CN110213601B - Live broadcast system and live broadcast method based on cloud game and live broadcast interaction method - Google Patents

Live broadcast system and live broadcast method based on cloud game and live broadcast interaction method Download PDF

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Publication number
CN110213601B
CN110213601B CN201910364244.0A CN201910364244A CN110213601B CN 110213601 B CN110213601 B CN 110213601B CN 201910364244 A CN201910364244 A CN 201910364244A CN 110213601 B CN110213601 B CN 110213601B
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game
server
spectator
anchor
live broadcast
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CN110213601A (en
Inventor
孟强
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Dayu Interconnection Technology Shenzhen Co ltd
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Dayu Interconnection Technology Shenzhen Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • 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
    • 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
    • H04N21/25Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
    • H04N21/258Client or end-user data management, e.g. managing client capabilities, user preferences or demographics, processing of multiple end-users preferences to derive collaborative data
    • H04N21/25866Management of end-user data
    • H04N21/25875Management of end-user data involving end-user authentication
    • 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
    • H04N21/4302Content synchronisation processes, e.g. decoder synchronisation
    • H04N21/4307Synchronising the rendering of multiple content streams or additional data on devices, e.g. synchronisation of audio on a mobile phone with the video output on the TV screen
    • 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
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/60Network structure or processes for video distribution between server and client or between remote clients; Control signalling between clients, server and network components; Transmission of management data between server and client, e.g. sending from server to client commands for recording incoming content stream; Communication details between server and client 
    • H04N21/63Control signaling related to video distribution between client, server and network components; Network processes for video distribution between server and clients or between remote clients, e.g. transmitting basic layer and enhancement layers over different transmission paths, setting up a peer-to-peer communication via Internet between remote STB's; Communication protocols; Addressing
    • H04N21/643Communication protocols

Abstract

The invention discloses a live broadcast system, a live broadcast method and a live broadcast interaction method based on a cloud game. Therefore, the situation that the live broadcast picture watched by the audience is a delayed actual picture of the anchor is effectively avoided, and the audience experience is improved, wherein the game audio and video of the anchor computer is captured by the third-party live broadcast platform and then is sent to the third-party live broadcast platform, and then the audience looks up the live broadcast picture at a live broadcast website or an audience client. Furthermore, the anchor can exchange identities with audiences in live game, so that the interaction between the anchor and the audiences is effectively improved. The anchor can interrupt the control right of the audience to the game at any time, and the anchor is convenient to manage.

Description

Live broadcast system and live broadcast method based on cloud game and live broadcast interaction method
Technical Field
The invention relates to the technical field of live broadcast, in particular to a live broadcast system, a live broadcast method and a live broadcast interaction method based on a cloud game.
Background
With the progress of network technology and the speed increase of networks, the network live broadcast is obviously developed and applied, such as game live broadcast, talent and skill live broadcast, beauty and make-up live broadcast, live broadcast by putting on and taking on, and the like. To improve the game level, game fans (spectators) watch the live broadcast of the game anchor. In the live game, a live broadcast client and specific game software are simultaneously opened by a game anchor in an intelligent terminal, and when the anchor operates a mouse and a keyboard to play a game, the live broadcast client acquires the content, head portrait and voice of the game played by the anchor and sends the content, head portrait and voice to a server of a live broadcast website through a network. Game fans (spectators) watch the operation and explanation of the game anchor through the website of the live broadcast platform or the client of the spectators. The live game mode is that the live broadcast picture of the main broadcast is uploaded to a live broadcast platform, and then the audience views the live broadcast picture at a live broadcast website or an audience client, so that the situation that the live broadcast picture viewed by the audience is delayed and the actual picture of the main broadcast is delayed inevitably results in poor audience experience.
