CN117221615A - Live interaction method, device, equipment and storage medium - Google Patents

Live interaction method, device, equipment and storage medium Download PDF

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Publication number
CN117221615A
CN117221615A CN202311210638.3A CN202311210638A CN117221615A CN 117221615 A CN117221615 A CN 117221615A CN 202311210638 A CN202311210638 A CN 202311210638A CN 117221615 A CN117221615 A CN 117221615A
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China
Prior art keywords
game
user terminal
anchor
terminal
server
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CN202311210638.3A
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Chinese (zh)
Inventor
罗子雄
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Beijing Sosi Information Technology Co ltd
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Beijing Sosi Information Technology Co ltd
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Publication of CN117221615A publication Critical patent/CN117221615A/en
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Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/21Server components or server architectures
    • H04N21/218Source of audio or video content, e.g. local disk arrays
    • H04N21/2187Live feed
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • 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
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • 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
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/472End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification, for manipulating displayed content
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
    • 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)
  • Signal Processing (AREA)
  • Databases & Information Systems (AREA)
  • Human Computer Interaction (AREA)
  • General Engineering & Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The application discloses a live interaction method, a live interaction device, live interaction equipment and a storage medium. The live interaction method is applied to a live server and comprises the following steps: acquiring a game request of joining a main play sent by a first user terminal, wherein the game request of joining the main play comprises a user terminal identifier, a virtual interactive room identifier and a game identifier; analyzing a game request of joining a main broadcasting sent by the first user terminal, and forwarding the game request of joining the main broadcasting to the main broadcasting terminal; and acquiring a request feedback of joining the anchor terminal to the anchor game, and instructing to run a user terminal game corresponding to the anchor terminal game and transmitting a real-time picture and/or sound of the user terminal game to the first user terminal according to the request feedback of the anchor game and the anchor game type. According to the live broadcast server, the live broadcast content is processed and distributed uniformly according to the type of the live broadcast game and the type of the user terminal, so that the interactivity between a live broadcast audience and the live broadcast is enhanced, and the user experience is improved.

Description

Live interaction method, device, equipment and storage medium
Technical Field
The embodiment of the application relates to the technical field of network live broadcasting, in particular to a live broadcasting interaction method, device, equipment and storage medium.
Background
With the development of internet technology, network virtual interactive rooms attract more and more users due to the characteristics of novelty, real-time performance, interactivity and the like.
While live gaming has evolved rapidly in recent years as a mainstream form of live webcasting. At present, in the live game process, a game is played by a host, a user watches the game by the host, the interaction mode of the host and the user is single, the interactivity is still to be improved, and the user experience of the host and the user is affected.
Therefore, in view of the problems existing in the prior art, improvements are needed.
Disclosure of Invention
The application provides a live interaction method, a live interaction device, live interaction equipment and a storage medium, which are used for providing a new mode of game live interaction and improving user experience of a host and a user.
In a first aspect, an embodiment of the present application provides a live interaction method, applied to a live server, where the method includes:
acquiring a game request of joining a main play sent by a first user terminal, wherein the game request of joining the main play comprises a user terminal identifier, a virtual interactive room identifier and a game identifier;
analyzing the game request of joining the main broadcasting sent by the first user terminal, and forwarding the game request of joining the main broadcasting to the main broadcasting terminal;
And acquiring a request feedback of joining the anchor terminal to the anchor game, and instructing to run a user terminal game corresponding to the anchor terminal game and transmitting a real-time picture and/or sound of the user terminal game to a first user terminal according to the request feedback of the anchor game and the anchor game type.
Further, the instruction runs a user terminal game corresponding to the hosting terminal game and sends the real-time picture and/or sound of the user terminal game to the first user terminal, which specifically includes:
when the anchor terminal agrees that the user terminal joins an anchor game and the anchor game is a cloud game:
generating cloud game information according to the game joining request sent by the first user terminal, and sending the cloud game information to a cloud game server;
instructing the cloud game server to run a user terminal game corresponding to a hosting terminal game according to the cloud game information;
and the cloud game server is instructed to send the real-time game picture and/or sound of the user terminal to a first user terminal.
Further, the method further comprises:
the live broadcast server acquires a cloud game server picture and/or sound in a current live broadcast state;
The live broadcast server acquires a picture and/or sound of a main broadcast terminal in a current live broadcast state;
the live server displays and/or sounds to the cloud game server,
and/or
Mixing the picture and/or sound of the anchor terminal to generate a live broadcast distribution picture and/or sound;
and the live broadcast server distributes the live broadcast distribution picture and/or sound to a second user terminal.
Further, the cloud game server picture in the current live broadcast state acquired by the live broadcast server is a low-frame-rate picture subjected to frame extraction and compression processing.
Further, the method further comprises:
and (3) optimizing the cloud game server sound and the anchor terminal sound obtained by the live broadcast server in the current live broadcast state through a sound mixing and noise reduction algorithm.
Further, the method further comprises:
and the live broadcast server distributes the acquired cloud game server picture in the current live broadcast state to a third user terminal, wherein the cloud game server picture in the current live broadcast state is an originally rendered high-frame-rate picture.
Further, the method further comprises:
when the first user terminal is not matched with the game played by the host, the cloud game server is instructed to send the reference data generated by the operation simulator corresponding to the game played by the host to the first user terminal, so that the first user terminal generates the operation simulator according to the reference data, and the operation simulator is used for converting game operation signals between the first user terminal and the cloud game server.
Further, the instruction runs a user terminal game corresponding to the hosting terminal game and transmits the user terminal game real-time picture and/or sound to the first user terminal, and further includes:
when the anchor terminal agrees that the user terminal joins an anchor game and the anchor game is a stand-alone game:
accessing the first user terminal as a secondary input device of the anchor terminal into the anchor terminal;
and acquiring real-time pictures and/or sounds of the anchor terminal game, and sending the real-time pictures and/or sounds to the first user terminal.
Further, the method further comprises:
and when the first user terminal is not matched with the main play game, sending the generated reference data of the operation simulator corresponding to the main play game to the first user terminal, so that the first user terminal generates the operation simulator according to the reference data, and converting game operation signals between the first user terminal and the main play terminal.
Further, the method further comprises:
receiving an open join-anchor game authority message sent by an anchor terminal, wherein the open join-anchor game authority message comprises a virtual interactive room identifier and a game identifier;
And sending the start joining-in-main-play game permission message to a first user terminal, and analyzing the start joining-in-main-play game permission message to obtain a virtual interactive room identifier and a game identifier.
In a second aspect, an embodiment of the present application provides a live interaction method, where the method includes:
the first user terminal receives the information of starting the game permission to join the main broadcasting sent by the live broadcasting server, and analyzes the information to obtain a virtual interactive room identifier and a game identifier;
the first user terminal sends a request for joining a main play game to the live broadcast server, wherein the request for joining the main play game comprises a user terminal identifier, a virtual interaction room identifier and a game identifier;
the first user terminal receives real-time pictures and/or sounds of a user terminal game corresponding to a main play terminal game, which are instructed to run by the live broadcast server.
Further, the first user terminal sends a game control instruction to interact with the user terminal game corresponding to the anchor terminal game.
Further, when the anchor terminal agrees that the first user terminal joins an anchor game, and the anchor game is a cloud game:
and receiving the real-time picture and/or sound of the user terminal game sent by the cloud game server.
Further, when the first user terminal is not matched with the anchor game, receiving reference data which is sent by a live broadcast server and corresponds to an anchor game and is sent by the cloud game server by an anchor game simulator, so as to generate an operation simulator;
and the first user terminal sends a game control instruction to interact with the cloud game.
Further, when the anchor terminal agrees that the first user terminal joins an anchor game and the anchor game is a stand-alone game:
the auxiliary input device serving as the anchor terminal is accessed to the anchor terminal;
and receiving real-time pictures and/or sound of the anchor terminal game sent by the live broadcast server.
Further, when the first user terminal is not matched with the anchor game, generating reference data of an anchor game corresponding operation simulator sent by a live broadcast server instruction is received, so that the operation simulator is generated;
and the first user terminal sends a game control instruction and interacts with the stand-alone game.
In a third aspect, an embodiment of the present application further provides a live interaction device, including:
the system comprises an acquisition module, a processing module and a processing module, wherein the acquisition module is used for acquiring a game request of joining a main play sent by a first user terminal, and the game request of joining the main play comprises a user terminal identifier, a virtual interaction room identifier and a game identifier;
The method is also used for acquiring feedback of a game request of joining a host player of the host player terminal;
the analysis module is used for analyzing the game request of joining the host player sent by the first user terminal;
the sending module is used for forwarding the game request of joining the anchor to the anchor terminal;
and the generation module is used for instructing to run the user terminal game corresponding to the main play terminal game according to the main play request feedback and the main play type and transmitting the real-time picture and/or sound of the user terminal game to the first user terminal.
Further, when the anchor terminal agrees that the first user terminal joins an anchor game, and the anchor game is a cloud game:
the generation module is also used for generating cloud game information according to the game request of joining the host player sent by the first user terminal;
the sending module is further configured to send cloud game information to a cloud game server, instruct the cloud game server to play a user terminal game corresponding to a hosting terminal game according to the cloud game information, and instruct the cloud game server to send real-time pictures and/or sounds of the user terminal game to the first user terminal.
Further, the acquisition module is also used for,
Acquiring a cloud game server picture and/or sound in a current live broadcast state;
acquiring a picture and/or sound of a main broadcasting terminal in a current live broadcasting state;
the generation module is further configured to generate, for the cloud game server frame and/or sound,
and/or
Mixing the picture and/or sound of the anchor terminal to generate a live broadcast distribution picture and/or sound;
the sending module is further used for distributing the live broadcast distribution picture and/or sound to a second user terminal.
Further, the cloud game server picture in the current live broadcast state acquired by the acquisition module is a low-frame-rate picture subjected to frame extraction and compression processing.
Further, the generating module is further configured to perform optimization processing on cloud game server sound and/or anchor terminal sound obtained by the live broadcast server in a current live broadcast state through a mixing noise reduction algorithm.
