CN110536146B - Live broadcast method and device based on cloud game and storage medium - Google Patents

Live broadcast method and device based on cloud game and storage medium Download PDF

Info

Publication number
CN110536146B
CN110536146B CN201910767820.6A CN201910767820A CN110536146B CN 110536146 B CN110536146 B CN 110536146B CN 201910767820 A CN201910767820 A CN 201910767820A CN 110536146 B CN110536146 B CN 110536146B
Authority
CN
China
Prior art keywords
game
cloud
server
mobile terminal
video stream
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN201910767820.6A
Other languages
Chinese (zh)
Other versions
CN110536146A (en
Inventor
周丕化
张顺四
董琼康
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Guangzhou Energy Cloud Technology Co ltd
Original Assignee
Guangzhou Dianyun Technology Co ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Guangzhou Dianyun Technology Co ltd filed Critical Guangzhou Dianyun Technology Co ltd
Priority to CN201910767820.6A priority Critical patent/CN110536146B/en
Publication of CN110536146A publication Critical patent/CN110536146A/en
Application granted granted Critical
Publication of CN110536146B publication Critical patent/CN110536146B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

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
    • 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
    • H04N21/41Structure of client; Structure of client peripherals
    • H04N21/4104Peripherals receiving signals from specially adapted client devices
    • H04N21/4126The peripheral being portable, e.g. PDAs or mobile phones
    • 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
    • H04N21/438Interfacing the downstream path of the transmission network originating from a server, e.g. retrieving encoded video stream packets from an IP network
    • H04N21/4383Accessing a communication channel
    • H04N21/4384Accessing a communication channel involving operations to reduce the access time, e.g. fast-tuning for reducing channel switching latency
    • 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
    • H04N21/44Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs
    • H04N21/4402Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs involving reformatting operations of video signals for household redistribution, storage or real-time display
    • 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]
    • H04N21/80Generation or processing of content or additional data by content creator independently of the distribution process; Content per se
    • H04N21/83Generation or processing of protective or descriptive data associated with content; Content structuring
    • H04N21/835Generation of protective data, e.g. certificates
    • H04N21/8352Generation of protective data, e.g. certificates involving content or source identification data, e.g. Unique Material Identifier [UMID]
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/80Generation or processing of content or additional data by content creator independently of the distribution process; Content per se
    • H04N21/85Assembly of content; Generation of multimedia applications
    • H04N21/854Content authoring

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Computer Security & Cryptography (AREA)
  • Databases & Information Systems (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

The invention discloses a live broadcast method based on a cloud game, which comprises the following steps: the method comprises the steps that a first mobile terminal sends a game request to a service server and receives a game picture returned by a cloud host, and the service server distributes a cloud platform to the first mobile terminal; the first mobile terminal obtains a video stream to be output of a game picture compressed by the streaming media server through a low-delay channel; and the first mobile terminal pushes the video stream to be output. The invention also provides a live broadcast device based on the cloud game. By adopting the invention, a user can play the traditional end game through the mobile phone only by installing the cloud game APP, the same playing effect as that obtained by playing through the computer host can be achieved, and meanwhile, the cost of time for downloading and installing the related game software by the anchor is saved.