The common live game only needs the anchor to play the game and explain, and common audiences only can watch and send the barrage and cannot participate in the game process. The live audience has single experience form and poor interaction. The patent application No. 201710083879.4 provides a cross-application control method and apparatus that controls the game played by the anchor by the audience sending a bullet screen that requires the audience to type and also requires intelligence to capture keywords, which does not control the game played by the anchor in real time, and is very poor in interactive physical examination.
Accordingly, the prior art is deficient and needs improvement.
Disclosure of Invention
The technical problem to be solved by the invention is as follows: the live broadcast system, the live broadcast method and the live broadcast interaction method based on the cloud game are provided, so that a picture seen by a viewer is consistent with a picture of a main broadcast, and the experience of the viewer is improved; in the live broadcasting process, the interaction between the audience and the anchor is improved.
The technical scheme of the invention is as follows: provided are a cloud game live broadcasting system and a live broadcasting method, wherein the cloud game live broadcasting system comprises: the system comprises a main broadcasting intelligent terminal, a main broadcasting client, a main broadcasting instruction output device connected with the main broadcasting intelligent terminal, an audience instruction output device connected with the audience intelligent terminal, an audience client and a cloud game live broadcasting platform respectively connected with the audience intelligent terminal and the main broadcasting intelligent terminal through a network; the anchor client is installed on an anchor intelligent terminal, and the audience client is installed on an audience intelligent terminal; the cloud game live broadcast platform comprises: the system comprises a front-end server, an instruction scheduling server, a game server and a live broadcast server.
The front-end server is used for user registration, user login, game server allocation, receiving an instruction sent by a user, processing the corresponding relation between the instruction and the user, processing the corresponding relation between game audio and video and the user, and transmitting the game audio and video transmitted by the live broadcast server to the anchor client and the audience client; the user comprises a main broadcaster and a viewer, and the instruction comprises: game operation instructions, other instructions; and sending the game operation instruction to an instruction scheduling server. The game operation instructions comprise a main game operation instruction output by the main command output device and a spectator game operation instruction output by the spectator command output device. When only the game is played by the main player, the front-end server only sends the operation instruction of the main player game to the instruction scheduling server; when the game anchor and the spectators exchange the game control right, the front-end server sends the spectator game operation instruction to the instruction scheduling server; when the spectator plays a game together with the game anchor, the front-end server simultaneously transmits the anchor game operation instruction and the spectator game operation instruction to the instruction scheduling server.
The instruction scheduling server is used for receiving the game operation instruction and sending the game operation instruction to the corresponding game server.
The game server is used for receiving the game operation instruction sent by the instruction scheduling server and playing the game according to the game operation instruction.
The live broadcast server is used for capturing game audio and video carried out by the game server and transmitting the game audio and video to the front-end server.
The live broadcast method comprises the following steps.
S1: the anchor logs in the cloud game live broadcast platform through the anchor client, and the audience logs in the cloud game live broadcast platform through the audience client.
S2: the anchor command output device outputs an anchor game operating command, and the front-end server receives the anchor game operating command and sends the anchor game operating command to the command scheduling server.
S3: and the instruction scheduling server receives the anchor game operation instruction and sends the anchor game operation instruction to the corresponding game server.
S4: and the game server plays the game according to the main game operation instruction to form game audio and video.
S5: the live broadcast server captures game audio and video formed by the game server and transmits the game audio and video to the anchor client and the audience client through the front-end server.
Cloud gaming (Cloud gaming), also known as game on demand (gaming), is an online gaming technology based on Cloud computing technology. Cloud game technology enables light-end devices (thin clients) with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud game scene, a game is not operated in a player game terminal but in a cloud server, and the cloud server renders the game scene into a video and audio stream which is transmitted to the player game terminal through a network. The player game terminal does not need to have strong graphic operation and data processing capacity, and only needs to have basic streaming media playing capacity and capacity of acquiring player input instructions and sending the instructions to the cloud server.
