexibility of game for live broadcasting is poor. In addition, the generation of live video of game-to-game depends on terminal equipment, and the quality of the live video is difficult to guarantee.
Disclosure of Invention
The embodiment of the application provides a live broadcast method, a live broadcast device, live broadcast equipment and a storage medium for game match, which can be used for improving the live broadcast flexibility of game match and improving the quality of live video of game match. The technical scheme is as follows:
on one hand, the embodiment of the application provides a live broadcast method for game match, the method is applied to a first terminal, a first group member corresponding to the first terminal is in a target group, and the group members in the target group interact in a target virtual room; the method comprises the following steps:
displaying a live broadcast control of at least one candidate game play on an interactive interface of the target virtual room, wherein the at least one candidate game play is a game play which can be live broadcast and is participated by other group members except the first group member in the target group, and the other group members comprise group members which do not establish a friend relationship with the first group member;
responding to a trigger instruction of a live broadcast control of a target game play in the at least one candidate game play, and sending a live broadcast request of the target game play to a target server, wherein the target server is used for generating a live broadcast video of the target game play based on the live broadcast request of the target game play, and sending the live broadcast video of the target game play to a terminal corresponding to a target group member, the target group member is a group member in the target virtual room in the target group, and the target group member comprises the first group member;
and playing the live video of the target game play on the interactive interface of the target virtual room.
The method is applied to a target server and comprises the following steps:
receiving a live broadcast request of a target game play in at least one candidate game play sent by a first terminal, wherein a first group member corresponding to the first terminal is in a target group, the at least one candidate game play is a live broadcast game play participated by other group members except the first group member in the target group, and the other group members comprise group members which do not establish a friend relationship with the first group member;
generating a live video of the target game play based on the live request of the target game play;
and sending the live video of the target game match to a terminal corresponding to a target group member, wherein the terminal corresponding to the target group member is used for playing the live video of the target game match on an interactive interface of the target virtual room, the target group member is a group member in the target virtual room in the target group, and the target group member comprises the first group member.
On the other hand, a live broadcast device for game match is provided, the device is applied to a first terminal, a first group member corresponding to the first terminal is in a target group, and group members in the target group interact in a target virtual room; the device comprises:
a display unit, configured to display a live broadcast control of at least one candidate game match on an interactive interface of the target virtual room, where the at least one candidate game match is a live broadcast game match participated by other group members in the target group except the first group member, and the other group members include group members who do not establish a friend relationship with the first group member;
a sending unit, configured to send a live broadcast request of a target game play in the at least one candidate game play to a target server in response to a trigger instruction of a live broadcast control of the target game play, where the target server is configured to generate a live broadcast video of the target game play based on the live broadcast request of the target game play, and send the live broadcast video of the target game play to a terminal corresponding to a target group member, where the target group member is a group member in the target virtual room in the target group, and the target group member includes the first group member;
and the playing unit is used for playing the live video of the target game match on the interactive interface of the target virtual room.
In one possible implementation manner, the display unit is further configured to display an initiating entry of a game pair on an interactive interface of the target virtual room; responding to a trigger instruction of an initiating entry of the game play, and displaying a game play initiating page;
the sending unit is further configured to send initiating information of a first game match filled in the game match initiating page to a first server, where the first server is configured to create a team forming card of the first game match based on the initiating information of the first game match, and send the team forming card of the first game match to a terminal corresponding to the target group member;
the display unit is further configured to display a team card of the first game match on an interactive interface of the target virtual room, and a start control is displayed on the team card of the first game match; responding to a triggering instruction of a starting control on a team playing card of the first game pair, jumping to a first game client corresponding to the first game pair, and displaying a game pair picture of the first game pair in the first game client.
In a possible implementation manner, the display unit is further configured to display at least one team card to be added to the game pair on an interactive interface of the target virtual room, and an adding control is displayed on any team card to be added to the game pair;
the sending unit is further configured to send, to a first server, a request to join a second game play in response to a trigger instruction of a join control on a team card of the second game play to be added to the at least one game play, where the request to join the second game play includes target identification information of the first team member, and the first server is configured to return a verification pass response to the first terminal in response to verification pass of the target identification information of the first team member;
the display unit is further configured to display the target identification information of the first swarm member in a team card of the second game match in response to receiving the verification passing response.
In a possible implementation manner, the display unit is further configured to display a first card sharing control on a team card of a reference game play, where target identification information of the first team member is displayed, and the team card of the reference game play is displayed on a play interaction page of an interaction interface of the target virtual room;
responding to a trigger instruction of a first card sharing control on the team card of the reference game play, and displaying sharing information of the team card of the reference game play on a communication interaction page of an interaction interface of the target virtual room.
In a possible implementation manner, the display unit is further configured to display a second card sharing control on a team card of a reference game match on which the target identification information of the first team member is displayed; responding to a triggering instruction of a second card sharing control on a team card of the game play reference, and displaying a sharing path selection page, wherein the sharing path selection page is used for displaying at least one available sharing path; responding to a selected instruction of a target sharing path in the at least one sharing path, and displaying a sharing position selection page corresponding to the target sharing path, wherein the sharing position selection page is used for displaying at least one available sharing position; in response to a selection instruction of a target sharing position in the at least one sharing position, displaying sharing information of a team card of the reference game play at the target sharing position.
In one possible implementation manner, the display unit is further configured to display a game play result of the target game play on the interactive interface of the target virtual room in response to the target game play ending.
In a possible implementation manner, the sending unit is further configured to send a request for joining the target group to a first server, where the first server is configured to join the first group member in the target group in response to a check of the request for joining the target group passing.
In one possible implementation, the apparatus further includes:
the receiving unit is used for receiving an account information acquisition request sent by the target server;
the display unit is also used for displaying an account information filling page based on the account information acquisition request;
the acquisition unit is used for acquiring the login account information filled in the account information filling page;
the sending unit is further configured to send the login account information to the target server.
There is also provided a live device for game-to-game, the device being applied to a target server, the device comprising:
a receiving unit, configured to receive a live broadcast request of a target game play in at least one candidate game play sent by a first terminal, where a first group member corresponding to the first terminal is in a target group, the at least one candidate game play is a game play in the target group, where the game play is available for live broadcast and participates in other group members except for the first group member, and the other group members include group members that do not establish a friend relationship with the first group member;
the generating unit is used for generating a live video of the target game play based on the live request of the target game play;
and the issuing unit is used for issuing the live video of the target game match to a terminal corresponding to a target group member, the terminal corresponding to the target group member is used for playing the live video of the target game match on an interactive interface of the target virtual room, the target group member is a group member in the target virtual room in the target group, and the target group member comprises the first group member.
In one possible implementation, the live request for the target game play includes identification information of the target game play; the generation unit includes:
the login subunit is configured to log in a virtual game client in the target server, where the virtual game client is a game client corresponding to the target game match deployed in the target server;
the calling subunit is used for calling a fighting system in the virtual game client based on the identification information of the target game play to enter the target game play from a fighting view angle;
and the recording subunit is used for recording the target game match to obtain the live video of the target game match.
In a possible implementation manner, the login subunit is configured to log in a virtual game client in the target server by using pre-stored first account information; or sending an account information acquisition request to the first terminal, receiving login account information sent by the first terminal, responding to the verification of the login account information, and logging in a virtual game client in the target server by using the login account information; or logging in a virtual target client in the target server by using pre-stored second account information, pulling up the virtual game client in the virtual target client, and logging in the virtual game client by using account information matched with the second account information.
In a possible implementation manner, the issuing unit is configured to push the live video of the target game match to a live server, and the live server issues the live video of the target game match to a terminal corresponding to the target group member.
In another aspect, a computer device is provided, which includes a processor and a memory, where at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement any one of the above-mentioned live game-play methods.
In another aspect, a computer-readable storage medium is provided, in which at least one computer program is stored, and the at least one computer program is loaded and executed by a processor to implement any one of the above live game-to-game methods.
In another aspect, a computer program product or a computer program is also provided, comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to enable the computer device to execute any one of the live game-to-game methods.
The technical scheme provided by the embodiment of the application at least has the following beneficial effects:
in an embodiment of the application, the live game play comprises a game play participated by a group member which does not establish a friend relationship with the first group member. That is to say, the embodiment of the application can live game matches participated by group members who do not establish friend relationships with the first group member, the live game matches are abundant, and the live game matches have strong live flexibility. In addition, the live video of the game match is generated by the target server, the terminal equipment is not relied on, and the quality of the live video is better.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a schematic diagram of an implementation environment of a live game-to-game method provided by an embodiment of the present application;
FIG. 2 is a flow chart of a live game-to-game method according to an embodiment of the present disclosure;
FIG. 3 is a schematic diagram of a structure of a target virtual room provided by an embodiment of the present application;
FIG. 4 is a schematic diagram of an interactive interface of a target virtual room provided by an embodiment of the present application;
FIG. 5 is a schematic diagram of an interaction interface of another target virtual room provided by an embodiment of the present application;
FIG. 6 is a schematic diagram of a process for implementing live play of a target game match according to an embodiment of the present application;
FIG. 7 is a diagram illustrating another implementation process of a live game play of a target game play provided by an embodiment of the present application;
FIG. 8 is a diagram illustrating another implementation process of a live game play of a target game play provided by an embodiment of the present application;
FIG. 9 is a schematic diagram of an interaction interface of another target virtual room provided by an embodiment of the present application;
FIG. 10 is a schematic diagram of an interaction interface of another target virtual room provided by an embodiment of the present application;
FIG. 11 is a diagram illustrating a team screen of a first game client according to an embodiment of the present disclosure;
fig. 12 is a schematic diagram of a sharing route selection page provided in an embodiment of the present application;
fig. 13 is a schematic diagram of a sharing location selection page displayed on a target client according to an embodiment of the present disclosure;
fig. 14 is a schematic diagram of a room sharing page provided in an embodiment of the present application;
FIG. 15 is a schematic diagram of a live device for game play according to an embodiment of the present disclosure;
FIG. 16 is a schematic diagram of another game-to-game live device provided in the embodiments of the present application;
FIG. 17 is a schematic view of another live device for game play according to an embodiment of the present application;
fig. 18 is a schematic structural diagram of a generating unit provided in an embodiment of the present application;
fig. 19 is a schematic structural diagram of a terminal according to an embodiment of the present application;
fig. 20 is a schematic structural diagram of a server according to an embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
First, the terms related to the embodiments of the present application will be explained.
And (4) live game: and forming a video from the real-time picture of the game match and playing the video in the terminal.
The anchor: is responsible for interacting with the audience in the live room and acts as a host.
And (3) observation: the competitor in the non-game-pair game watches the game-pair game process at the terminal.
Spectator and war (OB) system: a system is provided for viewing the game play capabilities from a spectator perspective.
Pushing flow: and transmitting the content packaged in the acquisition stage to a server.
An embodiment of the present application provides a live game-to-game method, please refer to fig. 1, which shows a schematic diagram of an implementation environment of the live game-to-game method provided in the embodiment of the present application. The implementation environment includes: a first terminal 11 and a target server 12.