Further, when the first user terminal does not match the anchor game, the transmitting module is further configured to,
the cloud game server is instructed to send generation reference data of an operation simulator corresponding to a host game to the first user terminal, so that the first user terminal generates the operation simulator according to the reference data, and the operation simulator is used for converting game operation signals between the first user terminal and the cloud game server.
Further, when the anchor terminal agrees that the first user terminal joins an anchor game and the anchor game is a stand-alone game:
the sending module is also used for accessing the first user terminal as a secondary input device of the anchor terminal into the anchor terminal;
the acquisition module is also used for acquiring real-time pictures and/or sounds of the anchor terminal game;
the sending module is further configured to send a real-time picture and/or sound of the anchor terminal game to the first user terminal.
Further, when the first user terminal is not matched with the anchor game, the sending module is further configured to send, to the first user terminal, generation reference data of an anchor game corresponding operation simulator, so that the first user terminal generates the operation simulator according to the reference data, and is configured to convert a game operation signal between the first user terminal and the anchor terminal.
Further, the acquisition module is further used for acquiring an open join-anchor game authority message sent by the anchor terminal, wherein the open anchor game authority message comprises a virtual interactive room identifier and a game identifier;
The sending module is further used for sending the message for starting to join the anchor game authority to the first user terminal;
the analysis module is also used for analyzing the message for starting the game authority to join the host to obtain the virtual interactive room identification and the game identification.
In a fourth aspect, an embodiment of the present application provides a live interaction device, including:
the receiving module is used for receiving the information of starting the game permission to join the main broadcasting sent by the live broadcasting server and analyzing to obtain a virtual interactive room identifier and a game identifier;
the sending module is used for sending a request for joining in a main play game to the live broadcast server, wherein the request for joining in the main play game comprises a user terminal identifier, a virtual interaction room identifier and a game identifier;
the receiving module is also used for receiving real-time pictures and/or sounds of the user terminal game which are instructed to run by the live broadcast server and correspond to the hosting terminal game.
In a fifth aspect, an embodiment of the present application further provides a live interaction device, including:
the receiving module is used for receiving cloud game information;
the analysis module is used for analyzing the cloud game information and acquiring a virtual interaction room identifier, a user terminal identifier and a game identifier;
The starting module is used for starting the game according to the game identifier and adding the user terminal into the anchor game;
and the sending module is used for sending the game content of the anchor.
Further, the receiving module is further configured to receive a game control instruction.
In a sixth aspect, an embodiment of the present application further provides an electronic device, including:
one or more processors;
storage means for storing one or more programs,
the one or more programs, when executed by the one or more processors, cause the one or more processors to implement the methods described above.
In a seventh aspect, embodiments of the present application also provide a computer readable storage medium having stored thereon a computer program which when executed by a processor implements the above-described method.
According to the embodiment of the application, through the technical scheme, a new mode of live game interaction is provided, so that a user can play a game with a host player through simpler flow and fewer devices on the premise of not needing special environment limitation, and the interaction experience of the user and the host player is improved. Through the live broadcast server, the live broadcast content is processed and distributed uniformly according to the type of the live broadcast game and the type of the user terminal, so that the interactivity between the live broadcast audience and the live broadcast is enhanced, and the user experience is improved.
Drawings
Fig. 1 is a flowchart of a live interaction method provided in an embodiment of the present application;
FIG. 2 is a flowchart of another live interaction method according to an embodiment of the present application;
FIG. 3 is a flowchart of another live interaction method according to an embodiment of the present application;
FIG. 4 is a flowchart of yet another live interaction method according to an embodiment of the present application;
FIG. 5 is a flowchart of yet another live interaction method according to an embodiment of the present application;
fig. 6 is a schematic structural diagram of a live interaction system according to an embodiment of the present application;
fig. 6 (a) is a schematic diagram of a live broadcast server and cloud game server architecture of a live broadcast interaction system according to an embodiment of the present application;
fig. 7 is a schematic structural diagram of a live interaction device according to an embodiment of the present application;
fig. 8 is a schematic structural diagram of another live interaction device according to an embodiment of the present application;
fig. 9 is a schematic structural diagram of still another live interaction device according to an embodiment of the present application;
fig. 10 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
The application is described in further detail below with reference to the drawings and examples. It is to be understood that the specific embodiments described herein are merely illustrative of the application and are not limiting thereof. It should be further noted that, for convenience of description, only some, but not all of the structures related to the present application are shown in the drawings.
Before discussing exemplary embodiments in more detail, it should be mentioned that some exemplary embodiments are described as processes or methods depicted as flowcharts. Although a flowchart depicts steps as a sequential process, many of the steps may be implemented in parallel, concurrently, or with other steps. Furthermore, the order of the steps may be rearranged. The process may be terminated when its operations are completed, but may have additional steps not included in the figures. The processes may correspond to methods, functions, procedures, subroutines, and the like.
The game operation instruction referred to in this specification is an operation instruction in a game, for example, a user sends an instruction into the game through a keyboard mouse to realize actions such as walking of a game character, attack, etc., to realize an influence on the progress of the game.
Live broadcast in this specification is an internet live broadcast service running through a live broadcast server, and includes that a signal acquisition device acquires a main broadcast picture import platform, uploads the main broadcast picture import platform to the server through a network, and publishes the main broadcast picture import platform to a user terminal for users to watch.
The virtual interactive room mentioned in the present specification is a virtual space (such as a live broadcast room, a main broadcast room, etc.) provided for users to exchange real-time synchronous update information on a network, and can implement different functions such as live broadcast, online chat, etc.
References to a game host or anchor in this specification refer to a live player or administrator that establishes, runs or manages a game; accordingly, a hosting terminal, a hosting room, etc. refers to a terminal, a room, etc. where a game host is located in a virtual form.
A user referred to in this specification means a user who can receive and transmit virtual interactive contents online, such as "audience", "listener", and the like, and is not a "anchor" or a "homeowner", and the like.
The cloud game referred to in this specification refers to a game mode that runs by means of a cloud game server side.
The stand-alone game referred to in this specification refers to a game mode that is not run by means of a cloud game server side. In general, the stand-alone games mentioned in this specification may be run directly on the hosting terminal.
Fig. 6 is a schematic structural diagram of the live interaction system of the present application. The system may include a user terminal (including a first user terminal, a second user terminal, and a third user terminal), a anchor terminal, a live server, and a cloud game server.
Example 1
Fig. 1 is a flowchart of a live interaction method provided in an embodiment of the present application. The embodiment of the application can be suitable for the situation of game live interaction. The method can be implemented by a live interaction device (system), can be implemented by software and/or hardware, and is specifically configured in an electronic device, which can be a mobile terminal or a fixed terminal.
Referring to fig. 1, the live interaction method provided by the embodiment of the application is applied to a live server and includes:
s110, acquiring a game request of joining a main play sent by a first user terminal, wherein the game request of joining the main play comprises a user terminal identifier, a virtual interaction room identifier and a game identifier.
It can be understood that in the target game live broadcast process, the game host in the virtual interactive room can collect audio and video data through the host terminal such as a mobile phone, a computer and the like, and then send live broadcast data to the live broadcast server. At this time, a user who wants to watch live game can acquire live broadcast data of the virtual interactive room from the live broadcast server through a user terminal such as a mobile phone, a computer and the like for watching. The user terminal refers to a terminal held by a user watching live game, and the anchor terminal refers to a terminal held by a game anchor in a virtual interactive room.
In the live broadcasting process of the host, the host can choose to invite the users to play a game together, the host operates at the host terminal to start the 'play right to join the host' which allows the users to join the game, and after receiving the starting information, the live broadcasting server informs the users that the current host starts the 'play right to join the host'. After the user terminal makes a request for joining the game of the host, the user starts queuing, and the host selects the game by himself, so that the user can play the game together. The anchor can set up the mode to put forward the request of joining the anchor game by oneself, a mode is that users can apply after brushing the gift required, a mode is that no condition is set, users can apply by oneself. Other ways besides these two ways may be used. Depending on the game category, the host may also set the number of people playing together and select the people who want to play together among the queued users.
The above-mentioned request for joining the anchor game includes a virtual interactive room user terminal identifier, the virtual interactive room identifier is used for distinguishing the anchor room, the user terminal identifier is used for distinguishing the user terminal, the game identifier is used for distinguishing the game played by the anchor, thereby ensuring that the user terminal and the anchor terminal run the same game.
In this embodiment, the target game may be locally installed in the hosting terminal, and the game host may locally open the target game to play the live game, so that the game limitation of the live game library in the live server and the corresponding network limitation are not required. Of course, the target game may also be a game in a live game library.
The game states of the target game in the hosting terminal may include game states such as game non-start, game pause, in-game, single-player game, and multi-player game. In the live process of the target game, the host terminal can visually display the game state of the corresponding target game on the user terminal through the live server, for example, different display icons can be set in different game states, and different display special effects can be correspondingly set.
When a user in the user terminal wants to join the virtual interactive room game and interact with the host, a request for joining the host game can be initiated according to the game state of the target game. For example, when the game master does not set any common play condition and the game state of the target game is a multiplayer game, the user terminal may transmit a request to join the master game to the master terminal; when the game state of the target game is not the multiplayer game, the user terminal cannot send a request for joining in the hosting game to the hosting terminal.
The first user terminal in this embodiment refers to a player user terminal that joins a game of a host and performs game interaction with the host.
In this embodiment, the live broadcast server may be used as a hub for data transmission between the user terminal and the anchor terminal, to store and forward a request for joining in an anchor game initiated by the user terminal to the anchor terminal; and meanwhile, when the anchor terminal feeds back the game application adding result, the game application adding result sent by the anchor terminal to the user terminal can be stored and forwarded.
It can be appreciated that the live broadcast server serves as a dedicated data transmission hub, reducing the number of interactions between the user terminal and the anchor terminal and the number of protocol headers involved in receiving the data. For example, in some embodiments, there may be a case where a plurality of user terminals simultaneously send a join game request to a hosting terminal, at this time, the live broadcast server may receive the join game request, and after unifying and sorting the join game request, send a join game request to the hosting terminal.