When a game player only plays a game in a cloud game and does not play the game directly, the game player opens a cloud game client, when the cloud game live platform plays a certain game, the game runs in a certain game server, the game player outputs a game operation instruction to a front-end server through an instruction output device, the front-end server sends the game operation instruction to an instruction scheduling restorer according to the corresponding relation between the game player and the game operation instruction, the instruction scheduling server sends the game operation instruction to the game server which runs the game, and therefore the game is operated, the live server captures game audio and video of the game server and transmits the game audio and video to the cloud game client of the game player through the front-end server. Because the game is operated on the game server, the game player can play a large-scale game without configuring a high-end terminal device, and the cost of the game player is effectively reduced.
When the game player not only plays in the cloud game, but also plays directly, the game player becomes a main player, the main player cloud game client becomes a main player client, and the spectator cloud game client becomes a spectator client. The method comprises the steps that a main broadcast client is opened by a main broadcast, when a certain game is played on a cloud game live broadcast platform, the game runs in a certain game server, the main broadcast outputs a main broadcast game operation instruction to a front-end server through main broadcast instruction output equipment, the front-end server sends the main broadcast game operation instruction to an instruction scheduling restorer according to the corresponding relation of the main broadcast and the main broadcast game operation instruction, the instruction scheduling server sends the main broadcast game operation instruction to the game server running the game, and therefore the game is operated, the live broadcast server captures game audio and video of the game server, and the game audio and video are transmitted to the main broadcast client of the main broadcast and an audience client of an audience through the front-end server. Because the game audio and video acquired by the anchor client and the audience client are transmitted by the live broadcast server, the game audio and video of the audience client is synchronous with the game audio and video of the anchor. Therefore, the situation that the live broadcast picture watched by the audience is a delayed actual picture of the anchor is effectively avoided, and the audience experience is improved, wherein the game audio and video of the anchor computer is captured by the third-party live broadcast platform and then is sent to the third-party live broadcast platform, and then the audience looks up the live broadcast picture at a live broadcast website or an audience client.
Further, the live broadcasting method comprises the following steps.
S1: the anchor logs in the cloud game live broadcast platform through the anchor client, and the audience logs in the cloud game live broadcast platform through the audience client.
S2: the method comprises the following steps that a main game operation instruction is output by main game instruction output equipment, and a front-end server receives the main game operation instruction and sends the main game operation instruction to an instruction scheduling server; the anchor client acquires the head portrait and the sound of the anchor and sends the head portrait and the sound to the front-end server, and the front-end server sends the head portrait and the voice information of the anchor to the game server.
S3: and the instruction scheduling server receives the anchor game operation instruction and sends the anchor game operation instruction to the corresponding game server.
S4: the game server plays a game according to the operation instruction of the anchor game to form game audio and video; and the game server synthesizes the anchor head portrait, the voice information and the game audio and video into the audience game audio and video.
S5: the live broadcast server captures game audio and video and spectator game audio and video formed by the game server, and respectively transmits the game audio and video and spectator game audio and video to the anchor client and the spectator client through the front-end server.
Or, the live broadcasting method includes the following steps:
s1: the anchor logs in the cloud game live broadcast platform through the anchor client, and the audience logs in the cloud game live broadcast platform through the audience client.
S2: the method comprises the following steps that a main game operation instruction is output by main game instruction output equipment, and a front-end server receives the main game operation instruction and sends the main game operation instruction to an instruction scheduling server; (ii) a The anchor client acquires the head portrait and the sound of the anchor and sends the head portrait and the sound to the front-end server, and the front-end server sends the head portrait and the voice information of the anchor to the live broadcast server.
S3: and the instruction scheduling server receives the anchor game operation instruction and sends the anchor game operation instruction to the corresponding game server.
S4: and the game server plays the game according to the main game operation instruction to form game audio and video.
S5: the live broadcast server captures game audio and video formed by the game server, and the live broadcast server synthesizes the anchor head portrait, the voice information and the game audio and video into audience game audio and video; and the game audio and video and the spectator game audio and video are respectively transmitted to the anchor client and the spectator client through the front-end server.