Description

Live broadcast method and device based on cloud game and storage medium
Technical Field
The invention relates to the field of live broadcast, in particular to a live broadcast method and device based on a cloud game and a storage medium.
Background
In the existing live game platform, a self-built CDN can be selected or a streaming media CDN provided by a cloud platform manufacturer can be adopted for streaming media delivery, a main broadcast adopts live broadcast software on personal equipment to complete acquisition, preprocessing and compression of game pictures, the self-built CDN or a third-party CDN platform is used for delivery, and an audience end accesses a CDN node nearby to pull the streaming media for playing after acquiring the address of the streaming media.
Under the existing live broadcast broadcasting scheme, broadcasting software is an APP running on a program on a PC end or a mobile device and is responsible for capturing, preprocessing and encoding game pictures, and a video stream generated by encoding is pushed to a streaming media CDN.
Disclosure of Invention
In order to solve the above problems, an object of the present invention is to provide a live broadcast method based on a cloud game, in which a user only needs to install a cloud game APP, and can broadcast a traditional end-play game through a mobile phone with the same broadcast effect as that obtained by broadcasting through a computer host, and at the same time, the cost of time for a host to download and install related game software is saved.
Based on this, the invention provides a live broadcast method based on a cloud game, and the method comprises the following steps:
the method comprises the steps that a first mobile terminal sends a game request to a service server and receives a game picture returned by a cloud host, and the service server distributes a cloud platform to the first mobile terminal;
the first mobile terminal obtains a video stream to be output of a game picture compressed by the streaming media server through a low-delay channel;
and the first mobile terminal pushes the video stream to be output.
Wherein, the first mobile terminal pushing the video stream to be output comprises:
the first mobile terminal sends an opening request to the service server, the service server obtains a stream pushing address from the opening server and sends a stream pushing request to the signaling server, the signaling server controls the streaming media server to package a video stream and then push the video stream to the streaming media CDN, and the streaming media CDN distributes the video stream to a plurality of second mobile terminals.
Wherein, the service server obtaining the stream pushing address from the broadcasting server comprises: and the broadcasting server generates a stream pushing address through a preset algorithm and returns the stream pushing address to the service server.
The service server also sends a broadcast success response to the first mobile terminal;
the method for the first mobile terminal to receive the game picture returned by the cloud host comprises the following steps:
the cloud host comprises a signaling server and a media server;
and the signaling server receives the game request sent by the service server, starts a game process, and simultaneously, the media server intercepts a game picture and sends a response success to the first mobile terminal.
After the first mobile terminal sends a game request to a service server, the game request also comprises encrypted Token information carried by the game request, an identifier UID of the first mobile terminal on a cloud platform is obtained, whether the identifier UID is consistent with the identifier UID in the cloud host distribution record or not is judged, and if yes, the game request is safe.
The game request carries a domain name identifier, an application identifier, a video stream identifier and a visual effect instruction.
An embodiment of the present invention further provides a live broadcast device based on a cloud game, which is capable of executing the live broadcast method based on the cloud game according to any one of claims 1 to 6, and the device includes:
the request module is used for sending a game request to a service server and receiving a game picture returned by a cloud host, and the service server distributes the cloud platform to the first mobile terminal;
the acquisition module is used for acquiring a video stream to be output of a game picture compressed by the streaming media server through a low-delay channel;
and the pushing module is used for pushing the video stream to be output.
The embodiment of the invention also provides live broadcast equipment based on the cloud game, which comprises a processor, a memory and a computer program which is stored in the memory and configured to be executed by the processor, wherein the live broadcast method based on the cloud game is realized when the processor executes the computer program.
The embodiment of the invention also provides a computer-readable storage medium, which comprises a stored computer program, wherein when the computer program runs, the device where the computer-readable storage medium is located is controlled to execute the live broadcast method based on the cloud game.
The method comprises the steps that a game request is sent to a business server through a first mobile terminal, and a game picture returned by a cloud host is received, wherein the business server distributes a cloud platform to the first mobile terminal; the first mobile terminal obtains a video stream to be output of a game picture compressed by the streaming media server through a low-delay channel; and the first mobile terminal pushes the video stream to be output. The method and the system can realize that the user only needs to install the cloud game APP, can play the traditional end game through the mobile phone, have the same playing effect as that obtained by playing through the computer host, and simultaneously save the cost of time for downloading and installing the related game software by the anchor.