S120, analyzing the game request of joining the anchor game sent by the first user terminal, and forwarding the game request of joining the anchor game to the anchor terminal.
The game request for joining the host may include user information (i.e., information carried by the user terminal identifier) and game information, or may include only user information, where the user information may be a user account number, a user avatar, or the like, the user terminal may provide the host with user information, and the game information may be specific content of a multiplayer game that the user proposes to play to the host, or the like, and if the game information is not included, the default user wishes to play the current game with the host.
S130, acquiring a request feedback of joining a main play game of the main play terminal, and instructing to run a user terminal game corresponding to the main play terminal game and transmitting a real-time picture and/or sound of the user terminal game to a first user terminal according to the request feedback of the main play game and the main play game type.
The anchor may choose to agree or reject the "join anchor game request" depending on the current game situation, and when agreeing, the anchor indicates that the anchor wants the user to join the target game, and when rejecting, the anchor indicates that the anchor does not want the user to join the target game. Meanwhile, the anchor terminal can observe information applied by the user, the information applied by the user is displayed on the anchor terminal in a user queuing mode, the anchor can freely select users who want to play together, and when the number of players is full, other users who are not directly refused by the anchor can be regarded as refusal by default. And the anchor terminal feeds back information whether the user terminal agrees to join the anchor game request to the live broadcast server. After receiving the feedback information, the live broadcast server instructs to run the user terminal game corresponding to the host terminal game according to the feedback result and the host game type, and sends the real-time picture and/or sound of the user terminal game to the first user terminal.
Here, the first user terminal may directly receive the hosting game content transmitted by the cloud game server.
Fig. 2 is a flowchart of another live interaction method according to an embodiment of the present application. As shown in fig. 2, when the anchor terminal agrees that the first user terminal joins an anchor game, and the anchor game is a cloud game:
s210, generating cloud game information according to the game joining request sent by the first user terminal, and sending the cloud game information to a cloud game server;
s220, instructing the cloud game server to run a user terminal game corresponding to a hosting terminal game according to the cloud game information;
s230, the cloud game server is instructed to send the user terminal game real-time picture and/or sound to a first user terminal.
And after receiving confirmation information that the host agrees to the user to join, the live broadcast server analyzes the virtual interactive room identification, the user terminal identification and the game identification. When the host terminal agrees that the user terminal joins the host game and the host game is a cloud game, cloud game information can be generated and sent to a cloud game server, and an independent game identifier can be directly sent to the cloud game server. In some embodiments, cloud game information is generated according to the virtual interactive room identifier, the audience terminal identifier and the game identifier, and according to system settings, cloud game information can also be generated according to the game identifier only, and the cloud game information is sent to a cloud game server. The application here depends on which way the server is to be chosen when it is built, so there are many ways. It will be appreciated that although the following embodiments use one of the ways described in the paragraphs, different ways may be used, i.e., sending a certain identifier or sending information to a cloud game server in combination with an identifier package.
It is considered that when playing live games, the user terminal is not generally provided with a corresponding target game, because the live games initiated by the host have a certain randomness. Thus, the cloud game server may implement a live game interaction by launching the same game as the hosting terminal.
The cloud game server can communicate with the live broadcast server and trust each other, so that live broadcast interaction between the user and the host by means of the cloud game server is realized. The cloud game server can analyze the information sent by the live broadcast server and run the corresponding game.
The cloud game server starts the same game as the game played by the host or the game selected by the host according to the user will according to the cloud game information, namely, the user terminal operates the cloud game on the server. One way is for the cloud game server to allow a virtual computer to be established to run the game, and for the user to perform corresponding operations on the user terminal, that is, to directly control the game running on the virtual computer. Of course, the cloud game server can directly simulate the game environment and run the game without establishing a virtual computer, and the user can also operate at the user terminal to perform corresponding control. The game running in the virtual computer or in the simulated game environment is online with the host game.
It should be noted that, the host may not need to actively confirm the online object, for example, a user trusted by the host may be given permission to join the game as VIP in advance, for example, the user is a "head-fan" approved by the host. In this case, the anchor may set the user as a special user, and the anchor can join without purposely manually selecting an approval request as long as the user lifts the online application. The specific implementation anchor can be selected and set according to the scene requirement.
Alternatively, the cloud gaming service may be comprised of at least one server host. Typically, the number of cloud gaming server hosts is multiple. In this embodiment, various types of games are pre-installed on each server, and games installed on different servers may be the same or different, and specifically may be selectively installed according to actual requirements and use conditions.
In some embodiments, optionally, before the sending the cloud game start instruction to the cloud game service end, the method further includes: acquiring local application program information installed in the user terminal; determining whether a local game corresponding to the target game is installed in the user terminal according to the local application information; if yes, the local game is used as the game application to be accessed, and the sending operation of stopping sending the cloud game starting instruction to the cloud game service end is executed. Before the local application information is acquired, the live broadcast server initiates a request to the user terminal, wherein the request comprises a scanning request and a request for live broadcasting of a user terminal picture, and if the user does not agree, the cloud game is operated.
Specifically, before a cloud game start instruction is sent to a cloud game service end, a scanning operation of a user terminal application program may be performed to obtain local application program information installed in the user terminal. By analyzing and judging the local application program information, whether the target game is installed locally at the user terminal or not can be determined, and when the target game is installed locally at the user terminal, a user can access a game room of the target game through the local game, so that resource and flow waste are avoided, and the process of accessing the user terminal into the game room of the target game is optimized.
Fig. 3 is a flowchart of still another live interaction method according to an embodiment of the present application. As shown in fig. 3, the method includes:
s310, the live broadcast server acquires a cloud game server picture and/or sound in a current live broadcast state;
s320, the live broadcast server acquires a picture and/or sound of a main broadcast terminal in a current live broadcast state;
s330 the live server displays and/or sounds to the cloud game server,
and/or
Mixing the picture and/or sound of the anchor terminal to generate a live broadcast distribution picture and/or sound;
and S340, the live broadcast server distributes the live broadcast distribution picture and/or sound to a second user terminal.
It will be appreciated that when multiple players are simultaneously engaged in the hosting game to interact, each player presents a game frame and/or sound through its own first viewing angle, and in a live scene, the hosting and spectators often need to view the frames and/or sounds from multiple player viewing angles at the same time, so that the state and details of the game can be more fully understood. Therefore, the cloud game server picture and/or sound and the anchor terminal picture and/or sound in the current live state are obtained in real time through the live server; and then mixing the video and audio signals to generate a live broadcast distribution picture and/or audio, and distributing the live broadcast distribution picture and/or audio to the second user terminal.
The second user terminal in this embodiment refers to a viewer user terminal that views live game.
Specifically, the live broadcast distribution picture and/or sound can be the picture and/or sound of all player viewing angles in the current live broadcast scene, or the picture and/or sound of a single player viewing angle; the spectator can switch and watch between the pictures and/or the sounds of all the player visual angles and between the pictures and/or the sounds of the single player visual angles according to own needs; the spectator may also select the viewing angle of a particular player for synchronized viewing.
In an embodiment of the present application, the cloud game server picture obtained by the live broadcast server in the current live broadcast state is a low frame rate picture subjected to frame extraction and compression processing.
Specifically, in order to better adapt to a live broadcast scene, the cloud game server renders a high-frame rate picture at a high frame rate (for example, 60 frames per second) in the process of running the game, and synchronously performs compression coding and sends the picture to a first user terminal of a player participating in the game; meanwhile, the cloud game server uniformly extracts frames from the high-frame-rate frames at a low frame rate (for example, 30 frames per second), obtains the low-frame-rate frames, and transmits the low-frame-rate frames to the live broadcast server.
The high-frame-rate picture is directly sent to the player, namely the first user terminal, so that a user participating in the game can be ensured to obtain good experience; and the low-frame-rate pictures are transmitted to the live broadcast server and distributed to the second user terminal through the live broadcast server, so that the network transmission efficiency between the live broadcast server and a large number of audiences, namely the second user terminal, can be improved, on one hand, the cost is saved, and on the other hand, the synchronization between the audiences and the players is better ensured.
In an embodiment of the present application, the cloud server directly transmits the low frame rate image to the live broadcast server through RDMA (technology of high-speed communication in the intranet), GPU sharing video memory, and other technologies (same physical machine multi-card technology).
Fig. 6 (a) is a schematic diagram of a live broadcast server and cloud game server architecture of a live broadcast interaction system according to an embodiment of the present application. As shown in fig. 6 (a), the live broadcast server and the cloud game server may be deployed on the same physical machine, one physical machine may virtualize a plurality of virtual machines through a virtualization technology, for example, one physical machine of 8 video cards may virtualize 1 live broadcast server and 7 cloud game servers, and the 7 cloud game servers may be on the same physical machine as the live broadcast server, so that high-speed interconnection may be performed.
One video card can be split into a plurality of video cards based on the GPU virtualization technology, so that a physical machine of 8 video cards can virtualize a 16-station cloud game server or more. Through the network technology based on RDMA such as infiniband, roCE, the transmission speed between machines can exceed 100Gb/s, and multipath original picture video can be sufficiently transmitted, so that the waste of computing resources and the loss of picture quality caused by repeated encoding and decoding of pictures are avoided.
In addition, the low frame rate pictures are compressed through audio and video coding and then transmitted to the live broadcast server through the traditional network technology such as Ethernet, so that the network transmission efficiency is further improved.
In a preferred embodiment provided by the present application, the method further comprises: and (3) optimizing the cloud game server sound and the anchor terminal sound obtained by the live broadcast server in the current live broadcast state through a sound mixing and noise reduction algorithm.
It will be appreciated that when there are multiple players simultaneously engaged in a host game to interact, communication may occur between the players, between the players and the host, or through other voice means, where sounds from all players are grouped together, echo may occur, or a combination of sounds. Therefore, the noise reduction processing is carried out on the cloud game server sound and the anchor terminal sound in the current live state through the live server, so that the watching effect of the audience can be better improved. Specifically, the mixing noise reduction process may be performed using various means including, but not limited to, an AEC algorithm, an AI-based algorithm, and the like.