The game audio and video transmitted to the anchor by the live broadcast server does not contain the head portrait and the sound information of the anchor, so that the interference of the anchor is avoided.
Furthermore, the anchor client and the live client are the same client and are switched according to the selection of the user role; when the user carries out live broadcasting, the user is a main broadcasting, the client of the user is a main broadcasting client, the intelligent terminal of the user is a main broadcasting intelligent terminal, and the instruction output equipment of the user is main broadcasting instruction output equipment; when the user only watches, the user is the audience, the client of the user is the audience client, the intelligent terminal of the user is the audience intelligent terminal, and the instruction output equipment of the user is the audience instruction output equipment.
Further, the anchor intelligent terminal is a PC (personal computer) or a tablet personal computer or an intelligent mobile phone, and the live broadcast instruction output equipment is a combination of a keyboard and a mouse, or a gamepad or VR (virtual reality) equipment or somatosensory equipment; the audience intelligent terminal is a PC (personal computer) or a tablet personal computer or an intelligent mobile phone, and the audience instruction output equipment is a combination of a keyboard and a mouse, a gamepad or VR (virtual reality) equipment or somatosensory equipment; the anchor client includes: the system comprises a main broadcasting software client and a main broadcasting webpage client; the viewer client includes: audience software client and audience web page client.
Further, the operation instruction of the anchor game is transmitted to the instruction scheduling server through an independent TCP/UDP protocol; and the game audio and video and the spectator game audio and video are transmitted in an HTTP/RTSP mode.
Further, the invention also provides a live broadcast interaction method, and the live broadcast system and the live broadcast method based on the cloud game comprise the following steps.
SS 1: the anchor carries out the live broadcast through cloud recreation live platform, and spectator watches through cloud recreation live platform.
SS 2: the method comprises the following steps that a spectator sends a game control right transfer request to an anchor client through a front-end server of a cloud game live broadcast platform on a spectator client, and the anchor receives the game control right transfer request of the spectator client on the anchor client; or, the anchor sends the invitation of transferring the game control right to the audience client side on the anchor client side through a front-end server of the cloud game live broadcast platform, and the audience receives the invitation of transferring the game control right of the anchor client side on the audience client side.
SS 3: the spectator instruction output device of the spectator who has obtained the game control right outputs spectator game operation instructions, and the front-end server receives the spectator game operation instructions and transmits the spectator game operation instructions to the instruction scheduling server.
The SS4 instructs the scheduling server to receive spectator game play instructions and to send spectator game play instructions to the corresponding game server.
SS 5: and the game server plays the game according to the obtained audience game operation instruction to form game audio and video.
SS 6: the live broadcast server captures game audio and video played by the game server and transmits the game audio and video to the anchor client and the audience client through the front-end server.
SS 7: and the front-end server of the cloud game live broadcast platform enables the front-end server to stop sending the audience game operation instruction to the instruction scheduling server according to the interruption instruction or the time limit output by the anchor on the anchor client.
The method comprises the steps that a main broadcast carries out cloud game live broadcast, after the main broadcast receives a request for transferring game control right or audiences receive invitation for transferring game control right, a front-end server receives audience game operation instructions and sends the audience game operation instructions to an instruction scheduling server, the instruction scheduling server sends the audience game operation instructions to a game server of the previous main broadcast for playing, the game server plays according to the audience game operation instructions, the live broadcast server captures game audio and video of the game server and transmits the game audio and video to a main broadcast client of the main broadcast and an audience client of the audiences through the front-end server. The anchor can exchange identity with audiences in the live game, thereby effectively promoting the interaction between the anchor and the audiences. The anchor can interrupt the control right of the audience to the game at any time, and the anchor is convenient to manage.
Further, in step SS2, the spectator client for a certain account name sends a request for transferring game control to the anchor client, or the anchor client sends an invitation for transferring game control to the spectator client for a certain account name.
Further, in step SS3, the front-end server masks the anchor game operation instruction output by the anchor instruction output device.