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 some embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to the drawings without creative efforts.
Fig. 1 is a flowchart of a live broadcast method based on a cloud game according to an embodiment of the present invention;
fig. 2 is a schematic diagram of a cloud game-based live broadcast device provided in an embodiment of the present invention;
fig. 3 is a schematic structural diagram of a live broadcast method based on a cloud game according to an embodiment of the present invention;
fig. 4 is an interaction diagram of a live broadcast method based on a cloud game according to 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.
Fig. 1 is a flowchart of a live broadcast method based on a cloud game according to an embodiment of the present invention, where the method includes:
s101, a first mobile terminal sends a game request to a service server and receives a game picture returned by a cloud host, and the service server distributes a cloud platform to the first mobile terminal;
the game request may carry a domain name identification, an application identification, a video stream identification, and a visual effect instruction.
The first mobile terminal receiving the game picture returned by the cloud host comprises the following steps:
the cloud host comprises a signaling server and a media server;
cloud game host computer: the server for running the game can be a physical machine or a virtual machine, different games have requirements on a CPU, a GPU and a memory thereof, the different games have the main responsibility of finishing the rendering of game pictures, and simultaneously, running environments are provided for the signaling server and the media server.
A signaling server: the cloud host computer and the media server assist to complete the functions of starting, running and monitoring of games on the cloud host computer, and meanwhile receive the control command of the service server and complete corresponding operations.
The media server: the core service of the cloud game platform is deployed on a cloud game host together with a signaling server, receives a control command of the signaling server and completes related work, and the core function of the cloud game platform is to capture a game picture, compress the picture by adopting a specific algorithm and send the picture to a user. A service server: the cloud game platform management and distribution system is a control center of the cloud game platform, is responsible for completing scheduling and controlling users to the cloud host of the characteristics, and has other service control logics such as wheat order, charging and other related functions.
The first mobile terminal is provided with a cloud game APP.
After the first mobile terminal sends the game request to the service server, the service server detects the validity of the game request. And the signaling server receives the game request sent by the service server, starts a game process, and simultaneously, the media server intercepts a game picture and sends a response success to the first mobile terminal.
S102, the first mobile terminal obtains a video stream to be output of a game picture compressed by a streaming media server through a low-delay channel;
the streaming media server: the method has the advantages that the cloud game streaming media processing function is provided, meanwhile, the streaming media processing function of the live broadcasting software is also born, and the core functions of capturing, preprocessing, coding and the like of game pictures are completed.
S103, the first mobile terminal pushes the video stream to be output.
The first mobile terminal pushing the video stream to be output comprises the following steps:
the first mobile terminal sends an opening request to the service server, the service server obtains a stream pushing address from the opening server and sends a stream pushing request to the signaling server, the signaling server controls the streaming media server to package a video stream and then push the video stream to the streaming media CDN, and the streaming media CDN distributes the video stream to a plurality of second mobile terminals.
The broadcasting server: in the live broadcast platform, the service processes responsible for the functions of anchor broadcast management, authentication, broadcast stream address generation, etc. often adopt a micro-service architecture in implementation.
CDN: it is called Content Delivery Network, i.e. Content distribution Network. The CDN is a content delivery network constructed on the network, and by means of edge servers deployed in various places, a user can obtain required content nearby through functional modules of a central platform, such as load balancing, content delivery, scheduling and the like, so that network congestion is reduced, and the access response speed and hit rate of the user are improved. The key technology of the CDN is mainly content storage and distribution technology. The streaming media CDN is used for distributing game picture streaming media.
The service server obtaining the stream pushing address from the broadcasting server comprises: and the broadcasting server generates a stream pushing address through a preset algorithm and returns the stream pushing address to the service server.
The service server also sends a broadcast success response to the first mobile terminal;