In an embodiment of the present application, the cloud game server picture in the current live broadcast state acquired by the live broadcast server is an originally rendered high frame rate picture.
And the live broadcast server distributes the original rendered high-frame-rate picture to a third user terminal.
Specifically, in the live broadcast process, the live broadcast server can also acquire the original rendered high-frame-rate picture of the cloud server according to the grade and authority of the audience, and distribute the picture to a special audience terminal with corresponding watching authority, namely a third user terminal, so that the first person experience and game interactivity of the special audience are enhanced.
In a preferred embodiment provided by the present application, the method further comprises: when the first user terminal is not matched with the game played by the host, the cloud game server is instructed to send the reference data generated by the operation simulator corresponding to the game played by the host to the first user terminal, so that the first user terminal generates the operation simulator according to the reference data, and the operation simulator is used for converting game operation signals between the first user terminal and the cloud game server.
It can be understood that in this embodiment, the terminal devices with different computing power means that there are differences in terms of hardware, an operating system, an input system, and the like, so when the first user terminal and the anchor terminal access the same room to play a game together, the operating signals of the first user terminal and/or the anchor terminal need to be converted, and the operating signals of the terminals are converted into real operations on the target game, thereby achieving the purpose of playing the game together. In this embodiment, the operation signal of the first user terminal may be converted so as to be consistent with the operation signal of the anchor terminal.
Specifically, the user terminal may be a mobile phone, a computer, or another different terminal, and the game played by the host may be a game that does not conform to the terminal, for example, the host plays a mobile phone game, and the user is watching live broadcast using the computer, at this time, the cloud game server may automatically detect the user terminal, and if the terminal does not match with the game, send generated reference data of an operation simulator corresponding to the host game, that is, simulate an operation interface of the mobile phone on the computer at the user terminal, and allow the user to input through the simulator, so as to achieve the purpose of playing with the host. Of course, if the user terminal is a mobile phone, an analog computer, or other terminals may also be implemented.
For another example, the user terminal is a mobile phone, the host terminal is a computer, and the target game is a table game, and at this time, the operation signal of the mobile phone terminal can be converted into the operation signal of the computer terminal. That is, the live broadcast server sends the generated reference data of the operation simulator corresponding to the target game to the user terminal, so that the user terminal generates the operation simulator according to the reference data, and the operation simulator is used for converting game operation signals of the user terminal.
The operation signals include, but are not limited to, up-shift, down-shift, left-shift, right-shift, etc., and specific operation signals may be set according to specific contents of the target game, which is not particularly limited in the embodiment of the present application.
In some embodiments, the operation signals of the user terminal and the anchor terminal may be converted at the same time, so as to meet the operation requirement of the target game. For example, the target game is a table game, and the user terminal and the anchor terminal are mobile phones, so that the operation signals of the user terminal and the anchor terminal can be converted into the operation signals of the computer terminal.
Fig. 4 is a flowchart of still another live interaction method according to an embodiment of the present application. As shown in fig. 4, when the hosting terminal agrees that the user terminal joins a hosting game, and the hosting game is a stand-alone game:
S410, using a first user terminal as a secondary input device of the anchor terminal to access the anchor terminal;
s420, acquiring real-time pictures and/or sounds of the anchor terminal game, and sending the real-time pictures and/or sounds to a user terminal.
It can be understood that when the game type is a stand-alone game type, the game application to be accessed of the user terminal is a target game in the anchor terminal, and at this time, the user and the anchor can interact with the screen, that is, the real-time picture music of the game of the first user terminal and the anchor terminal is consistent. When the host agrees that the user joins, the live broadcast server accesses the input device of the first user terminal as a secondary input device of the host computer, wherein the input device can be different input devices such as a handle, a keyboard, a mouse and the like. The live server may query the host for permission before accessing to achieve the purpose of accessing the first user terminal input device through the live server, and the process is similar to a remote control desktop (the technical difficulty is higher than that of the remote control desktop, other operations outside the current page can be set not to be allowed by the user terminal input device, etc.), for example, the priority of the auxiliary input device can be set lower than that of the original input device of the host, so as to achieve the effect of playing the game together and not interfere with the normal operation of the host (for example, the desktop is switched to view the live broadcast condition, etc.).
In a preferred embodiment provided by the present application, the method further comprises: and when the first user terminal is not matched with the main play game, sending the generated reference data of the operation simulator corresponding to the main play game to the first user terminal, so that the first user terminal generates the operation simulator according to the reference data, and converting game operation signals between the first user terminal and the main play terminal.
It can be understood that in this embodiment, the terminal devices with different computing power are different in terms of hardware, an operating system, an input system and the like, so when the user terminal and the anchor terminal access the same room to play the game together, the operating signals of the user terminal and/or the anchor terminal need to be converted, and the operating signals of the terminals are converted into the actual operation of the target game, thereby achieving the purpose of operating the game together. In this embodiment, the operation signal of the user terminal may be converted so as to be consistent with the operation signal of the anchor terminal.
Specifically, the user terminal may be a mobile phone, a computer or other different terminal, and the game played by the host may be a game not conforming to the terminal, for example, the host plays a mobile phone game, and the user uses the computer to watch live broadcast, at this time, the live broadcast server will automatically detect the user terminal, and if the terminal is not matched with the game, the generated reference data of the operation simulator corresponding to the host game is sent, that is, the operation interface of the mobile phone is simulated on the computer at the user terminal, and the user is allowed to input through the simulator, so as to achieve the purpose of playing with the host. Of course, if the user terminal is a mobile phone, an analog computer, or other terminals may also be implemented.
For another example, the user terminal is a mobile phone, the host terminal is a computer, and the target game is a table game, and at this time, the operation signal of the mobile phone terminal can be converted into the operation signal of the computer terminal. That is, the live broadcast server sends the generated reference data of the operation simulator corresponding to the target game to the user terminal, so that the user terminal generates the operation simulator according to the reference data, and the operation simulator is used for converting game operation signals of the user terminal.
The operation signals include, but are not limited to, up-shift, down-shift, left-shift, right-shift, etc., and specific operation signals may be set according to specific contents of the target game, which is not particularly limited in the embodiment of the present application.
In some embodiments, the operation signals of the user terminal and the anchor terminal may be converted at the same time, so as to meet the operation requirement of the target game. For example, the target game is a table game, and the user terminal and the anchor terminal are mobile phones, so that the operation signals of the user terminal and the anchor terminal can be converted into the operation signals of the computer terminal.
In a preferred embodiment provided by the present application, the method further comprises:
receiving a message for starting to join a main broadcasting game authority sent by a main broadcasting terminal, wherein the message for starting to join the main broadcasting game comprises a virtual interactive room identifier and a game identifier;
And sending the game permission message of the start joining the main broadcasting to the first user terminal, and analyzing the game permission message of the start joining the main broadcasting to obtain a virtual interactive room identifier and a game identifier.
As described above, in the target game live broadcast process, the host may choose to invite the user to play a certain game together, and the host operates at the host terminal to open the "join host game right" that allows the user to join the game and send the message to the live broadcast server, and after receiving the opening information, the live broadcast server notifies the user that the current host opens the "join host game right".
After the user terminal makes a request for joining the game of the host, the user starts queuing, and the host selects the game by himself, so that the user can play the game together.
In this embodiment, the real-time transmission of the game real-time picture music can be realized by using the RTC (Real time communication, real-time communication) technology.
Example two
Fig. 5 is a flowchart of still another live interaction method according to an embodiment of the present application. The flow chart may be used for a user terminal.
Referring to fig. 5, the live interaction method provided in this embodiment includes:
s510, the first user terminal receives the information of starting to join the main broadcasting game authority sent by the live broadcasting server, and analyzes the information to obtain a virtual interactive room identifier and a game identifier.
S520, the first user terminal sends a request for joining a main play game to the live broadcast server, wherein the request for joining the main play game comprises a user terminal identifier, a virtual interaction room identifier and a game identifier.
It can be understood that in the target game live broadcast process, the game host in the virtual interactive room can collect audio and video data through the host terminal such as a mobile phone, a computer and the like, and then send live broadcast data to the live broadcast server. At this time, a user who wants to watch live game can acquire live broadcast data of the virtual interactive room from the live broadcast server through a user terminal such as a mobile phone, a computer and the like for watching. The user terminal refers to a terminal held by a user watching live game, and the anchor terminal refers to a terminal held by a game anchor in a virtual interactive room.
In the live broadcasting process of the host, the host can choose to invite the users to play a game together, the host operates at the host terminal to start the 'play right to join the host' which allows the users to join the game, and after receiving the starting information, the live broadcasting server informs the users that the current host starts the 'play right to join the host'. After the user terminal makes a request for joining the game of the host, the user starts queuing, and the host selects the game by himself, so that the user can play the game together. The anchor can set up the mode to put forward the request of joining the anchor game by oneself, a mode is that users can apply after brushing the gift required, a mode is that no condition is set, users can apply by oneself. Other ways besides the two described can be used. Depending on the game category, the host may also set the number of people playing together and select the people who want to play together among the queued users.
The above-mentioned request for joining the anchor game includes a virtual interactive room user terminal identifier, the virtual interactive room identifier is used for distinguishing the anchor room, the user terminal identifier is used for distinguishing the user terminal, the game identifier is used for distinguishing the game played by the anchor, thereby ensuring that the user terminal and the anchor terminal run the same game.
In this embodiment, the target game may be locally installed in the hosting terminal, and the game host may locally open the target game to play the live game, so that the game limitation of the live game library in the live server and the corresponding network limitation are not required. Of course, the target game may also be a game in a live game library.
The game states of the target game in the hosting terminal may include game states such as game non-start, game pause, in-game, single-player game, and multi-player game. In the live process of the target game, the host terminal can visually display the game state of the corresponding target game on the user terminal through the live server, for example, different display icons can be set in different game states, and different display special effects can be correspondingly set.
When a user in the user terminal wants to join the virtual interactive room game and interact with the host, a request for joining the host game can be initiated according to the game state of the target game. For example, when the game master does not set any common play condition and the game state of the target game is a multiplayer game, the user terminal may transmit a request to join the master game to the master terminal; when the game state of the target game is not the multiplayer game, the user terminal cannot send a request for joining in the hosting game to the hosting terminal.