Further, the step SS3 is: the spectator instruction output equipment of the spectators who obtain the game control right outputs spectator game operation instructions, and the front-end server receives the spectator game operation instructions and sends the spectator game operation instructions to the instruction scheduling server; the spectator client of the spectator who obtains the game control right obtains the head portrait and the sound of the spectator and sends the head portrait and the sound to the front-end server, and the front-end server sends the head portrait and the voice information of the spectator to the game server; the step SS5 is as follows: the game server plays a game according to the obtained spectator game operation instruction to form game audio and video; the game server synthesizes the audience head portrait, the voice information and the game audio and video into audience game audio and video; the step SS6 is as follows: the live broadcast server captures game audio and video and spectator game audio and video formed by the game server, transmits the game audio and video to spectator client terminals which acquire game control rights through the front-end server, and transmits the spectator game audio and video to other spectator client terminals and the anchor client terminal.
Alternatively, step SS3 is: the spectator instruction output equipment of the spectators who obtain the game control right outputs spectator game operation instructions, and the front-end server receives the spectator game operation instructions and sends the spectator game operation instructions to the instruction scheduling server; the audience client of the audience with the game control right obtains the head portrait and the sound of the audience and sends the head portrait and the sound to the front-end server, and the front-end server sends the head portrait and the voice information of the audience to the live broadcast server; the step SS6 is as follows: the live broadcast server captures game audio and video carried out by the game server, the live broadcast server synthesizes head portraits and voice information of audiences into the game audio and video of the audiences, transmits the game audio and video to the audience client side which obtains the game control right through the front-end server, and transmits the game audio and video of the audiences to other audience client sides and the anchor client side.
Further, the spectator game operation instruction is transmitted to the instruction scheduling server through an independent TCP/UDP protocol; and the game audio and video and the spectator game audio and video are transmitted in an HTTP/RTSP mode.
By adopting the scheme, the invention provides a live broadcast system, a live broadcast method and a live broadcast interaction method based on a cloud game. Therefore, the situation that the live broadcast picture watched by the audience is a delayed actual picture of the anchor is effectively avoided, and the audience experience is improved, wherein the game audio and video of the anchor computer is captured by the third-party live broadcast platform and then is sent to the third-party live broadcast platform, and then the audience looks up the live broadcast picture at a live broadcast website or an audience client. Furthermore, the anchor can exchange identities with audiences in live game, so that the interaction between the anchor and the audiences is effectively improved. The anchor can interrupt the control right of the audience to the game at any time, and the anchor is convenient to manage.
Drawings
FIG. 1 is a functional block diagram of a cloud game live broadcasting system according to the present invention;
FIG. 2 is a flow chart of an embodiment of a live broadcast method of the present invention;
FIG. 3 is a flow chart of yet another embodiment of a live method of the present invention;
FIG. 4 is a flowchart of a live interaction method according to an embodiment of the present invention;
fig. 5 is a flowchart of a live interaction method according to another embodiment of the present invention.
Detailed Description
The invention is described in detail below with reference to the figures and the specific embodiments.
Example 1
Referring to fig. 1, the present invention provides a live broadcast system of a cloud game, including: the system comprises a main broadcasting intelligent terminal 10, a main broadcasting client 11, a main broadcasting instruction output device 20 connected with the main broadcasting intelligent terminal 10, an audience intelligent terminal 30, an audience instruction output device 40 connected with the audience intelligent terminal 30, an audience client 31 and a cloud game live broadcasting platform respectively connected with the audience intelligent terminal 30 and the main broadcasting intelligent terminal 10 through a network; the anchor client 11 is installed on the anchor intelligent terminal 10, and the audience client 31 is installed on the audience intelligent terminal 30; the cloud game live broadcast platform comprises: front-end server 50, instruction scheduling server 60, game server 70, and live broadcast server 80.