The first terminal 11 may refer to an electronic device having a function of explaining live video or a function of watching live video. A target client may be installed in and operated by the first terminal 11, where the target client is a client for providing a function of explaining or watching a live video, and the target client can provide a target virtual room, where both the explanation of the live video and the watching of the live video are implemented. In this embodiment of the application, a first group member corresponding to the first terminal 11 is in a target group, and group members in the target group interact in a target virtual room provided by a target client.
In a possible implementation manner, the target client further provides a team function of game play, and for a terminal corresponding to a group member in a team, the terminal may be installed with a game client in addition to the target client, where the game client may be a client of one or more games, such as a Third-Person Shooting (TPS) game, a First-Person Shooting (FPS) game, a Multiplayer Online tactics game (MOBA), a Multiplayer gunfight survival game, a role playing game, an instant strategy game, a racing game, and a music game. Illustratively, the target client has the authority to pull up the game client. Illustratively, the account corresponding to the target client and the account corresponding to the game client have an association relationship.
The first terminal 11 can display a live control of at least one candidate game play on the interactive interface of the target virtual room, and then send a live request of the target game play to the target server 12 in response to a trigger instruction of the live control of the target game play. The target server 12 refers to a server that provides a cloud game service. The target server 12 can obtain the live video of the game match of the target game based on the live request of the game match of the target game, and then send the live video of the game match of the target game to the terminal corresponding to the target group member.
In an exemplary embodiment, a first server may also be included in an implementation environment of a live method of game-to-game play. The first server is used for providing background services for the target client.
Illustratively, the first terminal 11 may be any electronic product capable of performing man-machine interaction with a user through one or more manners such as a keyboard, a touch pad, a touch screen, a remote controller, voice interaction or handwriting equipment, for example, a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a Pocket PC (Pocket PC), a tablet Computer, a smart car, a smart television, a smart speaker, and the like. The target server 12 may be a server, a server cluster composed of a plurality of servers, or a cloud computing service center. The first terminal 11 establishes a communication connection with the target server 12 through a wired or wireless network.
It will be understood by those skilled in the art that the first terminal 11 and the target server 12 are only examples, and other existing or future first terminals or target servers may be included within the scope of the present application, as applicable, and are herein incorporated by reference.
Based on the implementation environment shown in fig. 1, the embodiment of the present application provides a live broadcast method for game-to-game, which is applied to an interaction process between a first terminal 11 and a target server 12 as an example. The first group member corresponding to the first terminal is located in the target group, and the group members in the target group interact in the target virtual room. As shown in fig. 2, the method provided in the embodiment of the present application includes the following steps 201 to 206:
in step 201, the first terminal displays a live broadcast control of at least one candidate game play on an interactive interface of the target virtual room, where the at least one candidate game play is a game play that is available for live broadcast and is participated by other group members in the target group except the first group member, and the other group members include group members that do not establish a friend relationship with the first group member.
The first terminal refers to any terminal with the capability of initiating the live broadcast of game-to-game. In the embodiment of the present application, the user of the first terminal is referred to as a first group member. The first group member is in the target group, i.e., the first group member is a group member in the target group.
The target group may be any group formed by grouping together at least one user, which may be users having the same preferences or characteristics. For example, the group may also be referred to as a guild community, and of course, in other possible implementations, the group may also have other names, which is not limited in the embodiment of the present application. In the embodiment of the present application, each user in the group is referred to as a group member.
The target group includes other group members in addition to the first group member. The other group members in the target group include group members that do not establish a friend relationship with the first group member. Of course, in an exemplary embodiment, the other group members may further include a group member having a friend relationship with the first group member. In an exemplary embodiment, group members having a friend relationship with the first group member are referred to as group members having a direct social relationship with the first group member, and group members having no friend relationship with the first group member are referred to as group members having no direct social relationship with the first group member.
The group members in the target group interact within the target virtual room, that is, the target virtual room is the interaction site of the group members in the target group. In the embodiment of the present application, the client providing the target virtual room is referred to as a target client. Illustratively, the identification information of the target virtual room has an association relationship with the target group identification information.
In one possible implementation, the first group member needs to join the target group before step 201 is implemented. Illustratively, the process of joining the target group by the first group member is as follows: the first terminal sends a request for joining the target group to the first server, and the first server is used for responding to the verification of the request for joining the target group and joining the first group member into the target group. The first server refers to a background server of the target client. Illustratively, the request for joining the target group includes identification information of the first group member and qualification information of the first group member, after receiving the request for joining the target group, the first server checks whether the qualification information of the first group member meets the qualification requirements required for joining the target group, and if the qualification information of the first group member meets the qualification requirements required for joining the target group, the request for joining the target group is confirmed to be verified. After the request for joining the target group is verified, the first server adds the first group member to the member list of the target group, so that the first group member is joined to the target group.
Illustratively, in the embodiment of the application, the target group is carried by the target virtual room, and capabilities of team formation, live broadcast of game-to-game, group chat and the like of game-to-game can be supported in the target virtual room. In an exemplary embodiment, the structure of the target virtual room is as shown in FIG. 3. The target virtual room consists of 3 parts: a basic function area 310, a viewing area 320, and a menu area 330. The basic function area 310 refers to an area providing basic functions, and the basic function area 310 includes a return control 311, a room name presentation control 312, an online people presentation control 313, a room sharing control 314, and a room setting control 315. Viewing area 320 is the area where the target virtual room resides, and provides interactive content display in the target virtual room, including live video games, team cards for game play, and the like. Menu area 330 serves as a social function and function extension area of the target virtual room, and provides functions of social chat, team blacking, group member information display and management, and list. Illustratively, menu region 330 includes a room menu tab region 331, and room menu tab region 331 includes at least one tab that a user can toggle open different function pages by clicking on the toggle tab.
The interactive interface of the target virtual room is used for displaying the interactive condition of the group members in the target group in the target virtual room, and the interactive interface of the target virtual room refers to the interface presented to the group members. Illustratively, in a scene of realizing live broadcast of game play, a first group member corresponding to the first terminal is a group member with a host qualification, and after the first group member enters the target virtual room, a live broadcast control of at least one candidate game play is displayed on an interactive interface of the target virtual room, so that the first group member can select a game play that is desired to be live broadcast. At least one candidate game play is a live game play in which other group members of the target group participate. The other group members comprise group members which do not establish a friend relationship with the first group member. That is to say, the live game play comprises the game play participated by the group member which does not establish a friend relationship with the first group member, so that the live game play is abundant, and the live game play flexibility is improved.
Illustratively, the at least one candidate game pair refers to a game pair that has been played, so as to facilitate a fast live play of the game pair.
Exemplary ways of determining whether the first group member is anchoringly owned include, but are not limited to: judging whether the first swarm member is located in the anchor list; alternatively, it is determined whether the first swarm member is located on the mezzanine. Wherein, the microphone refers to a seat which can carry out public voice in the target virtual room.
Each candidate game play corresponds to a live control, and the display position of the live control and the display mode of the live control are not limited in the embodiment of the application. Illustratively, each candidate game play corresponds to a team card, and the live broadcast control is displayed in the team card of the candidate game play. The team cards of the candidate game games are used for displaying the relevant information of the candidate game games. The related information of the candidate game play includes, but is not limited to, the name of the game client corresponding to the candidate game play, the game scene corresponding to the candidate game play, the identification information of the group members of the team who has joined the candidate game play, the remaining positions to be joined, and the like. Illustratively, the display of the live control is a button or a triggerable icon.
It should be noted that, in the game play participated by the group members in the target group, in addition to the game play available for live play, the game play unavailable for live play may be included. Illustratively, a live unavailable game play refers to an unpaired game play, or a live unavailable game play refers to a game play in which the first swarm member participates.
Illustratively, in the target virtual room, each game play is identified with a team card for that game play. And for the condition that the first swarm member corresponding to the first terminal has the anchor qualification, the team cards of the live game play and the team cards of the unavailable live game play can be switched and displayed by utilizing the switching control. And if the switching control is switched to the first control, displaying a team card for live game play on an interactive interface of the target virtual room, and displaying a live control on the team card for live game play. And if the switching control is switched to the second control, displaying a team card of the game play which cannot be provided for live broadcast on the interactive interface of the target virtual room, and not displaying the live broadcast control on the team card of the game play which cannot be provided for live broadcast.
Illustratively, on the interactive interface of the target virtual room, a function page displayed on the interactive interface can be changed through a tag switching operation, and different function pages are used for displaying related information under different interactive functions. Illustratively, the team cards of the game play are displayed on the play interaction page of the interaction interface of the target virtual room. The game-play interaction page is used for displaying relevant information of the team cards of game play.
Illustratively, the interaction interface of the target virtual room is as shown in FIG. 4. In fig. 4, in the case where the "departure" tab is selected, the page displayed in the menu area of the target virtual room is the opposite-party interactive page. A switching control 410 is displayed in the game-play interaction page, and a first control "sent car" in the switching control 410 is used for controlling and displaying a team card for live game play, namely a team card for at least one candidate game play; a second control "not sent" in toggle control 410 is used to control the team cards that display game play that are not available for live play.
In the case that the switching control 410 is switched to the first control "departure", two team cards (420 and 430, respectively) of the candidate game play are displayed on the play interaction page of the interaction interface of the target virtual room, and the live control 440 marked with the text "explain the play" is displayed on each of the team cards 420 and 430 of the candidate game play.
It should be noted that, besides the game-play interaction page, the interaction interface of the target virtual room may also provide a communication interaction page, where the communication interaction page is used to display instant messaging information of group members in the target group, game-play result of game play, and sharing information of team cards of game play.
In an exemplary embodiment, the communication interaction page is embedded with an Instant Messaging (IM) function, a target virtual room is associated with a target group, and after a user applies for a joining process, a list is added to the target group, which is called a group member. The group members input messages, the terminal uploads the messages through an IMSDK (Instant Messaging Software Development Kit), the messages are stored through IM background message storage capacity and issued in real time, the messages are displayed on a communication interaction page of a target virtual room in a rolling mode according to time sequence, the storage period of the background messages is the reference days, and the group members can browse historical message records when leaving the target virtual room and entering the target virtual room again. The reference number of days is set according to experience or flexibly adjusted according to an application scenario, and is not limited in the embodiment of the present application. Illustratively, the reference number of days is 7 days.
In step 202, the first terminal sends a live broadcast request of a target game play to a target server in response to a trigger instruction of a live broadcast control of the target game play in at least one candidate game play.
After the live control of at least one candidate game match is displayed, a first swarm member can select one candidate game match optionally to carry out live broadcast, and the first swarm member realizes the live broadcast of the selected game match by triggering the live broadcast control of the candidate game match which is desired to be live broadcast. The embodiment of the application refers to the candidate game play that the first swarm member wants to live as the target game play. When the first terminal detects that the first swarm member triggers the live control of the target game play, the trigger instruction of the live control of the target game play is obtained.