The first user terminal in this embodiment refers to a player user terminal that joins a game of a host and performs game interaction with the host.
In this embodiment, the live broadcast server may be used as a hub for data transmission between the user terminal and the anchor terminal, to store and forward a request for joining in an anchor game initiated by the user terminal to the anchor terminal; and meanwhile, when the anchor terminal feeds back the game application adding result, the game application adding result sent by the anchor terminal to the user terminal can be stored and forwarded.
It can be appreciated that the live broadcast server can serve as a dedicated data transmission hub, reducing the number of interactions between the user terminal and the anchor terminal and the number of protocol headers involved in receiving the data. For example, in some embodiments, there may be a case where a plurality of user terminals simultaneously send a request for adding a game to a hosting terminal, at this time, the live broadcast server may first receive the request for adding a game, and after uniformly sorting the requests for adding a game, send a request for adding a game to the hosting terminal.
The game request for joining the host may include user information (i.e., information carried by the user terminal identifier) and game information, or may include only user information, where the user information may be a user account number, a user avatar, or the like, the user terminal may provide the host with user information, and the game information may be specific content of a multiplayer game that the user proposes to play to the host, or the like, and if the game information is not included, the default user wishes to play the current game with the host.
S530, the first user terminal receives real-time pictures and/or sounds of the user terminal game corresponding to the anchor terminal game, which are instructed to run by the live server.
The anchor may choose to agree or reject the "join anchor game request" depending on the current game situation, and when agreeing, the anchor indicates that the anchor wants the user to join the target game, and when rejecting, the anchor indicates that the anchor does not want the user to join the target game. Meanwhile, the anchor terminal can observe information applied by the user, the information applied by the user is displayed on the anchor terminal in a user queuing mode, the anchor can freely select users who want to play together, and when the number of players is full, other users who are not directly refused by the anchor can be regarded as refusal by default. And the anchor terminal feeds back information whether to agree with the request of the user terminal to join the anchor game to the live broadcast server. After receiving the feedback information, the live broadcast server instructs to run the user terminal game corresponding to the host terminal game according to the feedback result and the host game type and sends the real-time picture and/or sound of the user terminal game to the user terminal.
Here, the first user terminal may directly receive the hosting game content transmitted by the cloud game server.
And in the game process, the first user terminal sends a game control instruction to interact with the user terminal game corresponding to the anchor terminal game.
Specifically, when the anchor terminal agrees that the first user terminal joins an anchor game, and the anchor game is a cloud game:
and receiving the real-time picture and/or sound of the user terminal game sent by the cloud game server.
And after receiving confirmation information that the host agrees to the user to join, the live broadcast server analyzes the virtual interactive room identification, the user terminal identification and the game identification. When the host terminal agrees that the user terminal joins the host game and the host game is a cloud game, cloud game information is generated and sent to a cloud game server, or an independent game identifier can be directly sent to the cloud game server. In some embodiments, cloud game information is generated according to the virtual interactive room identifier, the audience terminal identifier and the game identifier, and according to system settings, cloud game information can also be generated according to the game identifier only, and the cloud game information is sent to a cloud game server. The application here depends on which way the server is to be chosen when it is built, so there are many ways.
It is considered that when playing live games, the user terminal is not generally provided with a corresponding target game, because the live games initiated by the host have a certain randomness. Therefore, the cloud game server can realize live game interaction through the same game as the anchor terminal.
The cloud game server can communicate with the live broadcast server and trust each other, so that live broadcast interaction between the user and the host by means of the cloud game server is realized. The cloud game server can analyze the information sent by the live broadcast server and run the corresponding game.
The cloud game server starts the same game as the game played by the host or the game selected by the host according to the user will according to the cloud game information, namely, the user terminal operates the cloud game on the server. One way is for the cloud game server to allow a virtual computer to be established to run a game, and for the user to perform corresponding operations on the user terminal, namely to directly control the game running on the virtual computer. Of course, the cloud game server can directly simulate the game environment and run the game without establishing a virtual computer, and the user can also operate at the user terminal to perform corresponding control. The game running in the virtual computer or in the simulated game environment is online with the host game.
It should be noted that, the host may not need to actively confirm the online object, for example, a user trusted by a user for the host, and give permission to join the game as VIP in advance, for example, the user is a "head-end fan" approved by the host. In this case, the anchor may set the user as a special user, who can join as long as the user lifts the online application, without purposely manually selecting an approval request. The specific implementation anchor can be selected and set according to the scene requirement.
In some embodiments, the cloud game server may be composed of at least one server host. Typically, the number of cloud gaming server hosts is multiple. In this embodiment, various types of games are pre-installed on each server, and games installed on different servers may be the same or different, and specifically may be selectively installed according to actual requirements and use conditions.
In some embodiments, before the sending the cloud game start instruction to the cloud game service end, the method further includes: acquiring local application program information installed in the user terminal; determining whether a local game corresponding to the target game is installed in the user terminal according to the local application information; if yes, the local game is used as the game application to be accessed, and the sending operation of stopping sending the cloud game starting instruction to the cloud game service end is executed. Before the local application information is acquired, the live broadcast server initiates a request to the user terminal, wherein the request comprises a scanning request and a request for live broadcasting of a user terminal picture, and if the user does not agree, the cloud game is operated.
Specifically, before a cloud game start instruction is sent to a cloud game service end, a scanning operation of a user terminal application program may be performed to obtain local application program information installed in the user terminal. By analyzing and judging the local application program information, whether the target game is installed locally at the user terminal or not can be determined, and when the target game is installed locally at the user terminal, a user can access a game room of the target game through the local game, so that resource and flow waste are avoided, and the process of accessing the user terminal into the game room of the target game is optimized.
In a preferred embodiment of the present application, the second user terminal receives a live broadcast distribution picture and/or sound distributed by the live broadcast server.
It will be appreciated that when multiple players are simultaneously engaged in the hosting game to interact, each player presents a game frame and/or sound through its own first viewing angle, and in a live scene, the hosting and spectators often need to view the frames and/or sounds from multiple player viewing angles at the same time, so that the state and details of the game can be more fully understood. Therefore, the cloud game server picture and/or sound and the anchor terminal picture and/or sound in the current live state are obtained in real time through the live server; and then mixing the video and audio signals to generate a live broadcast distribution picture and/or audio, and distributing the live broadcast distribution picture and/or audio to the second user terminal. And the second user terminal receives the live broadcast distribution picture and/or sound distributed by the live broadcast server.
The second user terminal in this embodiment refers to a viewer user terminal that views live game.
Specifically, the live broadcast distribution picture and/or sound can be the picture and/or sound of all player viewing angles in the current live broadcast scene, or the picture and/or sound of a single player viewing angle; the spectator can switch and watch between the pictures and/or the sounds of all the player visual angles and between the pictures and/or the sounds of the single player visual angles according to own needs; the spectator may also select the viewing angle of a particular player for synchronized viewing.
In an embodiment of the present application, the live broadcast distribution picture received by the second user terminal and distributed by the live broadcast server is a cloud game server picture in a current live broadcast state, and is a low-frame-rate picture subjected to frame extraction and compression processing.
Specifically, in order to better adapt to a live broadcast scene, the cloud game server renders a high-frame rate picture at a high frame rate (for example, 60 frames per second) in the process of running the game, and synchronously performs compression coding and sends the picture to a first user terminal of a player participating in the game; meanwhile, the cloud game server uniformly extracts frames from the high-frame-rate frames at a low frame rate (for example, 30 frames per second), obtains the low-frame-rate frames, and transmits the low-frame-rate frames to the live broadcast server.
The high-frame-rate picture is directly sent to the player, namely the first user terminal, so that a user participating in the game can be ensured to obtain good experience; and the low-frame-rate pictures are transmitted to the live broadcast server and distributed to the second user terminal through the live broadcast server, so that the network transmission efficiency between the live broadcast server and a large number of audiences, namely the second user terminal, can be improved, on one hand, the cost is saved, and on the other hand, the synchronization between the audiences and the players is better ensured.
In an embodiment of the present application, the cloud server directly transmits the low frame rate image to the live broadcast server through RDMA (technology of high-speed communication in the intranet), GPU sharing video memory, and other technologies (same physical machine multi-card technology).
As shown in fig. 6 (a), the live broadcast server and the cloud game server may be deployed on the same physical machine, one physical machine may virtualize a plurality of virtual machines through a virtualization technology, for example, one physical machine of 8 video cards may virtualize 1 live broadcast server and 7 cloud game servers, and the 7 cloud game servers may be on the same physical machine as the live broadcast server, so that high-speed interconnection may be performed.
One video card can be split into a plurality of video cards based on the GPU virtualization technology, so that a physical machine of 8 video cards can virtualize a 16-station cloud game server or more. Through the network technology based on RDMA such as infiniband, roCE, the transmission speed between machines can exceed 100Gb/s, and multipath original picture video can be sufficiently transmitted, so that the waste of computing resources and the loss of picture quality caused by repeated encoding and decoding of pictures are avoided.
In addition, the low frame rate pictures are compressed through audio and video coding and then transmitted to the live broadcast server through the traditional network technology such as Ethernet, so that the network transmission efficiency is further improved.
In an embodiment of the present application, the live broadcast distribution sound distributed by the live broadcast server and received by the second user terminal is sound obtained by the live broadcast server after optimization processing is performed on cloud game server sound and anchor terminal sound in a current live broadcast state through a sound mixing and noise reduction algorithm.
It will be appreciated that when there are multiple players simultaneously engaged in a host game to interact, communication may occur between the players, between the players and the host, or through other voice means, where sounds from all players are grouped together, echo may occur, or a combination of sounds. Therefore, the noise reduction processing is carried out on the cloud game server sound and the anchor terminal sound in the current live state through the live server, so that the watching effect of the audience can be better improved. Specifically, the mixing noise reduction process may be performed using various means including, but not limited to, an AEC algorithm, an AI-based algorithm, and the like.