in practical application, when a user opens a live broadcast room to watch live video, the client on the second mobile terminal will send a video stream address request message to the server to obtain a video stream address of a live broadcast room. In order to protect the safety and effectiveness of the video stream address, the client needs to carry the client information and the client verification code in the request message when requesting. The client information comprises some personal information of the user and a Token value returned by the live broadcast server; the user information includes a device identifier (such as a device unique ID number) and an IP address of the client, a live broadcast room ID (such as a room number of a live broadcast room), a random number KEY transmitted to the user by the login server of the login server, and a system Time of the current client. And the Token value returned by the live broadcast server is the Token value returned by the website when the user logs in the live broadcast website. The client side can splice the information and generate a KEY value of a video stream address request by using an MD5 algorithm, namely a client side verification code, after the information is reported to the server, the server can generate another new KEY value by using the same MD5 algorithm according to the client side information reported by the client side, namely the server verification code, the server can judge whether the KEY value generated by the server is consistent with the KEY value of the client side, if not, the server rejects the request, if so, the server returns a video stream address of the client side, and the client side can play videos by the address.
The validity of the video stream address is valid for the first time, namely, a valid address is used for one time, the address can be used only once, and the video stream is obtained by using the same video stream address for the next time and is regarded as invalid, so that a hacker or a malicious third party is effectively prevented from obtaining the address and then pulling the video stream arbitrarily. Furthermore, in the video stream address algorithm in the embodiment of the present invention, the token when the user logs in is used as a part of the KEY value calculation, so that the user must log in before pulling the video stream address, and a hacker or a malicious third party who steals the stream address must implement the login function of the website, thereby increasing the implementation threshold thereof. Meanwhile, in order to further protect the video stream address, in the embodiment of the invention, some personal user information of the client is used as a part of the technical KEY value, wherein the personal user information comprises the IP address of the client, the unique ID of the equipment, the random KEY value which is passed by the server to the client, the current system time and the like, so that the security of the video stream address can be greatly protected.
After the first mobile terminal sends a game request to a service server, the game request also comprises encrypted Token information carried by the game request, an identifier UID of the first mobile terminal on a cloud platform is obtained, whether the identifier UID is consistent with the identifier UID in the cloud host distribution record or not is judged, if yes, the game request is safe, and if not, the game request is invalid.
The method comprises the steps that a game request is sent to a business server through a first mobile terminal, and a game picture returned by a cloud host is received, wherein the business server distributes a cloud platform to the first mobile terminal; the first mobile terminal obtains a video stream to be output of a game picture compressed by the streaming media server through a low-delay channel; and the first mobile terminal pushes the video stream to be output. The method and the system can realize that the user only needs to install the cloud game APP, can play the traditional end game through the mobile phone, have the same playing effect as that obtained by playing through the computer host, and simultaneously save the cost of time for downloading and installing the related game software by the anchor.
Fig. 2 is a schematic diagram of a cloud game based live broadcast device provided in an embodiment of the present invention, where the device includes:
a request module 201, configured to send a game request to a service server and receive a game screen returned by a cloud host, where the service server allocates the cloud platform to the first mobile terminal;
an obtaining module 202, configured to obtain, through a low-latency channel, a video stream to be output of a game picture compressed by a streaming media server;
the pushing module 203 is configured to push the video stream to be output.
Technical features and technical effects of the live broadcast device based on the cloud game provided by the embodiment of the invention are the same as those of the method provided by the embodiment of the invention, and are not repeated herein.
Fig. 3 is a schematic structural diagram of a live broadcast method based on a cloud game according to an embodiment of the present invention, please refer to fig. 3, which includes:
the method comprises the steps that a first mobile terminal sends a game request to a service server and receives a game picture returned by a cloud host, and the service server distributes a cloud platform to the first mobile terminal;
the first mobile terminal obtains a video stream to be output of a game picture compressed by the streaming media server through a low-delay channel;
and the first mobile terminal pushes the video stream to be output.