The front-end server 50 is used for user registration, user login, game server 70 allocation, receiving an instruction sent by a user, processing the corresponding relation between the instruction and the user, processing the corresponding relation between the game audio and video and the user, and transmitting the game audio and video transmitted by the live broadcast server 80 to the anchor client 11 and the audience client 31; the user comprises a main broadcaster and a viewer, and the instruction comprises: game operation instructions, other instructions; the game operation instruction is transmitted to the instruction scheduling server 60.
The instruction scheduling server 60 is configured to receive a game operation instruction and send the game operation instruction to the corresponding game server 70.
The game server 70 is configured to receive the game operation instruction sent by the instruction scheduling server 60, and play a game according to the game operation instruction.
The live broadcast server 80 is configured to capture game audio and video played by the game server 70, and transmit the game audio and video to the front-end server 50.
The anchor intelligent terminal 10 is a PC (personal computer) or a tablet personal computer or an intelligent mobile phone, and the live broadcast instruction output device 20 is a combination of a keyboard and a mouse, a gamepad or VR (virtual reality) device or a somatosensory device; the audience intelligent terminal 30 is a PC (personal computer) or a tablet personal computer or a smart phone, and the audience instruction output equipment 40 is a combination of a keyboard and a mouse, a gamepad or VR (virtual reality) equipment or somatosensory equipment; the anchor client 11 includes: the system comprises a main broadcasting software client and a main broadcasting webpage client; the viewer client 31 includes: audience software client and audience webpage client
Referring to fig. 2, the present invention further provides a live broadcasting method, including the following steps.
S1: the anchor logs on the cloud game live platform through the anchor client 11, and the audience logs on the cloud game live platform through the audience client 31.
S2: the anchor command output device 20 outputs an anchor game operation command, and the front-end server 50 receives the anchor game operation command and transmits the anchor game operation command to the command scheduling server 60; the anchor client 11 acquires the anchor avatar and sound and transmits them to the front-end server 50, and the front-end server 50 transmits the anchor avatar and voice information to the game server 70.
S3: the instruction dispatch server 60 receives the anchor game play instructions and sends the anchor game play instructions to the corresponding game server 70.
S4: the game server 70 plays a game according to the operation instruction of the anchor game to form game audio and video; the game server 70 synthesizes the anchor head portrait, the voice information and the game audio and video into the audience game audio and video;
s5: the live broadcast server 80 captures the game audio and video and the spectator game audio and video formed by the game server 70, and respectively transmits the game audio and video and the spectator game audio and video to the anchor client 11 and the spectator client 31 through the front-end server 50.
Example 2
Referring to fig. 3, the present invention further provides a live broadcasting method, including the following steps:
s1: the anchor logs on the cloud game live platform through the anchor client 11, and the audience logs on the cloud game live platform through the audience client 31.
S2: the anchor command output device 20 outputs an anchor game operation command, and the front-end server 50 receives the anchor game operation command and transmits the anchor game operation command to the command scheduling server 60; the anchor client 11 acquires the anchor avatar and sound and sends them to the front-end server 50, and the front-end server 50 sends the anchor avatar and voice information to the live server 80.
S3: the instruction dispatch server 60 receives the anchor game play instructions and sends the anchor game play instructions to the corresponding game server 70.
S4: the game server 70 plays a game according to the operation instruction of the anchor game to form game audio and video;
s5: the live broadcast server 80 captures game audio and video formed by the game server 70, and the live broadcast server 80 synthesizes the anchor head portrait, the voice information and the game audio and video into audience game audio and video; and respectively transmit the game audio-video and the spectator game audio-video to the anchor client 11 and the spectator client 31 through the front-end server 50.
Example 3
Referring to fig. 4, the present invention provides a live broadcast interaction method, which includes the following steps:
SS 1: the anchor carries out the live broadcast through cloud recreation live platform, and spectator watches through cloud recreation live platform.
SS 2: the spectator sends a request for transferring the game control right to the anchor client 11 on the spectator client 31 through the front-end server 50 of the cloud game live platform, and the anchor receives the request for transferring the game control right of the spectator client 31 on the anchor client 11.