After a trigger instruction of a live control of the target game play is obtained, the first terminal sends a live broadcast request of the target game play to the target server so as to generate and send a live broadcast video of the target game play by the target server. Illustratively, the live request for a target game play includes identification information for the target game play. The identification information of the target game play is used to uniquely identify the target game play. Illustratively, the identification information of the target game play comprises game identification information of the group members participating in the target game play in the game clients corresponding to the target game play. The game client corresponding to the target game play is the game client which is depended on for realizing the target game play. For example, in the case where the target game play is a game play performed in a specified area, the identification information of the target game play further includes area information of the target game play. For example, the area information of the target game play is represented by a play-to-play zone field.
In an exemplary embodiment, the identification information for the target game play can be determined based on the team cards of the target game play. For the condition that the target game is the game in the appointed area, the area information of the target game is directly displayed on the team card of the target game, and the first terminal can directly acquire the area information of the target game. In addition, the target identification information of the group members of the team who joins the target game play in the target group is also displayed on the team card of the target game play. The first terminal can acquire the game identification information of the group members participating in the target game play in the game client corresponding to the target game play based on the target identification information of the group members of the team joining the target game play.
Illustratively, the target identification information of the swarm member is used to identify the swarm member in the target client, and the game identification information of the swarm member in the game client corresponding to the target game match is used to identify the swarm member in the game client corresponding to the target game match.
For a group member, the target identification information of the group member may be the same as the game identification information of the group member in the game client corresponding to the target game play, or may be different from the game identification information of the group member in the game client corresponding to the target game play. And for the condition that the target identification information of the group member is the same as the game identification information of the group member in the game client corresponding to the target game match, the first terminal directly takes the target identification information of the group member joining the team of the target game match as the game identification information of the group member participating in the target game match in the game client corresponding to the target game match.
For example, in the case that the target identification information of the group member is different from the game identification information of the group member in the game client corresponding to the target game play, the first server stores the corresponding relationship between the target identification information of the group member and the game identification information of the group member in the game client corresponding to the target game play. In this case, the first terminal sends the target identification information of the group members of the team joining the target game match to the first server, and the first server searches the game identification information in the game client corresponding to the target game match with the target identification information of the group members of the team joining the target game match; and the first server returns the searched game identification information in the game client corresponding to the target game play back to the first terminal. And the first terminal takes the game identification information which is returned by the first server and is in the game client corresponding to the target game play as the game identification information of the group member participating in the target game play and is in the game client corresponding to the target game play.
The target server refers to a server providing a cloud game service. The embodiment of the present application does not limit the type of the target server, and the target server is, for example, a Docker (an open source application container engine). In an exemplary embodiment, the sending of the live broadcast request of the target game match by the first terminal to the target server may be that the first terminal directly sends the live broadcast request of the target game match to the target server, or that the first terminal sends the live broadcast request of the target game match to the relay server, and the relay server sends the live broadcast request of the target game match to the target server. The transfer server is used for transferring the live broadcast request.
In step 203, the target server receives a live broadcast request of the target game to the game, which is sent by the first terminal.
After the first terminal sends a live broadcast request of the target game for game alignment to the target server, the target server receives the live broadcast request of the target game for game alignment sent by the first terminal.
Illustratively, for the case that the first terminal directly sends the live broadcast request of the target game to the target server, the target server directly receives the live broadcast request of the target game to the game sent by the first terminal. And for the condition that the first terminal sends the live broadcast request of the target game to the transfer server, and the transfer server sends the live broadcast request of the target game to the target server, the target server receives the live broadcast request of the target game to the game, which is sent by the first terminal through the transfer server.
In step 204, the target server generates a live video of the target game play based on the live request of the target game play.
And after receiving the live broadcast request of the target game for game alignment, the target server generates a live broadcast video of the target game for game alignment. The live video of the target game is used for presenting the game-play situation of the target game in real time. In a possible implementation manner, the live request of the target game play includes identification information of the target game play, and the process of the target server generating the live video of the target game play based on the live request of the target game play includes the following steps 2041 to 2043:
step 2041: and logging in a virtual game client in the target server, wherein the virtual game client is a game client corresponding to the target game arranged in the target server.
The game client corresponding to the target game play is the game client on which the target game play depends, and the game client of the target game play is deployed in the target server. In order to facilitate distinguishing the game clients corresponding to the target game play deployed by the terminal, the game client corresponding to the target game play deployed in the target server is called a virtual game client.
And after receiving a live broadcast request of the target game for the game, the target server logs in a virtual game client in the target server. In one possible implementation, the way in which the target server logs into the virtual game client in the target server includes, but is not limited to, the following three ways:
the first method is as follows: and logging in the virtual game client in the target server by utilizing the pre-stored first account information.
The first account information refers to account information which is reserved in advance in the target server and used for logging in the virtual game client and can be used for watching and fighting the target game. For example, in the case where the target game play is a game play performed in a designated area, the first account information refers to account information that matches the designated area corresponding to the target game play.
And after receiving a live broadcast request of a target game for game alignment sent by the first terminal, the target server pulls the virtual game client and automatically logs in the virtual game client by using the first account information.
The second method comprises the following steps: sending an account information acquisition request to the first terminal, receiving login account information sent by the first terminal, responding to the verification of the login account information, and logging in the virtual game client in the target server by using the login account information.
In this second mode, the target server logs in the virtual game client using the login account information acquired from the first terminal. And the target server sends an account information acquisition request to the first terminal after receiving a live broadcast request of a target game opposite game sent by the first terminal. The account information acquisition request is used for acquiring a target game capable of being logged in from a first terminal and the login account information of the game client corresponding to the game match for watching the target game match.
After the target server sends an account information acquisition request to the first terminal, the first terminal receives the account information acquisition request sent by the target server. After receiving an account information acquisition request sent by a target server, a first terminal displays an account information filling page based on the account information acquisition request. Illustratively, the account information acquisition request includes information for indicating the format of an account information filling page, and the first terminal renders and displays the account information filling page according to the information for indicating the format of the account information filling page.
Illustratively, the account information acquisition request is in the form of a page link, and the first terminal displays an account information filling page indicated by the page link. Illustratively, the account information filling page is shown as 710 in fig. 7, and in the account information filling page 710, an account input box 711, a password input box 712 and a confirmation control 713 are included.
In an exemplary embodiment, the account information filling page is displayed overlaid on the interactive interface of the target virtual room. After the first terminal displays the account information filling page, the first swarm member can fill account information, passwords and other login account information used for logging in a game client corresponding to the target game play and watching the target game play in the account information filling page. And then triggering a confirmation control after the completion of the filling, and at the moment, acquiring the login account information filled in the account information filling page by the first terminal. And after acquiring the login account information filled in the account information filling page, the first terminal sends the acquired login account information to the target server. For example, in the case where the target game play is a game play performed in a specific area, the login account information is login account information matched with the specific area corresponding to the target game play.
After the first terminal sends the login account information to the target server, the target server receives the login account information sent by the first terminal. After receiving the login account information sent by the first terminal, the target server verifies the login account information, and responds to the fact that the login account information passes verification, and the virtual game client is logged in by using the login account information. The embodiment of the application does not limit the way in which the target server checks the login account information. Illustratively, the target server checks the login account information by checking whether the account and the password in the login account information match.
The third method comprises the following steps: and logging in a virtual target client in the target server by utilizing prestored second account information, pulling up the virtual game client in the virtual target client, and logging in the virtual game client by utilizing account information matched with the second account information.
The virtual target client refers to a client which is deployed in a target server and can pull up a virtual game client. The second account information refers to account information which is reserved in the target server in advance and used for logging in the virtual target client. After logging in the virtual target client by using the second account information, pulling up the virtual game client in the virtual target client, and logging in the virtual game client by using the account information matched with the second account information.
The account information matched with the second account information is account information which can log in the virtual game client to watch the target game match. For example, the account information matched with the second account information refers to the second account information itself, or the account information matched with the second account information refers to account information having an association relationship with the second account information, which is not limited in this embodiment of the present application.
Step 2042: and calling a spectator system in the virtual game client based on the identification information of the target game play to enter the target game play from a spectator view angle.
No matter which mode of the three modes is used for logging in the virtual game client, after the virtual game client is logged in, the target server calls a fighting system in the virtual game client based on the identification information of the target game play to enter the target game play from a fighting view angle. The identification information of the target game play is used for uniquely identifying the target game play, and which game play in the virtual game client needs to be played can be determined according to the identification information of the target game play. In the process of viewing the target game, the target server calls a viewing system carried by the virtual game client to enter the target game in a viewing angle.
Step 2043: and recording the target game match to obtain the live video of the target game match.
After the game is played in the target game, the target server records the game playing picture of the game playing in the target game to obtain the live video of the game playing in the target game. Illustratively, the live video of the target game pair obtained by the target server is in the form of a video stream.
In step 205, the target server issues the live video of the target game match to the terminal corresponding to the target group member, where the target group member is a group member in the target virtual room in the target group, and the target group member includes a first group member.
And the terminal corresponding to the target group member is used for playing the live video of the target game on the interactive interface of the target virtual room.
It should be noted that there may be group members in the target group that are not in the target virtual room, for example, part of the group members participate in game play at the game client. According to the method and the device, when the live video of the target game match is issued, the group members in the target virtual room in the target group are called the target group members, and the target server issues the acquired live video of the target game match to the terminals of the target group members.
The issuing form of the live video of the game-to-game of the target game is not limited in the embodiment of the application, and illustratively, the live video of the game-to-game of the target game is issued in a video stream form, or the live video of the game-to-game of the target game is issued in a video link form.
It should be noted that the live video of the game match of the target game is continuously acquired along with the match process of the game match of the target game, and each time a part of the live video is acquired, the acquired part of the live video is sent to the terminal corresponding to the target group member, so that the target group member watches the real-time match process of the game match of the target game.
In one possible implementation manner, the process of the target server issuing the live video of the target game match to the terminal corresponding to the target group member is as follows: the target server pushes the live video of the target game match to the live server, and the live server sends the live video of the target game match to the terminal corresponding to the target group member. The live broadcast server is used for forwarding live broadcast videos, the type of the live broadcast server is not limited, and exemplarily, the live broadcast server refers to a cloud server.
In an exemplary embodiment, a target server pushes a live video of a target game match to a live server in a video stream form, the live server transcodes the video stream to generate a video link of the live video of the target game match after receiving the live video of the target game match in the video stream form, and then the live video of the target game match is sent to a terminal corresponding to a target group member in the video link form.
Because the target group member refers to a group member in the target virtual room in the target group, the terminal corresponding to the target group member can play the live video of the target game match on the interactive interface in the target virtual room after receiving the live video of the target game match. Illustratively, the terminal corresponding to the target group member plays the live video of the target game play in the viewing area of the interactive interface in the target virtual room.
In an exemplary embodiment, for the case that the live video of the target game match is delivered in the form of video link, a browser is embedded in a viewing area of an interactive interface in the target virtual room, and a terminal corresponding to a target group member can open the video link and automatically play the live video of the target game match by using the embedded browser, so that the target group member realizes the watching and fighting of the target game match.
In step 206, the first terminal plays a live video of the target game play on the interactive interface of the target virtual room.
