CN108446146B - Game data acquisition method and device - Google Patents

Game data acquisition method and device Download PDF

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Publication number
CN108446146B
CN108446146B CN201810239230.1A CN201810239230A CN108446146B CN 108446146 B CN108446146 B CN 108446146B CN 201810239230 A CN201810239230 A CN 201810239230A CN 108446146 B CN108446146 B CN 108446146B
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game
version type
data
memory
preset
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CN108446146A (en
Inventor
曹沈域
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Beijing QIYI Century Science and Technology Co Ltd
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Beijing QIYI Century Science and Technology Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/445Program loading or initiating
    • G06F9/44521Dynamic linking or loading; Link editing at or after load time, e.g. Java class loading
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/70Software maintenance or management
    • G06F8/71Version control; Configuration management
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/50Allocation of resources, e.g. of the central processing unit [CPU]
    • G06F9/5005Allocation of resources, e.g. of the central processing unit [CPU] to service a request
    • G06F9/5011Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resources being hardware resources other than CPUs, Servers and Terminals
    • G06F9/5016Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resources being hardware resources other than CPUs, Servers and Terminals the resource being the memory
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/50Allocation of resources, e.g. of the central processing unit [CPU]
    • G06F9/5061Partitioning or combining of resources
    • G06F9/5077Logical partitioning of resources; Management or configuration of virtualized resources
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/54Interprogram communication
    • G06F9/544Buffers; Shared memory; Pipes
    • 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
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/435Processing of additional data, e.g. decrypting of additional data, reconstructing software from modules extracted from the transport stream
    • 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2209/00Indexing scheme relating to G06F9/00
    • G06F2209/50Indexing scheme relating to G06F9/50
    • G06F2209/5018Thread allocation

Abstract

The invention provides a game data acquisition method and a device, wherein the method is applied to a game process and comprises the following steps: loading a dynamic link library, wherein a game version determination rule is stored in the dynamic link library; determining a game version type of the game progress based on the game version determination rule; and creating the shared memory content according to the game version type so that the game live broadcast process acquires the game data generated by the game process based on the shared content. Therefore, the efficiency of data acquisition can be ensured, and the phenomenon of blocking of live broadcast pictures is relieved or even avoided.

Description

Game data acquisition method and device
Technical Field
The invention relates to the technical field of video processing, in particular to a game data acquisition method and device.
Background
With the progress of network communication technology, the network live broadcast is developed and applied more and more, especially in the field of game live broadcast.
Currently, a live game tool mainly utilizes screen recording software to acquire game data. However, the screen recording software needs to call an operating system interface in the running process, that is, the game data captured by the screen recording software is processed by the operating system, and the game live broadcasting tool cannot directly acquire the game data. This, in turn, causes a delay in data acquisition, which results in a pause in the recorded live view.
Disclosure of Invention
In view of this, the present invention provides a method and an apparatus for acquiring game data, so as to solve the problem that a game live broadcasting tool itself cannot directly acquire game data. The technical scheme is as follows:
a game data acquisition method is applied to game process and comprises the following steps:
loading a dynamic link library, wherein a game version determination rule is stored in the dynamic link library;
determining a game version type of the game progress based on the game version determination rule;
and creating shared memory content according to the game version type so that the game live broadcast process acquires game data generated by the game process based on the shared content.
Preferably, the loading the dynamically linked library includes:
receiving a virtual memory address written by an operating system, wherein the virtual memory address is pre-allocated to the game process by the operating system;
and dynamically loading the dynamic link library into the virtual memory corresponding to the virtual memory address in the process of receiving the remote injection of the operating system into the dynamic link library.
Preferably, the determining the game version type of the game progress based on the game version determination rule includes:
acquiring a preset version type and a creation time sequence of the preset version type from the game version determination rule;
creating an interface object of the preset version type according to the creation time sequence;
and if the creation is successful, determining the preset version type as the game version type corresponding to the game process.