SS 3: the spectator instruction output device 40 of the spectator who has obtained the game control right outputs a spectator game operation instruction, and the front-end server 50 receives the spectator game operation instruction and transmits the spectator game operation instruction to the instruction scheduling server 60; the viewer client 31 of the viewer who has acquired the game control right acquires the avatar and sound of the viewer and transmits them to the front-end server 50, and the front-end server 50 transmits the avatar and sound information of the viewer to the game server 70.
SS 4: the instruction scheduling server 60 receives the spectator game operation instructions and transmits the spectator game operation instructions to the corresponding game server 70.
SS 5: the game server 70 plays the game according to the obtained spectator game operation instruction to form game audio and video; the game server 70 synthesizes the audience head portrait, the voice information and the game audio and video into the audience game audio and video.
SS 6: the live broadcast server 80 captures the game audio and video and the spectator game audio and video formed by the game server 70, transmits the game audio and video to the spectator client terminal 31 which has acquired the game control right through the front-end server 50, and transmits the spectator game audio and video to other spectator client terminals 31 and the anchor client terminal 11.
SS 7: the front-end server 50 of the cloud game live platform causes the front-end server 50 to terminate sending the audience game operation instruction to the instruction scheduling server 60 according to the interrupt instruction or the time limit output by the anchor on the anchor client 11.
Example 4
Referring to fig. 5, the present invention provides a live broadcast interaction method, which includes the following steps:
SS 1: the anchor carries out the live broadcast through cloud recreation live platform, and spectator watches through cloud recreation live platform.
SS 2: the anchor sends an invitation to transfer game control to the spectator client 31 through the front-end server 50 of the cloud live game platform on the anchor client 11, and the spectator accepts the invitation to transfer game control from the anchor client 11 on the spectator client 31.
SS 3: the spectator instruction output device 40 of the spectator who has obtained the game control right outputs a spectator game operation instruction, and the front-end server 50 receives the spectator game operation instruction and transmits the spectator game operation instruction to the instruction scheduling server 60; the viewer client 31 of the viewer who has acquired the game control right acquires the avatar and voice of the viewer and transmits them to the front-end server 50, and the front-end server 50 transmits the avatar and voice information of the viewer to the live server 80.
SS 4: the instruction scheduling server 60 receives the spectator game operation instructions and transmits the spectator game operation instructions to the corresponding game server 70.
SS 5: the game server 70 plays the game according to the obtained spectator game operation instruction, and forms game audio and video.
SS 6: the live broadcast server 80 captures game audio and video played by the game server 70, the live broadcast server 80 synthesizes the head portrait and voice information of the audience into the audience game audio and video, transmits the game audio and video to the audience client terminal 31 which obtains the game control right through the front end server 50, and transmits the audience game audio and video to other audience client terminals 31 and the anchor client terminal 11.
SS 7: the front-end server 50 of the cloud game live platform causes the front-end server 50 to terminate sending the audience game operation instruction to the instruction scheduling server 60 according to the interrupt instruction or the time limit output by the anchor on the anchor client 11.
In summary, the present invention provides a live broadcast system, a live broadcast method and a live broadcast interaction method based on a cloud game, where a live broadcast picture of the cloud game is a live broadcast service in a cloud game live broadcast platform that transmits game audio and video to a spectator client and an anchor client, and the game audio and video of the spectator client is synchronized with the game audio and video of the anchor. Therefore, the situation that the live broadcast picture watched by the audience is a delayed actual picture of the anchor is effectively avoided, and the audience experience is improved, wherein the game audio and video of the anchor computer is captured by the third-party live broadcast platform and then is sent to the third-party live broadcast platform, and then the audience looks up the live broadcast picture at a live broadcast website or an audience client. Furthermore, the anchor can exchange identities with audiences in live game, so that the interaction between the anchor and the audiences is effectively improved. The anchor can interrupt the control right of the audience to the game at any time, and the anchor is convenient to manage.