The streaming media server provides a cloud game streaming media processing function, simultaneously bears a streaming media processing function of live broadcasting software, completes core functions of capturing, preprocessing, encoding and the like of game pictures, simultaneously, the service server bears a function of a signaling proxy in the live broadcasting software, and interacts with a broadcasting server of a live broadcasting platform to obtain a main broadcasting source address, namely a source address played by a first mobile terminal, and control the streaming media server to push obtained media information to the streaming media, and a second mobile terminal, namely a user side watching live broadcasting, can obtain the streaming media through a specific address through an edge node of a streaming media CDN to watch.
Fig. 4 is an interaction diagram of a live broadcast method based on a cloud game according to an embodiment of the present invention, please refer to fig. 4, which includes:
the method comprises the steps that a first mobile terminal, namely a live broadcast user terminal, initiates a game playing request in a cloud game platform, and after the service server detects that the validity is passed, a cloud host is distributed to the first mobile terminal, and the request is forwarded to a signaling server.
After the signaling server receives the request and completes the validity check, the related game process is started, and the media server is informed to intercept the game picture, and the initialization of the media server is completed.
And sending a successful response to the first mobile terminal, and after receiving the response, the anchor connects with a corresponding streaming media server and acquires a compressed game picture media stream through a low-delay channel.
The first mobile terminal completes game-related operations through the low-delay channel and continuously acquires the media stream.
The first mobile terminal initiates a broadcast request, the service server interacts with the broadcast server, the broadcast server generates a streaming address through a specific algorithm and returns the streaming address to the service server, and the service server sends a broadcast success response to the first mobile terminal.
The service server sends a stream pushing request to the signaling server, the signaling server controls the streaming media server to package a video stream and then push the video stream to a specified source address in the streaming media CDN, and sends a pushing notification to inform the first mobile terminal that the playing is successful.
The streaming media CDN completes the distribution of the video stream, and the second mobile terminal, namely a user side watching the live broadcast, acquires the watching address through a channel and watches the watching address.
The embodiment of the invention also provides live broadcast equipment based on the cloud game, which comprises a processor, a memory and a computer program which is stored in the memory and configured to be executed by the processor, wherein the live broadcast method based on the cloud game is realized when the processor executes the computer program.
The embodiment of the invention also provides a computer-readable storage medium, which comprises a stored computer program, wherein when the computer program runs, the device where the computer-readable storage medium is located is controlled to execute the live broadcast method based on the cloud game.
The logic and/or steps represented in the flowcharts or otherwise described herein, e.g., an ordered listing of executable instructions that can be considered to implement logical functions, can be embodied in any computer-readable medium for use by or in connection with an instruction execution system, apparatus, or device, such as a computer-based system, processor-containing system, or other system that can fetch the instructions from the instruction execution system, apparatus, or device and execute the instructions. For the purposes of this description, a "computer-readable medium" can be any means that can contain, store, communicate, propagate, or transport the program for use by or in connection with the instruction execution system, apparatus, or device.
More specific examples (a non-exhaustive list) of the computer-readable medium would include the following: an electrical connection (electronic device) having one or more wires, a portable computer diskette (magnetic device), a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber device, and a portable compact disc read-only memory (CDROM). Additionally, the computer-readable medium could even be paper or another suitable medium upon which the program is printed, as the program can be electronically captured, via for instance optical scanning of the paper or other medium, then compiled, interpreted or otherwise processed in a suitable manner if necessary, and then stored in a computer memory.
It should be understood that portions of the present invention may be implemented in hardware, software, firmware, or a combination thereof. In the above embodiments, the various steps or methods may be implemented in software or firmware stored in memory and executed by a suitable instruction execution system. For example, if implemented in hardware, as in another embodiment, any one or combination of the following techniques, which are known in the art, may be used: a discrete logic circuit having a logic gate circuit for implementing a logic function on a data signal, an application specific integrated circuit having an appropriate combinational logic gate circuit, a Programmable Gate Array (PGA), a Field Programmable Gate Array (FPGA), or the like.
It is noted that, in this document, 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 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 above description is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and substitutions can be made without departing from the technical principle of the present invention, and these modifications and substitutions should also be regarded as the protection scope of the present invention.