In a preferred embodiment of the present application, the third user terminal receives an originally rendered high frame rate picture distributed by the live broadcast server.
Specifically, in the live broadcast process, the live broadcast server can also acquire the original rendered high-frame-rate picture of the cloud server according to the grade and authority of the audience, and distribute the picture to a special audience terminal with corresponding watching authority, namely a third user terminal, so that the first person experience and game interactivity of the special audience are enhanced.
In a preferred embodiment provided by the application, when the first user terminal is not matched with the hosting game, receiving generation reference data of a hosting game corresponding operation simulator sent by a live broadcast server command the cloud game server to generate an operation simulator;
and the first user terminal sends a game control instruction to interact with the cloud game.
It can be understood that in this embodiment, the terminal devices with different computing power means that there are differences in terms of hardware, an operating system, an input system, and the like, so when the first user terminal and the anchor terminal access the same room to play a game together, the operating signals of the first user terminal and/or the anchor terminal need to be converted, and the operating signals of the terminals are converted into real operations on the target game, thereby achieving the purpose of playing the game together. In this embodiment, the operation signal of the first user terminal may be converted so as to be consistent with the operation signal of the anchor terminal.
Specifically, the user terminal may be a mobile phone, a computer, or another different terminal, and the game played by the host may be a game that does not conform to the terminal, for example, the host plays a mobile phone game, and the user is watching live broadcast using the computer, at this time, the cloud game server may automatically detect the user terminal, and if the terminal does not match with the game, send generated reference data of an operation simulator corresponding to the host game, that is, simulate an operation interface of the mobile phone on the computer at the user terminal, and allow the user to input through the simulator, so as to achieve the purpose of playing with the host. Of course, if the user terminal is a mobile phone, an analog computer, or other terminals may also be implemented.
For another example, the user terminal is a mobile phone, the host terminal is a computer, and the target game is a table game, and at this time, the operation signal of the mobile phone terminal can be converted into the operation signal of the computer terminal. That is, the live broadcast server sends the generated reference data of the operation simulator corresponding to the target game to the user terminal, so that the user terminal generates the operation simulator according to the reference data, and the operation simulator is used for converting game operation signals of the user terminal.
The operation signals include, but are not limited to, up-shift, down-shift, left-shift, right-shift, etc., and specific operation signals may be set according to specific contents of the target game, which is not particularly limited in the embodiment of the present application.
In some embodiments, the operation signals of the user terminal and the anchor terminal may be converted at the same time, so as to meet the operation requirement of the target game. For example, the target game is a table game, and the user terminal and the anchor terminal are mobile phones, so that the operation signals of the user terminal and the anchor terminal can be converted into the operation signals of the computer terminal.
In a preferred embodiment of the present application, when the hosting terminal agrees that the user terminal joins a hosting game, and the hosting game is a stand-alone game:
the auxiliary input device serving as the anchor terminal is accessed to the anchor terminal;
and receiving real-time pictures and/or sound of the anchor terminal game sent by the live broadcast server.
It can be understood that when the game type is a stand-alone game type, the game application to be accessed of the user terminal is a target game in the anchor terminal, and at this time, the user and the anchor can interact with the screen, that is, the real-time images of the games of the user terminal and the anchor terminal are consistent in music. When the host agrees that the user joins, the live broadcast server accesses the input device of the first user terminal as a secondary input device of the host computer, wherein the input device can be different input devices such as a handle, a keyboard, a mouse and the like. The live server may query the host for permission before accessing to achieve the purpose of accessing the first user terminal input device through the live server, and the process is similar to a remote control desktop (the technical difficulty is higher than that of the remote control desktop, other operations outside the current page can be set not to be allowed by the user terminal input device, etc.), for example, the priority of the auxiliary input device can be set lower than that of the original input device of the host, so as to achieve the effect of playing the game together and not interfere with the normal operation of the host (for example, the desktop is switched to view the live broadcast condition, etc.).
In a preferred embodiment provided by the application, when the first user terminal is not matched with the host game, generating reference data of the host game corresponding operation simulator sent by a live broadcast server instruction is received to generate the operation simulator;
and the first user terminal sends a game control instruction and interacts with the stand-alone game.
It can be understood that in this embodiment, the terminal devices with different computing power means that there are differences in terms of hardware, an operating system, an input system, and the like, so when the user terminal and the anchor terminal access the same room to play a game together, the operating signals of the user terminal and/or the anchor terminal need to be converted, and the operating signals of the terminals are converted into real operations on the target game, thereby achieving the purpose of operating the game together. In this embodiment, the operation signal of the user terminal may be converted so as to be consistent with the operation signal of the anchor terminal.
Specifically, the user terminal may be a mobile phone, a computer, or another different terminal, and the game played by the host may be a game that does not conform to the terminal, for example, the host is playing a mobile phone game, and the user is watching live broadcast using the computer, at this time, the live broadcast server may automatically detect the user terminal, and if the terminal does not match with the game, send the generated reference data of the operation simulator corresponding to the host game, that is, simulate the mobile phone operation interface on the user computer, and allow the user to input through the simulator, so as to achieve the purpose of playing with the host, and the live broadcast server may instruct the host terminal to directly send the generated reference data of the operation simulator corresponding to the host game. Of course, if the user terminal is a mobile phone, an analog computer, or other terminals may also be implemented.
For another example, the user terminal is a mobile phone, the host terminal is a computer, and the target game is a table game, and at this time, the operation signal of the mobile phone terminal can be converted into the operation signal of the computer terminal. That is, the live broadcast server sends the generated reference data of the operation simulator corresponding to the target game to the user terminal, so that the user terminal generates the operation simulator according to the reference data, and the operation simulator is used for converting game operation signals of the user terminal.
The operation signals include, but are not limited to, up-shift, down-shift, left-shift, right-shift, etc., and specific operation signals may be set according to specific contents of the target game, which is not particularly limited in the embodiment of the present application.
In some embodiments, the operation signals of the user terminal and the anchor terminal may be converted at the same time, so as to meet the operation requirement of the target game. For example, the target game is a table game, and the user terminal and the anchor terminal are mobile phones, so that the operation signals of the user terminal and the anchor terminal can be converted into the operation signals of the computer terminal.
In a preferred embodiment provided by the present application, the method further comprises:
and receiving a message for starting to join in the main broadcasting game permission sent by the live broadcasting server to the first user terminal, and analyzing the message to obtain a virtual interactive room identifier and a game identifier.
As described above, in the target game live broadcast process, the host may choose to invite the user to play a certain game together, and the host operates at the host terminal to open the "join host game right" that allows the user to join the game and send the message to the live broadcast server, and after receiving the opening information, the live broadcast server notifies the user terminal that the current host opens the "join host game right".
After the user terminal makes a request for joining the game of the host, the user starts queuing, and the host selects the game by himself, so that the user can play the game together.
In this embodiment, the real-time transmission of the game real-time picture music can be realized by using the RTC (Real time communication, real-time communication) technology.
Example III
The embodiment of the application also provides a live interaction device which is applied to a live server. Referring to fig. 7, the apparatus includes:
an obtaining module 710, configured to obtain a request for joining a main game sent by a first user terminal, where the request for joining a main game includes a user terminal identifier, a virtual interactive room identifier, and a game identifier;
the method is also used for acquiring feedback of a game request of joining a host player of the host player terminal;
The parsing module 720 is configured to parse the request for joining the anchor game sent by the first user terminal;
a sending module 730, configured to forward the request for joining the anchor game to an anchor terminal;
and the generating module 740 is configured to instruct to run the user terminal game corresponding to the hosting terminal game according to the hosting game request feedback and the hosting game type, and send the real-time picture and/or sound of the user terminal game to the first user terminal.
In a preferred embodiment provided by the present application, when the anchor terminal agrees that the first user terminal joins an anchor game, and the anchor game is a cloud game:
the generating module 740 is further configured to generate cloud game information according to the game request of joining the anchor, which is sent by the user terminal;
the sending module 730 is further configured to send cloud game information to a cloud game server, instruct the cloud game server to play a user terminal game corresponding to a hosting terminal game according to the cloud game information, and instruct the cloud game server to send a real-time picture and/or sound of the user terminal game to the first user terminal.
The first user terminal in this embodiment refers to a player user terminal that joins a game of a host and performs game interaction together with the host.
In a preferred embodiment provided by the present application, the acquisition module 710 is further configured to,
acquiring a cloud game server picture and/or sound in a current live broadcast state;
acquiring a picture and/or sound of a main broadcasting terminal in a current live broadcasting state;
the generating module 740 is further configured to generate a screen and/or a sound for the cloud game server
And/or
Mixing the picture and/or sound of the anchor terminal to generate a live broadcast distribution picture and/or sound;
the sending module 730 is further configured to distribute the live broadcast distribution picture and/or sound to a second user terminal.
The second user terminal in this embodiment refers to a viewer user terminal that views live game.
In a preferred embodiment of the present application, the cloud game server frame acquired by the acquiring module 710 in the current live broadcast state is a low frame rate frame subjected to frame extraction and compression processing.
In a preferred embodiment of the present application, the generating module 740 performs an optimization process on the cloud game server sound and/or the anchor terminal sound obtained by the live broadcast server in the current live broadcast state through a mixing noise reduction algorithm.
In a preferred embodiment provided by the present application, when the first user terminal does not match the hosting game, the transmitting module 730 is further configured to,
The cloud game server is instructed to send generation reference data of an operation simulator corresponding to a host game to the first user terminal, so that the first user terminal generates the operation simulator according to the reference data, and the operation simulator is used for converting game operation signals between the first user terminal and the cloud game server.
In a preferred embodiment of the present application, when the anchor terminal agrees that the first user terminal joins an anchor game, and the anchor game is a stand-alone game:
the sending module 730 is further configured to access the first user terminal as a secondary input device of the anchor terminal to the anchor terminal;
the acquiring module 710 is further configured to acquire a real-time picture and/or sound of the hosting terminal game;
the sending module 730 is further configured to send a real-time picture and/or sound of the anchor terminal game to the first user terminal.