Because the live broadcast of the target game to the game is initiated by the first terminal, the first group member corresponding to the first terminal is one of the target group members. That is, the target group member comprises a first group member. Therefore, the first terminal can also play the live video of the target game match on the interactive interface of the target virtual room. Illustratively, as shown in fig. 5, the first terminal plays a live video of the target game play in a viewing area 510 of the interactive interface of the target virtual room.
In an exemplary embodiment, the first terminal is further capable of collecting audio data of the first swarm member's narration of the target game play. The explanation audio data refers to audio data generated by the first swarm member in the process of watching the live video of the target game play and explaining the play process of the target game play. The first terminal uploads the explanation audio data to the first server after the first group member collects the explanation audio data of the target game match, the first server synchronizes the explanation audio data to the terminal corresponding to other group members except the first group member in the target group member for playing, so that other group members except the first group member in the target group member can not only view the target game match, but also can have deeper understanding on the match process of the target game match according to the explanation audio data.
In an exemplary embodiment, in addition to the first terminal being capable of collecting the explanation audio data, one or some other group members of the target group members except the first group member may also be capable of explaining the target game match, in this case, the terminals corresponding to the one or some other group members may also be capable of collecting the explanation audio data, which is not limited in this application.
In an exemplary embodiment, the first terminal is referred to as a master terminal, and terminals corresponding to other group members except the first group member in the target group member are referred to as audience terminals.
Illustratively, for the case of logging in the virtual game client by using the pre-stored first account information, the implementation process of the live broadcast of the target game to the game is as shown in fig. 6. And the anchor terminal responds to a trigger instruction of a live broadcast control of the target game play and sends a live broadcast request of the target game play to the target server, wherein the live broadcast request comprises identification information of the target game play. The target server automatically logs in the virtual game client according to the pre-stored first account information; calling a spectator system in the virtual game client based on the identification information of the target game play to enter the target game play at a spectator view angle; and recording the target game match to obtain the live video of the target game match. The target server pushes (streams) the live video of the target game to the live server in a video stream mode. And the live broadcast server generates a video link of the live broadcast video of the target game match and transmits the live broadcast video of the target game match to the anchor terminal and the audience terminal in a video link mode. And both the anchor terminal and the audience terminal play the live video of the target game play in the viewing area of the interactive interface of the target virtual room.
Illustratively, for the case of logging in the virtual game client by using the login account information sent by the first terminal, the implementation process of the live broadcast of the target game match-up is shown in fig. 7. And the anchor terminal responds to a trigger instruction of a live broadcast control of the target game play and sends a live broadcast request of the target game play to the target server, wherein the live broadcast request comprises identification information of the target game play. The target server issues an account information acquisition request to the anchor terminal, wherein the account information acquisition request is in a page link form.
And the anchor terminal displays an account information filling page and sends the login account information filled in the account information filling page to the target server. The target server responds to the fact that the login account information passes the verification, and the virtual game client is logged in by using the login account information; calling a spectator system in the virtual game client based on the identification information of the target game play to enter the target game play at a spectator view angle; and recording the target game match to obtain the live video of the target game match. The target server pushes (streams) the live video of the target game to the live server in a video stream mode. And the live broadcast server generates a video link of the live broadcast video of the target game match and transmits the live broadcast video of the target game match to the anchor terminal and the audience terminal in a video link mode. And both the anchor end and the audience end play the live video of the target game play in the viewing area of the interactive interface of the target virtual room.
Illustratively, for the case of logging in the virtual game client by using account information matching with the second account information, the implementation process of the live broadcast of the target game match is as shown in fig. 8. And the anchor terminal responds to a trigger instruction of a live broadcast control of the target game play and sends a live broadcast request of the target game play to the target server, wherein the live broadcast request comprises identification information of the target game play. And the target server logs in a virtual target client in the target server by utilizing the prestored second account information, pulls up the virtual game client in the virtual target client, and logs in the virtual game client by utilizing the account information matched with the second account information.
The target server calls a fighting system in the virtual game client based on the identification information of the target game play to enter the target game play from a fighting view angle; and recording the target game match to obtain the live video of the target game match. The target server pushes (streams) the live video of the target game to the live server in a video stream mode. And the live broadcast server generates a video link of the live broadcast video of the target game match and transmits the live broadcast video of the target game match to the anchor terminal and the audience terminal in a video link mode. And both the anchor terminal and the audience terminal play the live video of the target game play in the viewing area of the interactive interface of the target virtual room.
In one possible implementation manner, after the first terminal plays the live video of the target game play on the interactive interface of the target virtual room, the method further includes: and responding to the end of the target game play, and displaying the play result of the target game play on the interactive interface of the target virtual room. And after the target game is played, the game play result of the target game is displayed on the interactive interface of the target virtual room, so that the final game play result of the target game can be visually prompted to the audience. Illustratively, the game play result corresponding to the target game play is sent to the first server by the background server of the game client corresponding to the target game play, and is sent to the terminal corresponding to the target group member including the first group member by the first server. That is, in addition to the first terminal being capable of displaying the game play result of the target game play on the interactive interface of the target virtual room, the terminals corresponding to the other group members than the first group member among the target group members are also capable of displaying the game play result of the target game play.
In the exemplary embodiment, the outcome of the target game play includes, but is not limited to, a winning or losing outcome of the target game play and corresponding battle performance of each group member participating in the target game play. In an exemplary embodiment, the game play result of the target game play is displayed in a communication interaction page of the interaction interface of the target virtual room.
In an exemplary embodiment, in response to the end of the target game play, an end cue message is displayed in an area (viewing zone) where the live video of the target game play is played, the total time length of the end cue message display being a reference time length, for example, the reference time length being 5 seconds. And displaying the remaining display duration in real time while displaying the end prompt information.
For example, the interaction interface of the target virtual room is shown in FIG. 9. An end prompt message, which has a remaining display time period of 5 seconds, is displayed in the viewing zone 910 of the interactive interface of the target virtual room shown in fig. 9. The game-play result 920 of the target game play is displayed in the communication interaction page of the interaction interface of the target virtual room shown in fig. 9. The communication interaction page refers to an interaction page under the label 'chatting'.
In an exemplary embodiment, in response to the end of the target game play, the target server interrupts the process of issuing the live video of the target game play to the terminal corresponding to the target group member. Illustratively, for the condition that the live video of the target game match is sent to the terminal corresponding to the target group member by the live server, the target server interrupts the process of sending the live video of the target game match to the live server, thereby realizing the process of interrupting the sending of the live video of the target game match to the terminal corresponding to the target group member.
Based on the method provided by the embodiment of the application, the first group member can realize the live broadcast of the target game match without adding the group members participating in the target game match as friends, so that the direct live broadcast of the game match can be realized in the target virtual room by bypassing the direct social friend relationship. In addition, after the first swarm member initiates the live broadcast, the first swarm member can be left in the target virtual room to synchronously watch the live broadcast video with the audience and generate real-time interaction, so that more interactive behaviors with the audience are generated.
Furthermore, due to the capabilities of supporting game-to-game and live broadcasting all game-to-game in the target virtual room, the interactive content of group personnel is enriched, and meanwhile, because the chances of live exposure of the game-to-game are increased, the user can be stimulated to increase the game-to-game behavior and improve the game activity.
In an embodiment of the application, the live game play comprises a game play participated by a group member which does not establish a friend relationship with the first group member. That is to say, the embodiment of the application can live game matches participated by group members who do not establish friend relationships with the first group member, the live game matches are abundant, and the live game matches have strong live flexibility. In addition, the live video of the game match is generated by the target server, the terminal equipment is not relied on, and the quality of the live video is better.
In the embodiment shown in fig. 2, the process of the first swarm member using the interaction process of the first terminal and the target server to realize live broadcasting of the target game match is laid out. It should be noted that, in addition to the ability of the first team member to use the first terminal to implement the live game play in the embodiment shown in fig. 2, the first team member can also use the first terminal to implement the ability to initiate a game play in the target virtual room and to control the starting process of the initiated game play. Illustratively, the process by which the first swarm member utilizes the first terminal to implement the ability to initiate a game pair within the target virtual room and to control the starting process of the initiated game pair includes steps a-E of:
step A: the first terminal displays an initiating entry of the game play on the interactive interface of the target virtual room.
The launch portal for a game play is used to launch a new game play. For example, the interactive interface of the target virtual room is shown in fig. 10, and a game-play initiating entry 1010 marked with the text "initiate game play" is displayed on the interactive interface shown in fig. 10.
And B: and the first terminal responds to the trigger instruction of the initiating entry of the game play and displays a game play initiating page.
The game play initiating page is a page used for acquiring initiating information of game play to be initiated. In an exemplary embodiment, the initiation information of the game pair to be initiated includes the name of the game client and the number of teams. The game play initiating page comprises a selection entry of the name of the game client and a selection entry of the number of team members, the first team member selects the name of the game client corresponding to the game play to be initiated in the selection entry of the name of the game client, and selects the number of team members corresponding to the game play to be initiated in the selection entry of the number of team members. Illustratively, the game play initiation page further includes an information submission entry, and in response to a trigger instruction for acquiring the information submission entry, the first terminal acquires initiation information of the first game play filled in the game play initiation page.
And C: the first terminal sends the initiating information of the first game match filled in the game match initiating page to a first server, and the first server is used for creating a team forming card of the first game match based on the initiating information of the first game match and sending the team forming card of the first game match to the terminal corresponding to the target group member.
After the initiation information of the first game match is obtained, the first terminal sends the initiation information of the first game match to the first server, so that the first server creates a team card of the first game match.
After receiving the initiating information of the first game play, the first server creates a team card of the first game play based on the initiating information of the first game play. The team playing card of the first game pair is used for displaying relevant information of the first game pair, and the relevant information of the first game pair includes, but is not limited to, the name of a game client corresponding to the first game pair, a game scene corresponding to the first game pair, identification information of group members of a team who has joined the first game pair, remaining positions to be joined and the like. In an exemplary embodiment, the target server creates a team card of the first game play with target identification information of the first team member displayed by default. The target identification information of the first group member is used to identify the first group member in the target client, and illustratively, the target identification information of the first group member includes an ID (Identity Document) of the first group member, a nickname of the first group member, and an avatar of the first group member.
In an exemplary embodiment, the target identification information of the first swarm member displayed by default in the team card of the first game match may refer to all the target identification information of the first swarm member, or may refer to part of the target identification information of the first swarm member, which is not limited in this embodiment of the present application.
After the team card of the first game match is created, the target server sends the team card of the first game match to the terminal corresponding to the target group member, so that the terminal corresponding to the target group member displays the team card of the first game match in the interactive interface of the target virtual room.
Step D: the first terminal displays a team card of the first game match on an interactive interface of the target virtual room, and a starting control is displayed on the team card of the first game match.
After the target server sends the team forming card of the first game match to the terminal corresponding to the target group member, the first terminal can also display the team forming card of the first game match on the interactive interface of the target virtual room. In an exemplary embodiment, a first team card displayed by the first terminal has a start control displayed thereon. The start control is used to control the start of the game play, and the start control is displayed on the team cards displayed on the terminals of the game play initiators, and the start control is not displayed on the team cards displayed on the terminals of the non-game play initiators. Illustratively, the team card for the first game pair is shown as 1020 in fig. 10, and a start control 1021 is displayed in the team card 1020 for the first game pair.