Preferably, the creating of the shared memory content according to the game version type to enable the game live broadcast process to obtain the game data generated by the game process based on the shared content includes:
creating a shared memory space;
judging whether the game version type is DirectX 8;
if so, acquiring video memory data from a memory of a graphic processor, converting the video memory data into game data generated by the game process, and storing the game data in the shared content space so that the game live broadcast process acquires the game data from the shared content space;
if not, storing a preset texture handle in the shared memory space, so that the live game process acquires the preset texture handle from the shared memory space, acquires video memory data from a graphic processor memory by using the preset texture handle, and converts the video memory data into game data generated by the game process.
A game data collection apparatus comprising: the system comprises a loading module, a determining module and a creating module;
the loading module is used for loading a dynamic link library, and game version determination rules are stored in the dynamic link library;
the determining module is used for determining the game version type of the game progress based on the game version determining rule;
the creating module is used for creating shared memory content according to the game version type so that the game live broadcast process obtains the game data generated by the game process based on the shared content.
Preferably, the loading module is specifically configured to:
receiving a virtual memory address written by an operating system, wherein the virtual memory address is pre-allocated to the game process by the operating system; and dynamically loading the dynamic link library into the virtual memory corresponding to the virtual memory address in the process of receiving the remote injection of the operating system into the dynamic link library.
Preferably, the determining module is specifically configured to:
acquiring a preset version type and a creation time sequence of the preset version type from the game version determination rule; creating an interface object of the preset version type according to the creation time sequence; and if the creation is successful, determining the preset version type as the game version type corresponding to the game process.
Preferably, the creating module is specifically configured to:
creating a shared memory space; judging whether the game version type is DirectX 8; if so, acquiring video memory data from a memory of a graphic processor, converting the video memory data into game data generated by the game process, and storing the game data in the shared content space so that the game live broadcast process acquires the game data from the shared content space; if not, storing a preset texture handle in the shared memory space, so that the live game process acquires the preset texture handle from the shared memory space, acquires video memory data from a graphic processor memory by using the preset texture handle, and converts the video memory data into game data generated by the game process.
Compared with the prior art, the invention has the following beneficial effects:
according to the game data acquisition method and device provided by the invention, the game version type of the running game program is determined by the game process through loading the dynamic link library, and then the shared memory content is created according to the game version type, so that the game live broadcast process can acquire the game data. Therefore, the efficiency of data acquisition can be ensured, and the phenomenon of blocking of live broadcast pictures is relieved or even avoided.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, it is obvious that the drawings in the following description are only embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to the provided drawings without creative efforts.
FIG. 1 is a flow chart of a method for data acquisition in live game play according to an embodiment of the present invention;
fig. 2 is a flowchart of a method in step S10 of a data collection method in live game provided by an embodiment of the present invention;
fig. 3 is a flowchart of a method in step S20 of a data collection method in live game provided by an embodiment of the present invention;
fig. 4 is a flowchart of a method in step S30 of a data collection method in live game provided by an embodiment of the present invention;
fig. 5 is a schematic structural diagram of a data acquisition device in live game provided in an embodiment of the present invention.
Detailed Description
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
The embodiment of the invention provides a game data acquisition method, which is applied to a game process, and the flow chart of the method is shown in figure 1, and comprises the following steps:
s10, loading a dynamic link library, wherein a game version determination rule is stored in the dynamic link library;
a Process (Process) is a running activity of a program in a computer on a data set, is a basic unit of resource allocation and scheduling of a system, and is the basis of an operating system structure. The game process refers to a game program currently in progress; the game live broadcast process is a client process and is used for executing game data generated by the game process.
In this embodiment, the dynamic link library is a dynamically loadable file, i.e., a DLL file, which contains codes and data used by a plurality of programs at the same time, and is generally stored in C: under the Windows \ System directory. At present, in the microsoft Windows operating system, many application programs are not a complete executable file, and need to be divided into relatively independent dynamic link libraries to be placed in the system, and when a certain program is executed, the corresponding dynamic link will be called.