In a preferred embodiment of the present application, when the first user terminal does not match with the hosting game, the sending module 730 is further configured to send, to the first user terminal, generation reference data of an operation simulator corresponding to the hosting game, so that the user terminal generates the operation simulator according to the reference data, and is configured to convert a game operation signal between the first user terminal and the hosting terminal.
In a preferred embodiment of the present application, the obtaining module 710 is further configured to obtain an open join anchor game permission message sent by an anchor terminal, where the open anchor game permission message includes a virtual interactive room identifier and a game identifier;
the sending module 730 is further configured to send the open join anchor game authority message to the first user terminal;
the analysis module is also used for analyzing the message for starting the game authority to join the host to obtain the virtual interactive room identification and the game identification.
The embodiment of the application is applied to a live broadcast server, and a request for adding a game initiated by a user terminal is obtained; forwarding a request for adding a game to a host terminal and receiving game content sent by the host terminal; through the technical scheme, a new mode of game live interaction is provided, and the main broadcasting terminal can play live games based on local target games without being limited by a live game library; meanwhile, under the condition that the target game is not installed on the user terminal, the target game is started through the cloud game server, so that interaction thresholds of a host and a user are reduced, and user experience of the host and the user is improved.
Example IV
Corresponding to the method and the optional embodiment of the second embodiment of the present application, the embodiment of the present application further provides a live broadcast interaction device, which is applied to the first user terminal. Referring to fig. 8, the apparatus includes:
the receiving module 810 is configured to receive the start-joining-in-main-play game permission information sent by the live broadcast server, and parse the start-joining-in-main-play game permission information to obtain a virtual interactive room identifier and a game identifier;
a sending module 820, configured to send a request for joining a main game to the live server, where the request for joining a main game includes a user terminal identifier, a virtual interactive room identifier, and a game identifier;
the receiving module 810 is further configured to receive real-time pictures and/or sounds of a user terminal game corresponding to a hosting terminal game instructed to be executed by the live server.
In a preferred embodiment of the present application, the sending module 820 is further configured to send a game control instruction to interact with the user terminal game corresponding to the hosting terminal game.
In a preferred embodiment provided by the present application, when the anchor terminal agrees that the first user terminal joins an anchor game, and the anchor game is a cloud game:
The receiving module 810 is further configured to receive a real-time game picture and/or sound of the user terminal sent by the cloud game server.
In a preferred embodiment provided by the present application, when the first user terminal does not match the host game,
the receiving module 810 is further configured to receive reference data generated by an operation simulator corresponding to a host game sent by the cloud game server and instructed by the live broadcast server, so as to generate the operation simulator;
the sending module 820 is further configured to send a game manipulation instruction to interact with the cloud game implementation.
In a preferred embodiment of the present application, when the anchor terminal agrees that the first user terminal joins an anchor game, and the anchor game is a stand-alone game:
the sending module 820 is further configured to access a hosting terminal as a secondary input device of the hosting terminal;
the receiving module 810 is further configured to receive a real-time picture and/or sound of the hosting terminal game sent by the live broadcast server.
In a preferred embodiment of the present application, when the first user terminal does not match the hosting game, the receiving module 810 is further configured to receive generation reference data of a hosting game corresponding operation simulator sent by a live server instruction to the live server;
The sending module 820 is further configured to send a game manipulation instruction to interact with the stand-alone game.
The embodiment is applied to the first user terminal, and can realize live game interaction between the first user terminal and the anchor terminal.
Example five
Fig. 9 is a schematic structural diagram of still another live interaction device according to an embodiment of the present application. Referring to fig. 9, the embodiment of the application provides a live interaction device, which includes: a receiving module 910, a parsing module 920, a starting module 930, and a sending module 940.
A receiving module 910, configured to receive cloud game information;
the parsing module 920 is configured to parse the cloud game information to obtain a virtual interactive room identifier, a user terminal identifier, and a game identifier;
a starting module 930, configured to start a game according to the game identifier, and join the user terminal into a hosting game;
a sending module 940, configured to send the game content of the anchor.
The embodiment of the application is applied to a cloud game server, responds to a cloud game starting instruction, starts a cloud game of a target game, and takes the cloud game as a game application to be accessed of a user terminal, so that a live broadcast server controls the game application to be accessed to access a game room of the target game; according to the technical scheme, the novel mode of live game interaction is provided, under the condition that the target game is not installed on the user terminal, the cloud game server side can start a cloud game corresponding to the target game according to the cloud game starting instruction sent by the live game server, so that the user terminal can access a game room of the target game through the cloud game to perform live game interaction of multiple games, interaction thresholds of a host player and a user are reduced, and user experience of the host player and the user is improved.
The live broadcast interaction device provided by the embodiment of the application can execute the live broadcast interaction method provided by any embodiment of the application, and has the corresponding functional modules and beneficial effects of the execution method.
Example six
Fig. 10 is a schematic structural diagram of an electronic device according to an embodiment of the present application. Fig. 10 illustrates a block diagram of an exemplary electronic device 1012 suitable for use in implementing embodiments of the present application. The electronic device 1012 shown in fig. 10 is merely an example and should not be construed as limiting the functionality and scope of use of embodiments of the present application.
As shown in FIG. 10, the electronic device 1012 is in the form of a general purpose computing device. Components of electronic device 1012 may include, but are not limited to: one or more processors or processing units 1016, a system memory 1028, and a bus 1018 that connects the various system components (including the system memory 1028 and processing unit 1016).
Bus 1018 represents one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a processor, or a local bus using any of a variety of bus architectures. By way of example, and not limitation, such architectures include Industry Standard Architecture (ISA) bus, micro Channel Architecture (MCA) bus, enhanced ISA bus, video Electronics Standards Association (VESA) local bus, and Peripheral Component Interconnect (PCI) bus.
Electronic device 1012 typically includes a variety of computer system readable media. Such media can be any available media that is accessible by electronic device 1012 and includes both volatile and nonvolatile media, removable and non-removable media.
The system memory 1028 may include computer system readable media in the form of volatile memory such as Random Access Memory (RAM) 1030 and/or cache memory 1032. Electronic device 1012 may further include other removable/non-removable, volatile/nonvolatile computer system storage media. By way of example only, the storage system 1034 may be used to read from or write to a non-removable, non-volatile magnetic media (not shown in FIG. 10, commonly referred to as a "hard disk drive"). Although not shown in fig. 10, a magnetic disk drive for reading from and writing to a removable non-volatile magnetic disk (e.g., a "floppy disk"), and an optical disk drive for reading from or writing to a removable non-volatile optical disk (e.g., a CD-ROM, DVD-ROM, or other optical media) may be provided. In such cases, each drive may be coupled to bus 1018 via one or more data medium interfaces. The system memory 1028 may include at least one program product having a set (e.g., at least one) of program modules configured to carry out the functions of the embodiments of the application.
A program/utility 1040 having a set (at least one) of program modules 1042 may be stored in, for example, system memory 1028, such program modules 1042 including, but not limited to, an operating system, one or more application programs, other program modules, and program data, each or some combination of which may include an implementation of a network environment. Program modules 1042 typically carry out the functions and/or methods of the embodiments described herein.
The electronic device 1012 may also communicate with one or more external devices 1014 (e.g., keyboard, pointing device, display 1024, etc.), one or more devices that enable a user to interact with the electronic device 1012, and/or any device (e.g., network card, modem, etc.) that enables the electronic device 1012 to communicate with one or more other computing devices. Such communication may occur through an input/output (I/O) interface 1022. Also, electronic device 1012 may communicate with one or more networks such as a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network, such as the Internet, through network adapter 1020. As shown, the network adapter 1020 communicates with other modules of the electronic device 1012 over the bus 1018. It should be appreciated that although not shown in fig. 10, other hardware and/or software modules may be used in connection with electronic device 1012, including, but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, data backup storage systems, and the like.
The processing unit 1016 executes various functional applications and data processing, such as implementing any one of the live interaction methods provided by embodiments of the present application, by running at least one of the other programs in a plurality of programs stored in the system memory 1028.
Example seven
The seventh embodiment of the present application further provides a computer readable storage medium, on which a computer program is stored, which when executed by a processor implements the live interaction method provided by any of the embodiments of the present application.
From the above description of embodiments, it will be clear to a person skilled in the art that the present application may be implemented by means of software and necessary general purpose hardware, but of course also by means of hardware, although in many cases the former is a preferred embodiment. Based on such understanding, the technical solution of the present application may be embodied essentially or in a part contributing to the prior art in the form of a software product, which may be stored in a computer readable storage medium, such as a floppy disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a FLASH Memory (FLASH), a hard disk or an optical disk of a computer, etc., and include several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute the method according to the embodiments of the present application.
It should be noted that, in the embodiment of the live interaction device, each unit and module included are only divided according to the functional logic, but not limited to the above division, so long as the corresponding functions can be realized; in addition, the specific names of the functional units are also only for distinguishing from each other, and are not used to limit the protection scope of the present application.
Note that the above is only a preferred embodiment of the present application and the technical principle applied. It will be understood by those skilled in the art that the present application is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the application. Therefore, while the application has been described in connection with the above embodiments, the application is not limited to the embodiments, but may be embodied in many other equivalent forms without departing from the spirit or scope of the application, which is set forth in the following claims.

Claims (30)

1. The live interaction method is characterized by being applied to a live server and comprising the following steps of:
acquiring a game request of joining a main play sent by a first user terminal, wherein the game request of joining the main play comprises a user terminal identifier, a virtual interactive room identifier and a game identifier;
Analyzing a game request of joining a main broadcasting sent by the first user terminal, and forwarding the game request of joining the main broadcasting to the main broadcasting terminal;
and acquiring a request feedback of joining the anchor terminal to the anchor game, and instructing to run a user terminal game corresponding to the anchor terminal game and transmitting a real-time picture and/or sound of the user terminal game to the first user terminal according to the request feedback of the anchor game and the anchor game type.