Step E: and the first terminal responds to a triggering instruction of a starting control on a team card of the first game pair, jumps to a first game client corresponding to the first game pair, and displays a game frame of the first game pair in the first game client.
After the first team member determines that the team of the first game match is successfully established, the first team member can trigger a starting control, the first terminal responds to a triggering instruction of the starting control on the team card of the first game match, jumps to a first game client corresponding to the first game match, and displays a match picture of the first game match in the first game client. Since the first swarm member is a member in the team of the first game match, after the start control is triggered, the game is matched by jumping to the first game client corresponding to the first game match.
In an exemplary embodiment, the first terminal further sends the starting instruction of the first game pair to the first server in response to the triggering instruction of the starting control on the team card of the first game pair, and the first server sends the starting instruction of the first game pair to terminals corresponding to other team members except the first team member in the team of the first game pair. After receiving a starting instruction of the first game play, terminals corresponding to other group members except the first group member can directly jump to a first game client corresponding to the first game play; and prompting information can be displayed, wherein the prompting information is used for prompting the group members corresponding to the terminal to enter the first game client.
The game-play picture of the first game play displayed in the first game client is used for showing the game-play process of the first game play. In an exemplary embodiment, the play screen of the first game play is changed in real time following real-time operations of group members in the team of the first game play. In an exemplary embodiment, the first screen of the play screens of the first game play refers to a team screen in the first game client, and the team screen of the first game client is as shown in fig. 11.
In an exemplary embodiment, the first group member may, in addition to initiating the game play, utilize the first terminal to implement the ability to join a team of other initiated game plays in the target virtual room. Illustratively, the process of the first group member utilizing the first terminal to realize the ability to join the team of the game opponents initiated by others in the target virtual room comprises the following steps a to c:
step a: the first terminal displays at least one team card to be added in the game play on an interactive interface of the target virtual room, and a joining control is displayed on any team card to be added in the game play.
The to-be-joined game play refers to a game play that the first swarm member is able to join the team. For example, a pending game play refers to a game play initiated by other swarm members that the first swarm member has not joined and has not played. And a joining control is displayed on any team card to be joined into the game. For example, as shown in fig. 10, in a team card 1030 to be joined in a game pair, a join control 1031 is displayed.
For example, at least one game match to be added corresponds to the same game client, or may correspond to different game clients, which is not limited in the embodiment of the present application. For example, at least one team card to be added to the game play may be displayed according to the creation time of the team card, for example, from morning to evening according to the creation time.
Step b: the first terminal responds to a triggering instruction of a joining control on a team card of a second game pair to be joined in the game pair, sends a request for joining the second game pair to a first server, the request for joining the second game pair comprises target identification information of a first team member, and the first server is used for responding to the target identification information of the first team member to check and pass and returning a check and pass response to the first terminal.
When a first team member desires to join a team of at least a second game pair to be joined in the game pair, a join control on a team card of the second game pair is triggered. The method comprises the steps that after a first terminal obtains a trigger instruction of a joining control on a team card of a second game, a request for joining the second game is sent to a first server, the first server verifies target identification information of a first team member included in the request for joining the second game, and a verification passing response is returned to the first terminal in response to the fact that the target identification information of the first team member passes the verification.
In this embodiment of the present application, a manner of verifying the target identification information of the first group member by the first server is not limited, and for example, the first server determines whether the target identification information of the first group member passes the verification by verifying whether a segment and a zone server of the target identification information identifier of the first group member satisfy a team formation condition set by the second game.
In an exemplary embodiment, in response to the verification of the target identification information of the first team member passing, the first server returns a verification passing response to the first terminal, and sends the target identification information of the first team member to the other terminal on which the team card of the second game play is displayed, so that the other terminal displays the target identification information of the first team member in the team card of the second game play.
Step c: and the first terminal responds to the received verification passing response and displays the target identification information of the first swarm member in the team card of the second game match.
And when the first terminal receives the verification passing response, the target identification information of the first swarm member is displayed in the team card of the second game match. At this point, the first swarm member successfully joins the team of the second game match. In an exemplary embodiment, the displaying of the target identification information of the first group member in the team playing card of the second game play may mean that all the target identification information of the first group member is displayed in the team playing card of the second game play, or may mean that part of the target identification information of the first group member is displayed in the team playing card of the second game play, which is not limited in this embodiment of the present application.
In an exemplary embodiment, the first swarm member may also share the team cards of the game play of the joined team to invite more users to join the team of the game play. Illustratively, the sharing process of the team card can be realized by the following two ways:
the first method is as follows: displaying a first card sharing control on a team card of a reference game play, which displays target identification information of a first team member, and displaying the team card of the reference game play on a play interaction page of an interaction interface of a target virtual room; responding to a trigger instruction of a first card sharing control on the team card of the reference game play, and displaying sharing information of the team card of the reference game play on a communication interaction page of an interaction interface of the target virtual room.
The reference game play is any game play in which the target identification information of the first team member is displayed in the team card, that is, any game play in which the first team member has joined the team. The reference game play may refer to a game play initiated by a first group member, or may refer to a game play initiated by another group member, which is not limited in the embodiment of the present application. A first card sharing control is displayed on the team card of the reference game play, e.g., as shown in fig. 10, assuming the reference game play is the first game play initiated by the first swarm member, the first card sharing control 1022 is displayed on the team card 1020 of the reference game play. It should be noted that, the number of reference game plays may be one or more, and in the case that the number of reference game plays is multiple, the first card sharing control is displayed on the team card of each reference game play.
The game competition reference group card is displayed on a competition interaction page of an interaction interface of a target virtual room, and when a trigger instruction of a first card sharing control on the game competition reference group card is detected by a first terminal, sharing information of the game competition reference group card is displayed on the communication interaction page of the interaction interface of the target virtual room.
In an exemplary embodiment, after detecting a trigger instruction of a first card sharing control on a team card of a reference game match, the first terminal synchronizes sharing information of the team card of the reference game match to a first server, and the first server sends the sharing information of the team card of the reference game match to terminals of other group members. And after the terminals corresponding to other group members receive the sharing information of the team cards of the reference game play, displaying a prompt popup window for prompting other group members whether to agree to join the team of the reference game play. If some other group member agrees to join the team of the reference game match, the terminal corresponding to the other group member executes the process of joining the team of the reference game match, for example, the process of joining the team of the reference game match refers to the above steps a to c, which is not described herein again.
The second method comprises the following steps: displaying a second card sharing control on a team card of the reference game match on which the target identification information of the first team member is displayed; responding to a triggering instruction of a second card sharing control on a team card of a game match reference, and displaying a sharing path selection page, wherein the sharing path selection page is used for displaying at least one available sharing path; responding to a selected instruction of a target sharing path in at least one sharing path, and displaying a sharing position selection page corresponding to the target sharing path, wherein the sharing position selection page is used for displaying at least one optional sharing position; and responding to a selection instruction of a target sharing position in the at least one sharing position, and displaying sharing information of the team cards of the game play reference at the target sharing position.
The second card sharing control and the first card sharing control are used for realizing different sharing modes. The second card sharing control is different from the first card sharing control in display position. Illustratively, the second card sharing control and the first card sharing control are displayed in different modes so as to be distinguished conveniently. For example, as shown in fig. 10, assuming that the reference game play is the first game play initiated by the first swarm member, a second card sharing control 1023 is displayed on the team card 1020 of the reference game play.
And when a triggering instruction of a second card sharing control on a team card for game play reference is detected, displaying a sharing path selection page. The sharing route selection page is used for displaying at least one sharing route which can be selected. The sharing route is used for indicating which route the sharing information of the team cards of the game pair is shared.
Illustratively, the sharing route selection page is displayed overlaid on the interactive interface of the target virtual room. For example, the share route selection page is shown as 1210 in fig. 12. In the sharing path selection page 1210, three available sharing paths are displayed, and the three sharing paths are respectively used for indicating that the sharing information of the group cards of the reference game play is shared by the first social client, the sharing information of the group cards of the reference game play is shared by the friends of the target client, and the sharing information of the group cards of the reference game play is shared by the second social client.
The method comprises the steps that a sharing path selected by a first group member in at least one sharing path is used as a target sharing path, when a selected instruction of the target sharing path is detected, a sharing position selection page corresponding to the target sharing path is displayed, and the sharing position selection page is used for displaying at least one sharing position which can be selected. The sharing position is used for indicating the specific position of the sharing information of the team cards needing to be displayed and referring to game play.
For example, the sharing location may refer to a chat page of a friend who establishes a friend relationship with the first group member in the client indicated by the sharing route, may also refer to an interaction page of a group that the first group member joins in the client indicated by the sharing route, and may also refer to other pages, which is not limited in the embodiment of the present application.
In an exemplary embodiment, the at least one sharing route indication available for selection may include the target client and other clients. And if the client indicated by the target sharing path is the target client providing the target virtual room, directly displaying a sharing position selection page corresponding to the target sharing path in the target client. The available sharing positions displayed in the sharing position selection page refer to the chat pages of friends who establish a friend relationship with the first group member in the target client. Illustratively, the sharing locations to be selected are represented in the sharing location selection page by displaying identification information of friends established in the target client with a friend relationship with the first group member.
For example, a sharing location selection page displayed at the target client is shown in fig. 13. In fig. 13, the identification information of the friend who has formed a team together with the first team member and participated in the game match is displayed on the upper side of the page, and the identification information of the other friends is displayed on the lower side of the page. The identification information of any friend indicates a sharing location.
Illustratively, if the client indicated by the target sharing path is another client except the target client, the client jumps to the another client from the target client, and then displays the sharing position selection page corresponding to the target sharing path.
After the sharing position selection page corresponding to the target sharing path is displayed, the first group member can select the target sharing position. Illustratively, the first swarm member realizes the selection of the target sharing position by triggering an invitation control corresponding to the target sharing position. And after a selection instruction of the target sharing position is detected, displaying sharing information of the team playing cards of the game match with reference at the target sharing position. Illustratively, the sharing information of the team cards of the game play is displayed in the chat page of the friend.
In an exemplary embodiment, the presentation form of the shared information of the team cards of the reference game play is not limited in the embodiment of the present application, and for example, the presentation form of the shared information of the team cards of the reference game play is a link form.
Illustratively, for the situation of a chat page of a friend provided by a target client at a target sharing position, a terminal corresponding to the friend who receives the sharing information of the group card of the reference game match automatically enters a target virtual room after detecting a trigger instruction of the friend for the sharing information of the group card of the reference game match, and then executes a process of joining the group of the reference game match.