The present invention is not limited to the above preferred embodiments, and any modifications, equivalent substitutions and improvements made within the spirit and principle of the present invention should be included in the protection scope of the present invention.

Claims (5)

1. A live broadcast interaction method is characterized by comprising the following steps:
SS 1: the anchor broadcasts live through a cloud game live broadcast platform, and audiences watch through the cloud game live broadcast platform;
SS 2: the method comprises the following steps that a spectator sends a game control right transfer request to an anchor client through a front-end server of a cloud game live broadcast platform on a spectator client, and the anchor receives the game control right transfer request of the spectator client on the anchor client; or the anchor sends the invitation of transferring the game control right to the audience client side on the anchor client side through a front-end server of the cloud game live broadcast platform, and the audience receives the invitation of transferring the game control right of the anchor client side on the audience client side;
SS 3: the spectator instruction output equipment of the spectators who obtain the game control right outputs spectator game operation instructions, and the front-end server receives the spectator game operation instructions and sends the spectator game operation instructions to the instruction scheduling server;
the SS4 instructs the scheduling server to receive the spectator game operation instruction and sends the spectator game operation instruction to the corresponding game server;
SS 5: the game server plays a game according to the obtained spectator game operation instruction to form game audio and video;
SS 6: the live broadcast server captures game audio and video carried out by the game server and transmits the game audio and video to the anchor client and the audience client through the front-end server;
SS 7: and the front-end server of the cloud game live broadcast platform enables the front-end server to stop sending the audience game operation instruction to the instruction scheduling server according to the interruption instruction or the time limit output by the anchor on the anchor client.
2. The live interaction method of claim 1, wherein in step SS2, the spectator client for a certain account name sends the request for transferring game control to the anchor client, or the anchor client sends an invitation for transferring game control to the spectator client for a certain account name.
3. The live broadcast interaction method of claim 1, wherein in step SS3, the front-end server masks the anchor game operation commands output by the anchor command output device.
4. A live interaction method as claimed in claim 1,
the step SS3 is as follows: the spectator instruction output equipment of the spectators who obtain the game control right outputs spectator game operation instructions, and the front-end server receives the spectator game operation instructions and sends the spectator game operation instructions to the instruction scheduling server; the spectator client of the spectator who obtains the game control right obtains the head portrait and the sound of the spectator and sends the head portrait and the sound to the front-end server, and the front-end server sends the head portrait and the voice information of the spectator to the game server; the step SS5 is as follows: the game server plays a game according to the obtained spectator game operation instruction to form game audio and video; the game server synthesizes the audience head portrait, the voice information and the game audio and video into audience game audio and video; the step SS6 is as follows: the live broadcast server captures game audio and video and spectator game audio and video formed by the game server, transmits the game audio and video to spectator client terminals which acquire game control rights through the front-end server, and transmits the spectator game audio and video to other spectator client terminals and the anchor client terminal;
alternatively, step SS3 is: the spectator instruction output equipment of the spectators who obtain the game control right outputs spectator game operation instructions, and the front-end server receives the spectator game operation instructions and sends the spectator game operation instructions to the instruction scheduling server; the audience client of the audience with the game control right obtains the head portrait and the sound of the audience and sends the head portrait and the sound to the front-end server, and the front-end server sends the head portrait and the voice information of the audience to the live broadcast server; the step SS6 is as follows: the live broadcast server captures game audio and video carried out by the game server, the live broadcast server synthesizes head portraits and voice information of audiences into the game audio and video of the audiences, transmits the game audio and video to the audience client side which obtains the game control right through the front-end server, and transmits the game audio and video of the audiences to other audience client sides and the anchor client side.
5. A live interactive method as claimed in claim 2, wherein said viewer game operation commands are transmitted to the command dispatch server via independent TCP/UDP protocol; and the game audio and video is transmitted in an HTTP/RTSP mode.
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