2. Method according to claim 1, characterized in that said instruction runs a user terminal game corresponding to a hosting terminal game and sends said first user terminal game real-time picture and/or sound to the first user terminal, in particular comprising:
when the anchor terminal agrees that the first user terminal joins an anchor game and the anchor game is a cloud game:
generating cloud game information according to the game joining request sent by the first user terminal, and sending the cloud game information to a cloud game server;
instructing the cloud game server to run the user terminal game corresponding to the anchor terminal game according to the cloud game information;
and the cloud game server is instructed to send the real-time game picture and/or sound of the user terminal to the first user terminal.
3. The method as recited in claim 2, further comprising:
the live broadcast server acquires a cloud game server picture and/or sound in a current live broadcast state;
the live broadcast server acquires a picture and/or sound of a main broadcast terminal in a current live broadcast state;
the live server displays and/or sounds to the cloud game server,
and/or
Mixing the picture and/or sound of the anchor terminal to generate a live broadcast distribution picture and/or sound;
and the live broadcast server distributes the live broadcast distribution picture and/or sound to a second user terminal.
4. A method according to claim 3, characterized in that:
and the cloud game server picture in the current live broadcast state acquired by the live broadcast server is a low-frame-rate picture subjected to frame extraction and compression processing.
5. A method according to claim 3, further comprising:
and (3) optimizing the cloud game server sound and the anchor terminal sound obtained by the live broadcast server in the current live broadcast state through a sound mixing and noise reduction algorithm.
6. A method according to claim 3, further comprising:
and the live broadcast server distributes the acquired cloud game server picture in the current live broadcast state to a third user terminal, wherein the cloud game server picture in the current live broadcast state is an originally rendered high-frame-rate picture.
7. The method as recited in claim 2, further comprising:
when the first user terminal is not matched with the game played by the host, the cloud game server is instructed to send generation reference data of an operation simulator corresponding to the game played by the host to the first user terminal, so that the first user terminal generates the operation simulator according to the reference data and is used for converting game operation signals between the first user terminal and the cloud game server.
8. The method of claim 1, wherein the instruction runs a user terminal game corresponding to a hosting terminal game and transmits the user terminal game real-time picture and/or sound to the first user terminal, further comprising:
when the anchor terminal agrees that the user terminal joins an anchor game and the anchor game is a stand-alone game:
accessing the first user terminal as a secondary input device of the anchor terminal to the anchor terminal;
and acquiring real-time pictures and/or sounds of the anchor terminal game, and sending the real-time pictures and/or sounds to the first user terminal.
9. The method as recited in claim 8, further comprising:
And when the first user terminal is not matched with the main broadcasting game, sending the generated reference data of the operation simulator corresponding to the main broadcasting game to the first user terminal, so that the first user terminal generates the operation simulator according to the reference data, and converting game operation signals between the first user terminal and the main broadcasting terminal.
10. The method as recited in claim 1, further comprising:
receiving a message for starting to join a main broadcasting game permission sent by the main broadcasting terminal, wherein the message for starting to join the main broadcasting game permission comprises a virtual interactive room identifier and a game identifier;
and sending the game permission message of the open join-anchor to the first user terminal, and analyzing the game permission message of the open join-anchor to obtain the virtual interactive room identifier and the game identifier.
11. The live interaction method is characterized by being applied to a first user terminal and comprising the following steps of:
the first user terminal receives the information of starting the game permission to join the main broadcasting sent by the live broadcasting server, and analyzes the information to obtain a virtual interactive room identifier and a game identifier;
the first user terminal sends a request for joining a main play game to the live broadcast server, wherein the request for joining the main play game comprises a user terminal identifier, a virtual interaction room identifier and a game identifier;
The first user terminal receives real-time pictures and/or sounds of a user terminal game corresponding to a main play terminal game, which are instructed to run by the live broadcast server.
12. The method as recited in claim 11, further comprising:
and the first user terminal sends a game control instruction to interact with the user terminal game corresponding to the anchor terminal game.
13. The method as recited in claim 11, further comprising:
when the anchor terminal agrees that the first user terminal joins an anchor game and the anchor game is a cloud game:
and receiving the real-time picture and/or sound of the user terminal game sent by the cloud game server.
14. The method as recited in claim 13, further comprising:
when the first user terminal is not matched with the anchor game, receiving generation reference data of an anchor game corresponding operation simulator sent by the live broadcast server command cloud game server to generate an operation simulator;
and the first user terminal sends a game control instruction to interact with the cloud game.
15. The method as recited in claim 11, further comprising:
When the anchor terminal agrees that the first user terminal joins an anchor game and the anchor game is a stand-alone game:
the first user terminal is used as a secondary input device of the anchor terminal to access the anchor terminal;
and receiving real-time pictures and/or sound of the anchor terminal game sent by the live broadcast server.
16. The method as recited in claim 15, further comprising:
when the first user terminal is not matched with the main broadcasting game, receiving generation reference data of an operation simulator corresponding to the main broadcasting game, which is sent by the live broadcasting server instruction, so as to generate the operation simulator;
and the first user terminal sends a game control instruction and interacts with the stand-alone game.
17. A live interaction device, comprising:
the system comprises an acquisition module, a processing module and a processing module, wherein the acquisition module is used for acquiring a game request of joining a main play sent by a first user terminal, and the game request of joining the main play comprises a user terminal identifier, a virtual interaction room identifier and a game identifier;
the method is also used for acquiring feedback of a game request of joining a host player of the host player terminal;
the analysis module is used for analyzing the game request of joining the host player sent by the first user terminal;
the sending module is used for forwarding the game request of joining the anchor to the anchor terminal;
And the generation module is used for instructing to run the user terminal game corresponding to the main play terminal game according to the main play request feedback and the main play type and transmitting the real-time picture and/or sound of the user terminal game to the first user terminal.
18. The apparatus according to claim 17, wherein:
when the anchor terminal agrees that the first user terminal joins an anchor game and the anchor game is a cloud game:
the generation module is also used for generating cloud game information according to the game request of joining the host player sent by the first user terminal;
the sending module is further configured to send the cloud game information to a cloud game server, instruct the cloud game server to play a user terminal game corresponding to a hosting terminal game according to the cloud game information, and instruct the cloud game server to send a real-time picture and/or sound of the user terminal game to the first user terminal.
19. The apparatus according to claim 18, wherein:
the acquisition module is also used for the purpose of,
acquiring a cloud game server picture and/or sound in a current live broadcast state;
acquiring a picture and/or sound of a main broadcasting terminal in a current live broadcasting state;
The generation module is further configured to generate, for the cloud game server frame and/or sound,
and/or
Mixing the picture and/or sound of the anchor terminal to generate a live broadcast distribution picture and/or sound;
the sending module is further used for distributing the live broadcast distribution picture and/or sound to a second user terminal.
20. The apparatus of claim 19, wherein the cloud game server frames in the current live state acquired by the acquisition module are low frame rate frames subjected to frame extraction and compression.
21. The apparatus of claim 19, wherein the generating module is further configured to perform optimization processing on the cloud game server sound and/or the anchor terminal sound obtained by the live broadcast server in the current live broadcast state through a mixing noise reduction algorithm.
22. The apparatus of claim 18, wherein the transmitting means is further for, when the first user terminal does not match the hosting game,
the cloud game server is instructed to send generation reference data of an operation simulator corresponding to a main game to the first user terminal, so that the first user terminal generates the operation simulator according to the reference data, and the operation simulator is used for converting game operation signals between the first user terminal and the cloud game server.
23. The apparatus of claim 17, wherein when the anchor terminal agrees that the first user terminal joins an anchor game and the anchor game is a stand-alone game:
the sending module is also used for accessing the first user terminal as a secondary input device of the anchor terminal into the anchor terminal;
the acquisition module is also used for acquiring real-time pictures and/or sounds of the anchor terminal game;
the sending module is further configured to send a real-time picture and/or sound of the anchor terminal game to the first user terminal.
24. The apparatus of claim 23, wherein the transmitting module is further configured to transmit generation reference data of a game-on-host operation simulator to the first user terminal when the first user terminal does not match the game-on-host, so that the first user terminal generates the operation simulator according to the reference data, and is configured to convert game operation signals between the first user terminal and the game-on-host terminal.
25. The apparatus of claim 17, wherein the obtaining module is further configured to obtain an open join anchor gaming authority message sent by an anchor terminal, the open anchor gaming authority message including a virtual interactive room identifier and a game identifier;
The sending module is further configured to send the start join anchor game authority message to the first user terminal;
the analysis module is also used for analyzing the message for starting the game authority added to the host to obtain the virtual interactive room identification and the game identification.
26. A live interaction device, comprising:
the receiving module is used for receiving the information of starting the game permission to join the main broadcasting sent by the live broadcasting server and analyzing to obtain a virtual interactive room identifier and a game identifier;
the sending module is used for sending a request for joining in a main play game to the live broadcast server, wherein the request for joining in the main play game comprises a user terminal identifier, a virtual interaction room identifier and a game identifier;
the receiving module is also used for receiving real-time pictures and/or sounds of the user terminal game which are instructed to run by the live broadcast server and correspond to the hosting terminal game.
27. A live interaction device, comprising:
the receiving module is used for receiving cloud game information;
the analysis module is used for analyzing the cloud game information and acquiring a virtual interaction room identifier, a user terminal identifier and a game identifier;
the starting module is used for starting the game according to the game identifier and adding the user terminal into the anchor game;
And the sending module is used for sending the game content of the anchor.
28. The apparatus of claim 27, wherein the receiving module is further configured to receive a game play instruction.
29. An electronic device, comprising:
one or more processors;
storage means for storing one or more programs,
the one or more programs, when executed by the one or more processors, cause the one or more processors to implement the method of any of claims 1-16.
30. A computer readable storage medium, on which a computer program is stored, characterized in that the program, when being executed by a processor, implements the method according to any of claims 1-16.
CN202311210638.3A 2022-09-19 2023-09-19 Live interaction method, device, equipment and storage medium Pending CN117221615A (en)

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CN110743163A (en) * 2019-09-25 2020-02-04 恒大智慧科技有限公司 Method and system for entering same game room based on live broadcast interface two-dimensional code
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CN111294622B (en) * 2020-02-13 2022-01-25 腾讯科技(深圳)有限公司 Interaction method and related device
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