For example, in the case that the target sharing position is a position provided by another client except the target client, after detecting a trigger instruction of the object for the sharing information by the terminal corresponding to the object of the sharing information of the team card of the reference game match-up, it is determined whether the target client is installed in the terminal. And if the target client is installed, jumping to the target client, entering a target virtual room, and executing a flow of joining the team of the reference game match. If the target client is not installed, the target client is downloaded and installed, after the target client is installed, the target client is opened, and the target virtual room is entered to execute the flow of joining the team of the reference game. For example, the object receiving the sharing information of the team card of the reference game match may be a friend who has a friend relationship with the first team member in other clients, or may be an object in the same group with the first team member in other clients.
It should be noted that only the first card sharing control may be displayed on the team card of the game match, only the second card sharing control may be displayed, and the first card sharing control and the second card sharing control may also be displayed at the same time, which is not limited in the embodiment of the present application.
In an exemplary embodiment, the first team member can share the target virtual room in addition to the team cards of the reference game play, so that more users can enter the target virtual room. The process of sharing the target virtual room is realized through a room sharing control displayed on an interactive interface of the target virtual room. For example, as shown in fig. 10, sharing of the target virtual room can be achieved through a room sharing control 1040 displayed on the interaction page of the target virtual room to invite more users to enter the target virtual room.
Illustratively, after detecting a trigger instruction of a room sharing control displayed on an interaction page of a target virtual room, a first terminal displays a room sharing page, so that a first group member selects a mode of sharing the target virtual room on the room sharing page, and further, the target virtual room is shared by using the selected mode. Illustratively, the room sharing page is shown as 1410 in fig. 14.
In an exemplary embodiment, on a team card of a reference game play that displays target identification information of a first team member, in addition to a card sharing control (a first card sharing control and/or a second card sharing control), a sound playing control and a sound recording control can be displayed. The sound playing control is used for controlling the playing of sound, and the sound recording control is used for controlling the recording of sound. For example, as shown in fig. 10, assuming that the reference game play is the first game play initiated by the first swarm member, a sound play control 1024 and a sound recording control 1025 are displayed on the team card 1020 of the reference game play.
In an exemplary embodiment, the sound play control has three selectable states, namely a first play state, a second play state and a third play state. And under different states of the sound playing control, the playing conditions of the first terminal to the sound are different. Illustratively, in the first play state of the sound play control, the first terminal plays all sounds related to the target virtual room, including but not limited to: the sounds produced by the group members on the microphone in the target virtual room, the sounds of the live video played in the viewing area, and the sounds produced by the players within the team of the reference game match using the microphone.
In a second playing state of the sound playing control, the first terminal only plays the sound generated by the team members in the team of the reference game match by using the microphone; the third playing state is a mute state, and in the third playing state of the sound playing control, the first terminal does not play any sound related to the target virtual room.
It should be noted that, in the embodiment of the present application, only three states of the sound playing control are taken as an example for description, the embodiment of the present application is not limited to this, and in an actual situation, the sound playing control may also have more or fewer states. In an exemplary embodiment, different states of the sound play control are distinguished with different representations. Illustratively, the state of the sound playing control is adjusted according to the number of times the sound playing control is triggered by the first group member.
In an exemplary embodiment, the sound recording control has two selectable states, a first recording state and a second recording state. And under different states of the sound recording control, the first terminal records the sound of the first group member in different conditions. Illustratively, the first recording state is an open state, in the first recording state of the sound recording control, the first terminal records sound generated by the first group member in the target virtual room, and the sound generated by the first group member recorded by the first terminal in the target virtual room is provided for playing by terminals corresponding to other group members in the team of the reference game match. The second recording state is a closed state, and the first terminal does not record any sound generated by the first swarm member in the target virtual room under the second recording control of the sound recording control. The terminals corresponding to the other group members in the team of the reference game play cannot play any sound generated by the first group member in the target virtual room.
In an exemplary embodiment, the sound generated by the first group member within the target virtual room includes a sound generated when the first group member displays the target virtual room in a screen of the first terminal, and a sound generated when the first group member switches the target virtual room to a background of the first terminal; the sound generated during the game client corresponding to the reference game play of the first swarm member is not included.
It should be noted that, in the embodiment of the present application, only two states of the sound recording control are taken as an example for description, the embodiment of the present application is not limited to this, and in an actual situation, the sound recording control may also have more or fewer states. In an exemplary embodiment, the different states of the sound recording control are differentiated by different representations. Illustratively, the state of the sound recording control is adjusted according to the number of times the first swarm member triggers the sound recording control.
In the embodiment of the application, the target group relationship is borne through the target virtual room, and the user can perform social chat, interaction, live broadcast watching, game play initiating, game play participating, game play sharing, personnel management and the like in the target virtual room, so that the interaction mode is expanded, and the interaction rate of the user is improved. In addition, based on room capability and cloud game technology, the capability of live broadcasting of game-to-game of other people is provided for the user in the target virtual room, a friend relationship chain is bypassed for the user who does not establish a friend relationship, the stream pushing of the user is not relied on, and the effect of flexibly watching the game-to-game is achieved. Based on the method provided by the embodiment of the application, at least the following effects can be realized:
a. the target group and the target virtual room are combined, and the capabilities of direct game viewing and fighting, rapid team formation game, game performance display, user game data and the like are provided for group members in the target group based on the target virtual room.
b. The live broadcast content comes from game play in a target virtual room, and by combining the cloud game service capacity of a target server, the video stream is directly transmitted to a spectator end without an anchor device, so that the target server can only keep the play process except account login before the game play, game starting, game preparation, opponent matching and invalid video information of leaving operation after the play is finished, and further the video quality is improved.
c. Live broadcast content is generated without depending on a direct social relationship (namely a friend relationship), a function of live broadcasting game match of users who do not establish a friend relationship with the users is provided, and the live broadcast content is enriched; the target virtual room supports the game starting and game-aiming ability, and enriches the interaction modes of users in the target virtual room.
d. The live broadcast content is generated without depending on the anchor, the game player and the spectator can be divided into two roles, and the anchor can be used as spectators to play a battle, so that more interactive behaviors with the spectators are generated.
Referring to fig. 15, an embodiment of the present application provides a live broadcast device for game match, where the device is applied to a first terminal, a first group member corresponding to the first terminal is in a target group, and group members in the target group interact in a target virtual room; the device includes:
the display unit 1501 is configured to display a live broadcast control of at least one candidate game play on an interactive interface of the target virtual room, where the at least one candidate game play is a game play that is available for live broadcast and is participated in by other group members in the target group except the first group member, and the other group members include group members that do not establish a friend relationship with the first group member;
a sending unit 1502, configured to send a live broadcast request of a target game play in response to a trigger instruction of a live broadcast control of the target game play in at least one candidate game play, to a target server, where the target server is configured to generate a live broadcast video of the target game play based on the live broadcast request of the target game play, and send the live broadcast video of the target game play to a terminal corresponding to a target group member, where the target group member is a group member in a target virtual room in a target group, and the target group member includes a first group member;
the playing unit 1503 is configured to play the live video of the target game play on the interactive interface of the target virtual room.
In one possible implementation, the display unit 1501 is further configured to display an initiating entry of the game pair on the interactive interface of the target virtual room; responding to a trigger instruction of an initiating entry of game play, and displaying a game play initiating page;
the sending unit 1502 is further configured to send the initiating information of the first game match filled in the game match initiating page to a first server, where the first server is configured to create a team card of the first game match based on the initiating information of the first game match and send the team card of the first game match to a terminal corresponding to the target group member;
the display unit 1501 is further configured to display a team card of the first game match on the interactive interface of the target virtual room, where a start control is displayed on the team card of the first game match; and responding to a triggering instruction of a starting control on a team card of the first game pair, jumping to a first game client corresponding to the first game pair, and displaying a game picture of the first game pair in the first game client.
In a possible implementation manner, the display unit 1501 is further configured to display at least one team card to be added to the game match on the interactive interface of the target virtual room, where an addition control is displayed on any team card to be added to the game match;
a sending unit 1502, configured to send, to a first server, a request to join a second game play in response to a trigger instruction of a join control on a team card of the second game play to be added to the game play, where the request to join the second game play includes target identification information of a first swarm member, and the first server is configured to respond to that the target identification information of the first swarm member passes verification, and return a verification passing response to the first terminal;
the display unit 1501 is further configured to display the target identification information of the first swarm member in the team card of the second game pair in response to receiving the verification pass response.
In a possible implementation manner, the display unit 1501 is further configured to display a first card sharing control on a team card of a reference game play, where target identification information of a first team member is displayed, and the team card of the reference game play is displayed on a play interaction page of an interaction interface of a target virtual room; and responding to a trigger instruction of a first card sharing control on a team card of the reference game play, and displaying sharing information of the team card of the reference game play on a communication interaction page of an interaction interface of the target virtual room.
In a possible implementation manner, the display unit 1501 is further configured to display a second card sharing control on a team card of a reference game match on which target identification information of a first team member is displayed; responding to a triggering instruction of a second card sharing control on a team card of a game match reference, and displaying a sharing path selection page, wherein the sharing path selection page is used for displaying at least one available sharing path; responding to a selected instruction of a target sharing path in at least one sharing path, and displaying a sharing position selection page corresponding to the target sharing path, wherein the sharing position selection page is used for displaying at least one optional sharing position; and responding to a selection instruction of a target sharing position in the at least one sharing position, and displaying sharing information of the team cards of the game play reference at the target sharing position.
In one possible implementation, the display unit 1501 is further configured to display a game play result of the target game play on the interactive interface of the target virtual room in response to the target game play ending.
In a possible implementation manner, the sending unit 1502 is further configured to send a request for joining the target group to a first server, where the first server is configured to join the first group member to the target group in response to a check of the request for joining the target group passing.
In one possible implementation, referring to fig. 16, the apparatus further comprises:
a receiving unit 1504, configured to receive an account information obtaining request sent by a target server;
the display unit 1501 is further configured to display an account information filling page based on the account information acquisition request;
an obtaining unit 1505 for obtaining login account information filled in the account information filling page;
the sending unit 1502 is further configured to send the login account information to the target server.
In the embodiment of the application, the live game play comprises game play participating in group members which do not establish friend relationships with the first group member. In other words, the method and the device for live broadcasting game match play can be used for live broadcasting of game match play participated by group members who do not establish friend relationships with the first group member, the live broadcasting game match play is rich, and the live broadcasting flexibility of the game match play is high. In addition, the live video of the game match is generated by the target server, the terminal equipment is not relied on, and the quality of the live video is better.
Referring to fig. 17, an embodiment of the present application provides a live broadcasting device for game match, where the device is applied to a target server, and the device includes:
a receiving unit 1701, configured to receive a live broadcast request of a target game play in at least one candidate game play sent by a first terminal, where a first group member corresponding to the first terminal is in a target group, the at least one candidate game play is a game play that is available for live broadcast and is participated by other group members in the target group except for a first group member, and the other group members include group members that do not establish a friend relationship with the first group member;
a generating unit 1702, configured to generate a live video of the target game play based on the live request of the target game play;
and the issuing unit 1703 is configured to issue the live video of the target game match to a terminal corresponding to a target group member, where the terminal corresponding to the target group member is configured to play the live video of the target game match on an interactive interface of a target virtual room, the target group member is a group member in the target virtual room in the target group, and the target group member includes a first group member.