Claims (9)

1. A live broadcast method based on a cloud game is characterized by comprising the following steps:
the method comprises the steps that a first mobile terminal sends a game request to a service server and receives a game picture returned by a cloud host, and the service server distributes a cloud platform to the first mobile terminal;
the first mobile terminal obtains a video stream to be output of a game picture compressed by the streaming media server through a low-delay channel;
the first mobile terminal pushes the video stream to be output; the first mobile terminal sends an opening request to the service server, the service server obtains a stream pushing address from the opening server and sends a stream pushing request to the signaling server, the signaling server controls the stream media server to package a video stream and then push the video stream to the stream media CDN, and the stream media CDN distributes the video stream to a plurality of second mobile terminals.
2. The cloud game based live broadcasting method as claimed in claim 1, wherein the service server obtaining the streaming address from the broadcasting server includes: and the broadcasting server generates a stream pushing address through a preset algorithm and returns the stream pushing address to the service server.
3. The cloud game based live broadcasting method as claimed in claim 2, wherein the service server further includes sending a broadcasting success response to the first mobile terminal.
4. The cloud game based live broadcasting method according to claim 1, wherein the receiving, by the first mobile terminal, the game screen returned by the cloud host includes:
the cloud host comprises a signaling server and a media server;
and the signaling server receives the game request sent by the service server, starts a game process, and simultaneously, the media server intercepts a game picture and sends a response success to the first mobile terminal.
5. The cloud game based live broadcasting method as claimed in claim 4, wherein after the first mobile terminal sends the game request to the service server, the method further comprises: the game request carries encrypted Token information, an identifier UID of the first mobile terminal on a cloud platform is obtained, whether the identifier UID is consistent with the identifier UID in the cloud host distribution record or not is judged, and if yes, the game request is safe.
6. The cloud game based live broadcast method according to claim 1, wherein the game request carries a domain name identifier, an application identifier, a video stream identifier, and a visual effect instruction.
7. A cloud game based live broadcast device capable of executing the cloud game based live broadcast method according to any one of claims 1 to 6, comprising:
the request module is used for sending a game request to a service server and receiving a game picture returned by a cloud host, and the service server distributes the cloud platform to the first mobile terminal;
the acquisition module is used for acquiring a video stream to be output of a game picture compressed by the streaming media server through a low-delay channel;
and the pushing module is used for pushing the video stream to be output.
8. A cloud game based live broadcast device comprising a processor, a memory, and a computer program stored in the memory and configured to be executed by the processor, the processor implementing the cloud game based live broadcast method of any one of claims 1 to 6 when executing the computer program.
9. A computer-readable storage medium, comprising a stored computer program, wherein when the computer program runs, the computer-readable storage medium is controlled to execute the cloud game based live broadcast method according to any one of claims 1 to 6.
CN201910767820.6A 2019-08-19 2019-08-19 Live broadcast method and device based on cloud game and storage medium Active CN110536146B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201910767820.6A CN110536146B (en) 2019-08-19 2019-08-19 Live broadcast method and device based on cloud game and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201910767820.6A CN110536146B (en) 2019-08-19 2019-08-19 Live broadcast method and device based on cloud game and storage medium