In the embodiment, a customized game version determination rule is recorded in the dynamic link library, and in a specific implementation process, the step S10 "load the dynamic link library" may specifically adopt the following steps, and a flowchart of the method is shown in fig. 2:
s101, receiving a virtual memory address written by an operating system, wherein the virtual memory address is pre-allocated to a game process by the operating system;
the embodiment is implemented based on tools provided by the microsoft windows operating system. Under the Win32 operating system, each process has its own virtual address space. Therefore, before the game process loads the target dynamic link library, the microsoft windows operating system may open up a virtual memory for the game process, specifically, the microsoft windows operating system needs to send the virtual memory address allocated to the microsoft windows operating system to the game process, and the game process searches the virtual memory according to the address.
S102, in the process of receiving the remote injection of the operating system into the dynamic link library, dynamically loading the dynamic link library into a virtual memory corresponding to the virtual memory address;
in this embodiment, the microsoft windows operating system can utilize the remote injection technology to realize remote injection of the dynamic link library. Exe is a part of microsoft Windows operating system, and is used for processing WMI operations through winmgmt exe programs, which are very important for the normal operation of a computer system.
In addition, once the microsoft windows operating system releases the virtual memory, the target dynamic link library injection is completed, so that once the game process detects the release of the virtual memory, the dynamic link library can be stored in the self storage directory.
S20, determining the game version type of the game process based on the game version determination rule;
at present, games of microsoft Windows operating systems are developed based on COM components of microsoft DX interfaces, and the versions of DirectX (Direct eXtension, hereinafter referred to as DX) used in game development are different, for example, DX8, DX9, DX10, DX101, and DX11 … …, so compatibility is required for different DX versions.
In a specific implementation process, in step S20, "determine the game version type of the game process based on the game version determination rule", the following steps may be specifically adopted, and a flowchart of the method is shown in fig. 3:
s201, acquiring a preset version type and a creation time sequence of the preset version type from a game version determination rule;
in this embodiment, the version type and the creation timing of the interface object to be created are not limited, and may be specifically set according to actual needs, for example, the version type and the creation timing of DX8, DX9, DX10, DX101, and DX11 … … are sequentially created.
S202, creating an interface object with a preset version type according to a creation time sequence;
s203, if the creation is successful, determining the preset version type as the game version type corresponding to the game progress.
In this embodiment, the interface object is an object that implements an interface. The interface is generally defined by keywords set by developers, and each game version type corresponds to an interface object, for example, the interface object corresponding to DX8 is "idiect 3DDevice8 Ex", and the interface object corresponding to DX9 is "idiect 3DDevice9 Ex". Only interface objects of the same type as the game version of the game process can be created successfully. In the process of creating the interface object, if a correct response value returned by the operating system is received, the game process indicates that the interface object is successfully created.
S30, creating shared memory content according to the game version type, so that the game live broadcast process obtains the game data generated by the game process based on the shared content;
in this embodiment, the game process may use the windows shared memory technology provided by the microsoft windows operating system to create the shared memory space. The contents stored in the shared memory are different for different game version types. For example, for a game version type of DX8, the shared memory content is game data, and for a version type other than DX8, such as a game version type of DX9, DX10, or DX11, the shared memory content is a texture handle.
In the actual application process, the game process uses the inline Hook, namely, a JMP instruction is added to realize the mode that the COM object virtual Function jumps to the user-defined Function to create the shared memory content.
In a specific implementation process, step S30, "create a shared memory content according to a game version type, so that a game live broadcast process obtains game data generated by a game process based on the shared content" may specifically adopt the following steps, and a flowchart of the method is shown in fig. 4:
s301, creating a shared memory space;
in this embodiment, the game process may use a windows shared memory technology provided by the microsoft windows operating system to create a shared memory space. The size of the shared memory space, the unit for storing data, and the like are not limited in this embodiment, and the user can specifically set the size according to actual needs.
In this embodiment, the version types of non-DX 8 are DX9, DX10, DX101, and DX11 … …. In the Microsoft Windows operating system, DX8 is implemented differently than non-DX 8 version types of interfaces.