In one possible implementation, the live request for the target game play includes identification information of the target game play; referring to fig. 18, a generating unit 1702 includes:
a login subunit 17021, configured to log in a virtual game client in the target server, where the virtual game client is a game client corresponding to a target game match deployed in the target server;
a calling subunit 17022, configured to call, based on the identification information of the target game match, a spectator system in the virtual game client to enter the target game match from a spectator view angle;
and a recording subunit 17023, configured to record the target game match to obtain a live video of the target game match.
In a possible implementation manner, a login subunit 17021, configured to log in a virtual game client in a target server by using pre-stored first account information; or sending an account information acquisition request to the first terminal, receiving login account information sent by the first terminal, responding to the verification of the login account information, and logging in the virtual game client in the target server by using the login account information; or logging in a virtual target client in the target server by using pre-stored second account information, pulling up the virtual game client in the virtual target client, and logging in the virtual game client by using account information matched with the second account information.
In a possible implementation manner, the issuing unit 1703 is configured to push a live video of a target game match to a live server, and the live server issues the live video of the target game match to a terminal corresponding to a target group member.
In an embodiment of the application, the live game play comprises a game play participated by a group member which does not establish a friend relationship with the first group member. That is to say, the embodiment of the application can live game matches participated by group members who do not establish friend relationships with the first group member, the live game matches are abundant, and the live game matches have strong live flexibility. In addition, the live video of the game match is generated by the target server, the terminal equipment is not relied on, and the quality of the live video is better.
It should be noted that, when the apparatus provided in the foregoing embodiment implements the functions thereof, only the division of the functional modules is illustrated, and in practical applications, the functions may be distributed by different functional modules according to needs, that is, the internal structure of the apparatus may be divided into different functional modules to implement all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and specific implementation processes thereof are described in detail in the method embodiments, which are not described herein again.
Fig. 19 is a schematic structural diagram of a terminal according to an embodiment of the present application. The terminal may refer to the first terminal mentioned in the above embodiment, or may refer to a terminal corresponding to another group member except the first group member in the target group mentioned in the above embodiment. Illustratively, the terminal may be: a smartphone, a tablet, a laptop, or a desktop computer. A terminal may also be referred to by other names such as user equipment, portable terminal, laptop terminal, desktop terminal, etc.
Generally, a terminal includes: a processor 1901 and a memory 1902.
The processor 1901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so forth. The processor 1901 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 1901 may also include a main processor and a coprocessor, where the main processor is a processor for Processing data in an awake state, and is also called a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1901 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed by the display screen. In some embodiments, the processor 1901 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
The memory 1902 may include one or more computer-readable storage media, which may be non-transitory. The memory 1902 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1902 is used to store at least one instruction for execution by processor 1901 to implement a live method of game play provided by method embodiments herein.
In some embodiments, the terminal may further include: a peripheral interface 1903 and at least one peripheral. The processor 1901, memory 1902, and peripheral interface 1903 may be connected by bus or signal lines. Various peripheral devices may be connected to peripheral interface 1903 via a bus, signal line, or circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1904, a display screen 1905, a camera assembly 1906, an audio circuit 1907, a positioning assembly 1908, and a power supply 1909.
The peripheral interface 1903 may be used to connect at least one peripheral associated with an I/O (Input/Output) to the processor 1901 and the memory 1902. In some embodiments, the processor 1901, memory 1902, and peripherals interface 1903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1901, the memory 1902, and the peripheral interface 1903 may be implemented on separate chips or circuit boards, which is not limited in this embodiment.
The Radio Frequency circuit 1904 is used for receiving and transmitting RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuit 1904 communicates with a communication network and other communication devices via electromagnetic signals. The rf circuit 1904 converts an electrical signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. The radio frequency circuitry 1904 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: metropolitan area networks, various generation mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 1904 may further include NFC (Near Field Communication) related circuits, which are not limited in this application.
The display screen 1905 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display screen 1905 is a touch display screen, the display screen 1905 also has the ability to capture touch signals on or above the surface of the display screen 1905. The touch signal may be input to the processor 1901 as a control signal for processing. At this point, the display 1905 may also be used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, the display 1905 may be one, disposed on a front panel of the terminal; in other embodiments, the display 1905 may be at least two, respectively disposed on different surfaces of the terminal or in a folded design; in other embodiments, the display 1905 may be a flexible display disposed on a curved surface or on a folded surface of the terminal. Even more, the display 1905 may be arranged in a non-rectangular irregular figure, i.e., a shaped screen. The Display 1905 may be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), or the like.
The camera assembly 1906 is used to capture images or video. Optionally, camera assembly 1906 includes a front camera and a rear camera. Generally, a front camera is disposed at a front panel of the terminal, and a rear camera is disposed at a rear surface of the terminal. In some embodiments, the number of the rear cameras is at least two, and each rear camera is any one of a main camera, a depth-of-field camera, a wide-angle camera and a telephoto camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize panoramic shooting and VR (Virtual Reality) shooting functions or other fusion shooting functions. In some embodiments, camera head assembly 1906 may also include a flash. The flash lamp can be a monochrome temperature flash lamp or a bicolor temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp, and can be used for light compensation at different color temperatures.
The audio circuitry 1907 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals into the processor 1901 for processing, or inputting the electric signals into the radio frequency circuit 1904 for realizing voice communication. For the purpose of stereo sound collection or noise reduction, a plurality of microphones can be arranged at different parts of the terminal respectively. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is used to convert electrical signals from the processor 1901 or the radio frequency circuitry 1904 into sound waves. The loudspeaker can be a traditional film loudspeaker and can also be a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, the audio circuitry 1907 may also include a headphone jack.
The positioning component 1908 is used for positioning the current geographic Location of the terminal to implement navigation or LBS (Location Based Service).
A power supply 1909 is used to supply power to the various components in the terminal. The power source 1909 can be alternating current, direct current, disposable batteries, or rechargeable batteries. When power supply 1909 includes a rechargeable battery, the rechargeable battery may support wired or wireless charging. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, the terminal also includes one or more sensors 1910. The one or more sensors 1910 include, but are not limited to: acceleration sensor 1911, gyro sensor 1912, pressure sensor 1913, fingerprint sensor 1914, optical sensor 1915, and proximity sensor 1916.
The acceleration sensor 1911 can detect the magnitude of acceleration on three coordinate axes of a coordinate system established with the terminal. For example, the acceleration sensor 1911 may be used to detect components of the gravitational acceleration in three coordinate axes. The processor 1901 may control the display screen 1905 to display a user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1911. The acceleration sensor 1911 may also be used for acquisition of motion data of a game or a user.
The gyro sensor 1912 may detect a body direction and a rotation angle of the terminal, and the gyro sensor 1912 may cooperate with the acceleration sensor 1911 to acquire a 3D motion of the user with respect to the terminal. From the data collected by the gyro sensor 1912, the processor 1901 may implement the following functions: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization while shooting, game control, and inertial navigation.
Pressure sensor 1913 may be disposed on a side bezel of the terminal and/or underlying display 1905. When the pressure sensor 1913 is disposed on the side frame of the terminal, a user's holding signal to the terminal may be detected, and the processor 1901 may perform left-right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 1913. When the pressure sensor 1913 is disposed at a lower layer of the display 1905, the processor 1901 controls the operability control on the UI interface according to the pressure operation of the user on the display 1905. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.
The fingerprint sensor 1914 is configured to collect a fingerprint of the user, and the processor 1901 identifies the user according to the fingerprint collected by the fingerprint sensor 1914, or the fingerprint sensor 1914 identifies the user according to the collected fingerprint. Upon identifying that the user's identity is a trusted identity, the processor 1901 authorizes the user to perform relevant sensitive operations including unlocking a screen, viewing encrypted information, downloading software, paying for, and changing settings, etc. The fingerprint sensor 1914 may be disposed on the front, back, or side of the terminal. When a physical key or vendor Logo is provided on the terminal, the fingerprint sensor 1914 may be integrated with the physical key or vendor Logo.
The optical sensor 1915 is used to collect the ambient light intensity. In one embodiment, the processor 1901 may control the display brightness of the display screen 1905 based on the ambient light intensity collected by the optical sensor 1915. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1905 is increased; when the ambient light intensity is low, the display brightness of the display screen 1905 is adjusted down. In another embodiment, the processor 1901 may also dynamically adjust the shooting parameters of the camera head 1906 according to the intensity of the ambient light collected by the optical sensor 1915.
A proximity sensor 1916, also known as a distance sensor, is typically provided on the front panel of the terminal. The proximity sensor 1916 is used to collect the distance between the user and the front face of the terminal. In one embodiment, when the proximity sensor 1916 detects that the distance between the user and the front surface of the terminal gradually decreases, the processor 1901 controls the display 1905 to switch from the bright screen state to the dark screen state; when the proximity sensor 1916 detects that the distance between the user and the front surface of the terminal gradually becomes larger, the display 1905 is controlled by the processor 1901 to switch from the breath-screen state to the bright-screen state.
Those skilled in the art will appreciate that the configuration shown in fig. 19 is not limiting of the terminal, and may include more or fewer components than shown, or some components may be combined, or a different arrangement of components may be used.
Fig. 20 is a schematic structural diagram of a server provided in an embodiment of the present application, where the server may refer to a target server mentioned in the foregoing embodiment, or may refer to a first server mentioned in the foregoing embodiment, and the like. The server may have a relatively large difference due to different configurations or performances, and may include one or more processors (CPUs) 2001 and one or more memories 2002, where the one or more memories 2002 store at least one computer program, and the at least one computer program is loaded and executed by the one or more processors 2001, so as to implement the live game-to-game method provided by the above-mentioned method embodiments. Of course, the server may also have components such as a wired or wireless network interface, a keyboard, and an input/output interface, so as to perform input/output, and the server may also include other components for implementing the functions of the device, which are not described herein again.
In an exemplary embodiment, a computer device is also provided, the computer device comprising a processor and a memory, the memory having at least one computer program stored therein. The at least one computer program is loaded and executed by one or more processors to implement any of the above-described live methods of game-to-game play.
In an exemplary embodiment, there is also provided a computer-readable storage medium having at least one computer program stored therein, the at least one computer program being loaded and executed by a processor of a computer device to implement any of the live methods of game play described above.
In one possible implementation, the computer-readable storage medium may be a Read-Only Memory (ROM), a Random Access Memory (RAM), a Compact Disc Read-Only Memory (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, and the like.
In an exemplary embodiment, a computer program product or computer program is also provided, the computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to cause the computer device to execute any one of the above-mentioned live methods of game-to-game.
It is noted that the terms first, second and the like in the description and in the claims of the present application are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the application described herein are capable of operation in sequences other than those illustrated or described herein. The implementations described in the above exemplary embodiments do not represent all implementations consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
It should be understood that reference to "a plurality" herein means two or more. "and/or" describes the association relationship of the associated objects, meaning that there may be three relationships, e.g., a and/or B, which may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship.
The above description is only exemplary of the application and should not be taken as limiting the application, and any modifications, equivalents, improvements and the like that are made within the spirit and principle of the application should be included in the protection scope of the application.