Publications (2)

Publication Number Publication Date
CN110536146A CN110536146A (en) 2019-12-03
CN110536146B true CN110536146B (en) 2021-12-31

Family

ID=68663717

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201910767820.6A Active CN110536146B (en) 2019-08-19 2019-08-19 Live broadcast method and device based on cloud game and storage medium

Country Status (1)

Country Link
CN (1) CN110536146B (en)

Families Citing this family (26)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN113018868B (en) * 2019-12-09 2023-02-10 华为技术有限公司 Cloud game login method, device and system
CN111818004B (en) * 2019-12-11 2023-04-07 厦门雅基软件有限公司 Cloud game live broadcast method and system and computer readable storage medium
CN111818394A (en) * 2019-12-11 2020-10-23 厦门雅基软件有限公司 Cloud game live broadcast method, client and computer readable storage medium
CN111818348B (en) * 2019-12-25 2021-08-24 厦门雅基软件有限公司 Live broadcast interaction method and device, electronic equipment and computer readable storage medium
CN111327910A (en) * 2020-01-21 2020-06-23 广州虎牙科技有限公司 Operation control method, device and equipment of application program and storage medium
CN113163215B (en) * 2020-01-22 2024-07-16 华为云计算技术有限公司 Live broadcast method and live broadcast system based on cloud mobile phone
CN111314714B (en) * 2020-02-27 2021-06-01 腾讯科技(深圳)有限公司 Game live broadcast method and device
CN111786948B (en) * 2020-05-21 2022-01-28 中清龙图计算机科技(上海)有限公司 Cloud game control method, device, system, equipment and medium
CN111711832B (en) * 2020-06-29 2022-09-27 腾讯科技(深圳)有限公司 Video live broadcast method, device, equipment and storage medium
CN112153394B (en) * 2020-07-01 2022-06-17 广州点云科技有限公司 Cloud game live broadcast interaction method and system
CN111757139A (en) * 2020-07-03 2020-10-09 深圳市乐宜科技有限公司 Single-machine multi-player game equipment networking method and system
CN113747181A (en) * 2020-08-06 2021-12-03 上海达龙信息科技有限公司 Network live broadcast method, live broadcast system and electronic equipment based on remote desktop
CN112073185B (en) * 2020-08-11 2023-06-30 广州点云科技有限公司 Cloud game safety transmission method and device
CN112040259A (en) * 2020-08-28 2020-12-04 广州华多网络科技有限公司 Method, server, system, storage medium and equipment for continuous playing
CN114501040B (en) * 2020-11-13 2024-01-30 腾讯科技(深圳)有限公司 Live video stream acquisition method, device, equipment and storage medium
CN112449203A (en) * 2020-11-24 2021-03-05 广州虎牙科技有限公司 Game live broadcast method and device, electronic equipment and storage medium
CN112565802B (en) * 2020-11-30 2023-07-21 Oppo广东移动通信有限公司 Live interaction method, system, server and storage medium
CN112494951B (en) * 2020-12-02 2023-09-19 咪咕互动娱乐有限公司 Game relay method, server and storage medium
CN112933611A (en) * 2021-03-26 2021-06-11 厦门雅基软件有限公司 Cloud game progress sharing method and device and electronic equipment
CN113256375A (en) * 2021-05-17 2021-08-13 杭州雾联科技有限公司 Cloud system streaming processing method and related device
CN113315831B (en) * 2021-05-26 2023-01-31 广州虎牙科技有限公司 Cloud game playing method, device, equipment and storage medium
CN113457123B (en) * 2021-07-21 2024-03-08 腾讯科技(深圳)有限公司 Interaction method and device based on cloud game, electronic equipment and readable storage medium
CN113965769B (en) * 2021-10-19 2023-08-08 创盛视联数码科技(北京)有限公司 Live broadcast system of online education
CN114040219B (en) * 2021-11-09 2022-09-06 腾讯科技(深圳)有限公司 Game live broadcast method, device, system, equipment and computer readable storage medium
CN114390048A (en) * 2021-12-31 2022-04-22 凌宇科技(北京)有限公司 Cloud VR screen projection system and method
CN114598738B (en) * 2022-02-22 2024-08-30 网易(杭州)网络有限公司 Data processing method, device, storage medium and computer equipment

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102571900A (en) * 2010-12-08 2012-07-11 中国电信股份有限公司 System and method for implementing far-end real-time control
CN106803974A (en) * 2017-03-01 2017-06-06 北京牡丹电子集团有限责任公司数字电视技术中心 The real-time retransmission method of live video stream
CN107659559A (en) * 2017-08-24 2018-02-02 网易(杭州)网络有限公司 A kind of games system
CN109195020A (en) * 2018-10-11 2019-01-11 三星电子(中国)研发中心 A kind of the game live broadcasting method and system of AR enhancing
CN109304031A (en) * 2018-09-19 2019-02-05 电子科技大学 A kind of virtualization cloud game platform based on isomery intelligent terminal
WO2019096063A1 (en) * 2017-11-17 2019-05-23 华为技术有限公司 Method and device for live broadcast communication