S302, judging whether the game version type is DirectX 8; if yes, go to step S303; if not, go to step S304;
s303, acquiring video memory data from the memory of the graphics processor, converting the video memory data into game data generated by a game process, and storing the game data in a shared content space so as to enable a game live broadcast process to acquire the game data from the shared content space;
in this embodiment, the DX8 version type processes data in a manner of sharing memory data. Sharing memory data is achieved through a memory copy technique, i.e., a way in which multiple processes share the same memory.
S304, storing the preset texture handle in the shared memory space, so that the game live broadcast process acquires the preset texture handle from the shared memory space, acquires video memory data from the memory of the graphics processor by using the preset texture handle, and converts the video memory data into game data generated by the game process;
in this embodiment, the version type of non-DX 8 handles data in the manner of shared texture handles, which is implemented by shared handle technology, i.e., multiple processes share the same texture handle.
In addition, after the game live broadcast process acquires the game data, the game data can be converted into textures through a rendering technology, and the textures are pushed to the server side for display.
The above steps S101 to S102 are only one preferred implementation manner of the process of "loading dynamic link library" in step S10 disclosed in the embodiment of the present invention, and the specific implementation manner of this process may be arbitrarily set according to its own requirements, and is not limited herein.
The above steps S201 to S203 are only a preferred implementation manner of the process of "determining the game version type of the game progress based on the game version determination rule" in step S10 disclosed in the embodiment of the present invention, and the specific implementation manner of this process may be arbitrarily set according to the needs of the user, and is not limited herein.
The above steps S301 to S304 are only a preferred implementation manner of the process of step S30, namely creating the shared memory content according to the game version type so that the game live broadcast process obtains the game data generated by the game process based on the shared content, and the specific implementation manner of the process may be arbitrarily set according to the needs of the user, which is not limited herein.
According to the game data acquisition method provided by the embodiment of the invention, the game version type of the running game program is determined by loading the dynamic link library in the game process, and the shared memory content is further created according to the game version type, so that the game live broadcast process can acquire the game data. Therefore, the efficiency of data acquisition can be ensured, and the phenomenon of blocking of live broadcast pictures is relieved or even avoided.
Based on the game data collection method provided in the foregoing embodiment, an embodiment of the present invention correspondingly provides a device for executing the game data collection method, a schematic structural diagram of which is shown in fig. 5, and the device includes: a loading module 10, a determining module 20 and a creating module 30;
the loading module 10 is used for loading a dynamic link library, and game version determination rules are stored in the dynamic link library;
a determining module 20, configured to determine a game version type of the game process based on the game version determination rule;
the creating module 30 is configured to create the shared memory content according to the game version type, so that the game live broadcast process obtains the game data generated by the game process based on the shared content.
In some other embodiments, the loading module 10 is specifically configured to:
receiving a virtual memory address written by an operating system, wherein the virtual memory address is allocated to a game process by the operating system in advance; and dynamically loading the dynamic link library into the virtual memory corresponding to the virtual memory address in the process of receiving the remote injection of the operating system into the dynamic link library.
In other embodiments, the determining module 20 is specifically configured to:
acquiring a preset version type and a creation time sequence of the preset version type from a game version determination rule; creating an interface object with a preset version type according to a creation time sequence; and if the creation is successful, determining the preset version type as the game version type corresponding to the game progress.
In some other embodiments, the creating module 30 is specifically configured to:
creating a shared memory space; judging whether the game version type is DirectX 8; if so, acquiring video memory data from the memory of the graphics processor, converting the video memory data into game data generated by a game process, and storing the game data in a shared content space so as to enable a game live broadcast process to acquire the game data from the shared content space; if not, the preset texture handle is stored in the shared memory space, so that the game live broadcast process obtains the preset texture handle from the shared memory space, the preset texture handle is utilized to obtain the video memory data from the memory of the graphics processor, and the video memory data is converted into game data generated by the game process.
According to the game data acquisition device provided by the embodiment of the invention, the game version type of the running game program is determined by the game process through loading the dynamic link library, and then the shared memory content is created according to the game version type, so that the game live broadcast process can acquire the game data. Therefore, the efficiency of data acquisition can be ensured, and the phenomenon of blocking of live broadcast pictures is relieved or even avoided.