Claims (17)

1. A live broadcast method for game match is characterized in that the method is applied to a first terminal, a first group member corresponding to the first terminal is in a target group, and group members in the target group interact in a target virtual room; the method comprises the following steps:
displaying a live broadcast control of at least one candidate game play on an interactive interface of the target virtual room, wherein the at least one candidate game play is a game play which can be live broadcast and is participated by other group members except the first group member in the target group, and the other group members comprise group members which do not establish a friend relationship with the first group member;
responding to a trigger instruction of a live control of a target game play in the at least one candidate game play, sending a live broadcast request of the target game play to a target server, wherein the target server is used for generating a live broadcast video of the target game play based on the live broadcast request of the target game play, and sending the live broadcast video of the target game play to a terminal corresponding to a target group member, the target group member is a group member in the target group and located in the target virtual room, the target group member comprises the first group member and other group members except the first group member, and the terminal corresponding to the target group member is used for playing the live broadcast video of the target game play on an interactive interface of the target virtual room;
playing a live video of the target game play on an interactive interface of the target virtual room;
the method further comprises at least one of:
displaying an initiating entry of game play on the interactive interface; responding to a trigger instruction of an initiating entry of the game play, and displaying a game play initiating page; sending the initiating information of the first game match filled in the game match initiating page to a first server; displaying the team cards of the first game match created and sent by the first server on the interactive interface;
displaying at least one team card to be added to the game play on the interactive interface, wherein an adding control is displayed on any team card to be added to the game play, and the game play to be added is a game play initiated by other group members which are not added to the first group member and are not opened; sending a request for joining a second game pair to the first server in response to a triggering instruction of a joining control on a team card of the second game pair to be joined in the game pairs; and in response to receiving the verification passing response returned by the first server, displaying the target identification information of the first swarm member in the team card of the second game pair.
2. The method of claim 1, wherein a start control is displayed on a team card of the first game pair; the method further comprises the following steps:
responding to a triggering instruction of a starting control on a team playing card of the first game pair, jumping to a first game client corresponding to the first game pair, and displaying a game pair picture of the first game pair in the first game client.
3. The method of claim 1, wherein the request to join the second game session includes target identification information of the first swarm member, and wherein the first server is configured to return a verification pass response to the first terminal in response to the verification of the target identification information of the first swarm member.
4. The method according to any one of claims 1-3, further comprising:
displaying a first card sharing control on a team card of a reference game play, which displays target identification information of the first team member, and displaying the team card of the reference game play on a play interaction page of an interaction interface of the target virtual room;
responding to a trigger instruction of a first card sharing control on the team card of the reference game play, and displaying sharing information of the team card of the reference game play on a communication interaction page of an interaction interface of the target virtual room.
5. The method according to any one of claims 1-3, further comprising:
displaying a second card sharing control on a team card of the reference game match on which the target identification information of the first team member is displayed;
responding to a triggering instruction of a second card sharing control on a team card of the game play reference, and displaying a sharing path selection page, wherein the sharing path selection page is used for displaying at least one available sharing path;
responding to a selected instruction of a target sharing path in the at least one sharing path, and displaying a sharing position selection page corresponding to the target sharing path, wherein the sharing position selection page is used for displaying at least one available sharing position;
responding to a selection instruction of a target sharing position in the at least one sharing position, and displaying sharing information of the team cards of the reference game pair at the target sharing position.
6. The method of any of claims 1-3, wherein after playing the live video of the target game play on the interactive interface of the target virtual room, the method further comprises:
and responding to the end of the target game play, and displaying a play result of the target game play on an interactive interface of the target virtual room.
7. The method of any of claims 1-3, wherein prior to displaying the live controls of the at least one candidate game play on the interactive interface of the target virtual room, the method further comprises:
and sending a request for joining the target group to a first server, wherein the first server is used for responding to the verification of the request for joining the target group and joining the first group member into the target group.
8. A method as recited in any of claims 1-3, wherein after sending the target game-to-game live request to a target server, the method further comprises:
receiving an account information acquisition request sent by the target server;
displaying an account information filling page based on the account information acquisition request;
and obtaining login account information filled in the account information filling page, and sending the login account information to the target server.
9. A game-to-game live broadcasting method is applied to a target server and comprises the following steps:
receiving a live broadcast request of a target game play in at least one candidate game play sent by a first terminal, wherein a first group member corresponding to the first terminal is in a target group, the at least one candidate game play is a live broadcast game play participated by other group members except the first group member in the target group, and the other group members comprise group members which do not establish a friend relationship with the first group member;
generating a live video of the target game play based on the live request of the target game play;
sending the live video of the target game match to a terminal corresponding to a target group member, wherein the terminal corresponding to the target group member is used for playing the live video of the target game match on an interactive interface of a target virtual room, the target group member is a group member in the target virtual room in the target group, and the target group member comprises the first group member and other group members except the first group member;
the first terminal is further configured to perform at least one of:
displaying an initiating entry of game play on the interactive interface; responding to a trigger instruction of an initiating entry of the game play, and displaying a game play initiating page; sending the initiating information of the first game match filled in the game match initiating page to a first server; displaying a team card of the first game match created and sent by the first server on the interactive interface;
displaying at least one team card to be added to the game play on the interactive interface, wherein an adding control is displayed on any team card to be added to the game play, and the game play to be added is a game play initiated by other group members which are not added to the first group member and are not opened; sending a request for joining a second game pair to the first server in response to a triggering instruction of a joining control on a team card of the second game pair to be joined in the game pairs; and in response to receiving the verification passing response returned by the first server, displaying the target identification information of the first swarm member in the team card of the second game pair.
10. The method of claim 9, wherein the live request for a target game play comprises identification information of the target game play; the generating of the live video of the target game play based on the live request of the target game play comprises:
logging in a virtual game client in the target server, wherein the virtual game client is a game client corresponding to the target game match deployed in the target server;
calling a spectator system in the virtual game client based on the identification information of the target game play to enter the target game play at a spectator view angle;
and recording the target game match to obtain a live video of the target game match.
11. The method of claim 10, wherein said logging into the virtual game client in the target server comprises:
logging in a virtual game client in the target server by utilizing prestored first account information; alternatively, the first and second electrodes may be,
sending an account information acquisition request to the first terminal, receiving login account information sent by the first terminal, responding to the verification of the login account information, and logging in a virtual game client in the target server by using the login account information; alternatively, the first and second electrodes may be,
and logging in a virtual target client in the target server by utilizing prestored second account information, pulling up the virtual game client in the virtual target client, and logging in the virtual game client by utilizing account information matched with the second account information.
12. The method according to any one of claims 9 to 11, wherein the step of sending the live video of the target game match to a terminal corresponding to a target group member comprises:
and pushing the live video of the target game match to a live broadcast server, and sending the live video of the target game match to a terminal corresponding to the target group member by the live broadcast server.
13. A live broadcast device for game match is characterized in that the device is applied to a first terminal, a first group member corresponding to the first terminal is in a target group, and group members in the target group interact in a target virtual room; the device comprises:
a display unit, configured to display a live broadcast control of at least one candidate game play on an interactive interface of the target virtual room, where the at least one candidate game play is a live broadcast game play participated in by other group members in the target group except the first group member, and the other group members include group members that do not establish a friend relationship with the first group member;
a sending unit, configured to send a live broadcast request of a target game play in the at least one candidate game play to a target server in response to a trigger instruction of a live broadcast control of the target game play in the at least one candidate game play, where the target server is configured to generate a live broadcast video of the target game play based on the live broadcast request of the target game play, and send the live broadcast video of the target game play to a terminal corresponding to a target group member, where the target group member is a group member in the target group in the target virtual room, the target group member includes the first group member and other group members except the first group member, and the terminal corresponding to the target group member is configured to play the live broadcast video of the target game play on an interactive interface in the target virtual room;
the playing unit is used for playing the live video of the target game match on the interactive interface of the target virtual room;
the display unit is also used for displaying an initiating entrance of game play on the interactive interface; responding to a trigger instruction of an initiating entry of the game play, and displaying a game play initiating page; the sending unit is further configured to send the initiation information of the first game match filled in the game match initiation page to a first server; the display unit is further used for displaying a team card of the first game match created and sent by the first server on the interactive interface; and/or the presence of a gas in the atmosphere,
the display unit is further configured to display at least one team card to be added to the game play on the interactive interface, wherein an adding control is displayed on any team card to be added to the game play, and the game play to be added is a game play initiated by other group members that are not added to the first group member and are not opened; the sending unit is further configured to send a request for joining a second game play to the first server in response to a trigger instruction of a joining control on a team card of the second game play to be joined in the at least one game play; the display unit is further configured to display the target identification information of the first swarm member in the team playing card of the second game match in response to receiving the verification passing response returned by the first server.
14. A live device for game play, the device being applied to a target server, the device comprising:
a receiving unit, configured to receive a live broadcast request of a target game play in at least one candidate game play sent by a first terminal, where a first group member corresponding to the first terminal is in a target group, the at least one candidate game play is a game play in the target group, where the game play is available for live broadcast and participates in other group members except for the first group member, and the other group members include group members that do not establish a friend relationship with the first group member;
the generating unit is used for generating a live video of the target game play based on the live request of the target game play;
the issuing unit is used for issuing the live video of the target game match-up to a terminal corresponding to a target group member, the terminal corresponding to the target group member is used for playing the live video of the target game match-up on an interactive interface of a target virtual room, the target group member is a group member in the target virtual room in the target group, and the target group member comprises the first group member and other group members except the first group member;
the first terminal is further configured to perform at least one of:
displaying an initiating entry of game play on the interactive interface; responding to a trigger instruction of an initiating entry of the game play, and displaying a game play initiating page; sending the initiating information of the first game match filled in the game match initiating page to a first server; displaying the team cards of the first game match created and sent by the first server on the interactive interface;
displaying at least one team card to be added to the game play on the interactive interface, wherein an adding control is displayed on any team card to be added to the game play, and the game play to be added is a game play initiated by other group members which are not added to the first group member and are not opened; sending a request for joining a second game pair to the first server in response to a triggering instruction of a joining control on a team card of the second game pair to be joined in the game pairs; and in response to receiving the verification passing response returned by the first server, displaying the target identification information of the first swarm member in the team card of the second game pair.
15. A computer device comprising a processor and a memory, the memory having stored therein at least one computer program, the at least one computer program being loaded and executed by the processor to implement the live method of game play according to any one of claims 1 to 8 or the live method of game play according to any one of claims 9 to 12.
16. A computer-readable storage medium, having stored therein at least one computer program, which is loaded and executed by a processor, to implement the live method of game play according to any one of claims 1 to 8, or the live method of game play according to any one of claims 9 to 12.
17. A computer program product, characterized in that it comprises computer instructions stored in a computer-readable storage medium, which computer instructions are read from by a processor of a computer device, the processor executing the computer instructions, causing the computer device to perform the live method of game play according to any one of claims 1 to 8, or the live method of game play according to any one of claims 9 to 12.
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