Family Cites Families (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8793393B2 (en) * 2011-11-23 2014-07-29 Bluespace Corporation Video processing device, video server, client device, and video client-server system with low latency thereof
US9716903B2 (en) * 2014-07-31 2017-07-25 Diego Cardona Live streaming-TV content, acquisition, transformation, encryption, and distribution system, and method for its use
CN106507161B (en) * 2016-11-29 2019-11-15 腾讯科技(深圳)有限公司 Net cast method and live broadcast device
US10857457B2 (en) * 2017-10-19 2020-12-08 Daybreak Game Company Llc Management and broadcasting of live multiplayer video game activity
CN110115835B (en) * 2018-02-05 2022-12-20 网宿科技股份有限公司 Cloud game running method based on Android system and server
CN108632633B (en) * 2018-04-28 2021-08-10 网易(杭州)网络有限公司 Live webcast data processing method and device
CN109068181B (en) * 2018-07-27 2020-11-13 广州华多网络科技有限公司 Football game interaction method, system, terminal and device based on live video

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102571900A (en) * 2010-12-08 2012-07-11 中国电信股份有限公司 System and method for implementing far-end real-time control
CN106803974A (en) * 2017-03-01 2017-06-06 北京牡丹电子集团有限责任公司数字电视技术中心 The real-time retransmission method of live video stream
CN107659559A (en) * 2017-08-24 2018-02-02 网易(杭州)网络有限公司 A kind of games system
WO2019096063A1 (en) * 2017-11-17 2019-05-23 华为技术有限公司 Method and device for live broadcast communication
CN109304031A (en) * 2018-09-19 2019-02-05 电子科技大学 A kind of virtualization cloud game platform based on isomery intelligent terminal
CN109195020A (en) * 2018-10-11 2019-01-11 三星电子(中国)研发中心 A kind of the game live broadcasting method and system of AR enhancing

Also Published As

Publication number Publication date
CN110536146A (en) 2019-12-03

Similar Documents

Publication Publication Date Title
CN110536146B (en) Live broadcast method and device based on cloud game and storage medium
US11539687B2 (en) Message right management method, device and storage medium
CN105915953B (en) Method, device, system, server and storage medium for live video identification
KR102179216B1 (en) Identification delegation for devices
CN107743115B (en) Identity authentication method, device and system for terminal application
CN108965950A (en) A kind of monitoring of the advertisement method and apparatus
CN112311684B (en) Burst traffic processing method, computer device and readable storage medium
US10904251B2 (en) Blockchain-based copyright protection method and apparatus, and electronic device
KR20170128534A (en) Using temporary credentials in guest mode
WO2019061598A1 (en) Data verification method and client
WO2016202200A1 (en) Data verification method and apparatus, and smart television system
WO2019061626A1 (en) Data verification method, and server
CN105871800A (en) Pull stream control method, device and system
CN107770161B (en) The method and device of brush present is prevented in a kind of live streaming platform
CN107888623B (en) Method and device for preventing hijacking of audio and video data streams of live broadcast software
CN112449203A (en) Game live broadcast method and device, electronic equipment and storage medium
CN113965769B (en) Live broadcast system of online education
CN106230860A (en) The method and apparatus sending Streaming Media
CN113256375A (en) Cloud system streaming processing method and related device
WO2019071857A1 (en) Method and device preventing gift giving on live streaming platform
CN112261040B (en) Online audio and video anti-theft method and system
CN115622786A (en) Account login method and device, electronic equipment and storage medium
CN111090818A (en) Resource management method, resource management system, server, and computer storage medium
CN105847884B (en) Method and device for controlling television user to use television
CN113596600A (en) Security management method, device, equipment and storage medium for live broadcast embedded program

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant
TR01 Transfer of patent right

Effective date of registration: 20240827

Address after: Room 706, Building 1, Jiadu Xintai Building, No. 51-53 Jianzhong Road, Tianhe District, Guangzhou City, Guangdong Province 510630

Patentee after: Guangzhou Energy Cloud Technology Co.,Ltd.

Country or region after: China

Address before: Room a603, No. 305-2, Zhongshan Avenue West, Tianhe District, Guangzhou, Guangdong 510000

Patentee before: Guangzhou dianyun Technology Co.,Ltd.

Country or region before: China

TR01 Transfer of patent right