The method and the device for acquiring the game data in the live game provided by the invention are described in detail, a specific example is applied in the method to explain the principle and the implementation mode of the invention, and the description of the embodiment is only used for helping to understand the method and the core idea of the invention; meanwhile, for a person skilled in the art, according to the idea of the present invention, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present invention.
It should be noted that, in the present specification, the embodiments are all described in a progressive manner, each embodiment focuses on differences from other embodiments, and the same and similar parts among the embodiments may be referred to each other. The device disclosed by the embodiment corresponds to the method disclosed by the embodiment, so that the description is simple, and the relevant points can be referred to the method part for description.
It is further noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include or include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other identical elements in a process, method, article, or apparatus that comprises the element.
The previous description of the disclosed embodiments is provided to enable any person skilled in the art to make or use the present invention. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the generic principles defined herein may be applied to other embodiments without departing from the spirit or scope of the invention. Thus, the present invention is not intended to be limited to the embodiments shown herein but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.

Claims (6)

1. A game data acquisition method is applied to game process and comprises the following steps:
loading a dynamic link library, wherein a game version determination rule is stored in the dynamic link library;
determining a game version type of the game progress based on the game version determination rule;
creating shared memory content according to the game version type, so that a game live broadcast process obtains game data generated by the game process based on the shared memory content;
the determining the game version type of the game progress based on the game version determination rule comprises:
acquiring a preset version type and a creation time sequence of the preset version type from the game version determination rule;
creating an interface object of the preset version type according to the creation time sequence;
and if the creation is successful, determining the preset version type as the game version type corresponding to the game process.
2. The method of claim 1, wherein loading the dynamically linked library comprises:
receiving a virtual memory address written by an operating system, wherein the virtual memory address is pre-allocated to the game process by the operating system;
and dynamically loading the dynamic link library into the virtual memory corresponding to the virtual memory address in the process of receiving the remote injection of the operating system into the dynamic link library.
3. The method of claim 1, wherein creating the shared memory content according to the game version type to enable a live game process to obtain game data generated by the game process based on the shared content comprises:
creating a shared memory space;
judging whether the game version type is DirectX 8;
if so, acquiring video memory data from a memory of a graphic processor, converting the video memory data into game data generated by the game process, and storing the game data in the shared content space so that the game live broadcast process acquires the game data from the shared content space;
if not, storing a preset texture handle in the shared memory space, so that the live game process acquires the preset texture handle from the shared memory space, acquires video memory data from a graphic processor memory by using the preset texture handle, and converts the video memory data into game data generated by the game process.
4. A game data collection device, comprising: the system comprises a loading module, a determining module and a creating module;
the loading module is used for loading a dynamic link library, and game version determination rules are stored in the dynamic link library;
the determining module is used for determining the game version type of the game progress based on the game version determining rule;
the creation module is used for creating shared memory content according to the game version type so that a game live broadcast process obtains game data generated by the game process based on the shared content;
the determining module is specifically configured to:
acquiring a preset version type and a creation time sequence of the preset version type from the game version determination rule; creating an interface object of the preset version type according to the creation time sequence; and if the creation is successful, determining the preset version type as the game version type corresponding to the game process.
5. The apparatus of claim 4, wherein the loading module is specifically configured to:
receiving a virtual memory address written by an operating system, wherein the virtual memory address is pre-allocated to the game process by the operating system; and dynamically loading the dynamic link library into the virtual memory corresponding to the virtual memory address in the process of receiving the remote injection of the operating system into the dynamic link library.
6. The apparatus according to claim 4, wherein the creating module is specifically configured to:
creating a shared memory space; judging whether the game version type is DirectX 8; if so, acquiring video memory data from a memory of a graphic processor, converting the video memory data into game data generated by the game process, and storing the game data in the shared content space so that the game live broadcast process acquires the game data from the shared content space; if not, storing a preset texture handle in the shared memory space, so that the live game process acquires the preset texture handle from the shared memory space, acquires video memory data from a graphic processor memory by using the preset texture handle, and converts the video memory data into game data generated by the game process.
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