CN111314714A - Game live broadcast method and device - Google Patents

Game live broadcast method and device Download PDF

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Publication number
CN111314714A
CN111314714A CN202010122543.6A CN202010122543A CN111314714A CN 111314714 A CN111314714 A CN 111314714A CN 202010122543 A CN202010122543 A CN 202010122543A CN 111314714 A CN111314714 A CN 111314714A
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Prior art keywords
combat
fighting
room
live broadcast
game
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CN202010122543.6A
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Chinese (zh)
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CN111314714B (en
Inventor
夏禹
徐飞
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • 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
    • H04N21/21Server components or server architectures
    • H04N21/218Source of audio or video content, e.g. local disk arrays
    • H04N21/2181Source of audio or video content, e.g. local disk arrays comprising remotely distributed storage units, e.g. when movies are replicated over a plurality of video 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
    • H04N21/23Processing of content or additional data; Elementary server operations; Server middleware
    • H04N21/239Interfacing the upstream path of the transmission network, e.g. prioritizing client content requests
    • H04N21/2393Interfacing the upstream path of the transmission network, e.g. prioritizing client content requests involving handling client requests
    • 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
    • H04N21/475End-user interface for inputting end-user data, e.g. personal identification number [PIN], preference data
    • 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
    • H04N21/482End-user interface for program selection

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Human Computer Interaction (AREA)
  • Databases & Information Systems (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The embodiment of the application provides a live game method and a live game device, wherein the method comprises the following steps: receiving a combat operation instruction and a combat user identifier sent by a combat terminal; acquiring a room identifier corresponding to a live broadcast room to which a combat user identifier belongs; acquiring a communication identifier of the fighting terminal according to the room identifier; and based on the communication identifier, sending the combat operation instruction and the combat user identifier to the combat terminal so that the combat terminal constructs a game combat live broadcast picture based on the combat operation instruction and the combat user identifier. The embodiment of the application sends the combat operation instruction and the combat user identification to the combat watching terminal, so that the combat watching terminal constructs a game combat live broadcast picture, all game live broadcasts of the combat watching terminal are realized, the game live broadcast mode does not need to adopt a mode of embedded webpages, namely, an external website does not need to be built or an external website is not needed to be found for cooperation, and the game live broadcast cost is reduced while the game live broadcast is realized.

Description

Game live broadcast method and device
Technical Field
The application relates to the technical field of communication, in particular to a live game playing method and device.
Background
In terminal games (including sports games such as table games, and the like, entertainment games such as battle games, and the like, and other games of various properties), there is a demand for viewing other people's games. However, in most terminal games, only the match of the game is live broadcast, and many live broadcasts adopt a mode of embedded web pages: an external live web page is embedded into the game, and the spectator and the player watch the live event on the web page. For example, a competition host uploads a competition picture to a live broadcast website, and the live broadcast website shows the live broadcast to a fighting player in a webpage embedded mode. The embedded webpage is a common jump mode in games, and an external webpage/website can be jumped to by clicking a certain button.
The embedded webpage mode has a higher threshold for live broadcast of the game events, only live broadcast of the game events is carried out, and the live broadcast cannot be carried out in general battles. And need use external webpage link in the game, although satisfied the watching demand of spectator and battle player, still need to spend the cost to construct the external website or look for the cooperation of external website, increased the live broadcast cost.
Disclosure of Invention
The embodiment of the application provides a game live broadcast method and device, so that the game live broadcast cost is reduced.
The embodiment of the application provides a live game method, which comprises the following steps:
receiving a combat operation instruction and a combat user identifier sent by a combat terminal;
acquiring a room identifier corresponding to a live broadcast room to which a combat user identifier belongs;
acquiring a communication identifier of the fighting terminal according to the room identifier;
and based on the communication identifier, sending the combat operation instruction and the combat user identifier to the combat terminal so that the combat terminal constructs a game combat live broadcast picture based on the combat operation instruction and the combat user identifier.
The embodiment of the application further provides a game live broadcast method, which comprises the following steps:
generating a live broadcast room access request according to an access operation of a user to a live broadcast room, and sending the live broadcast room access request to a server;
receiving a combat operation instruction set of a combat terminal, a combat user identifier of the combat terminal and room state information of an accessed live broadcast room, wherein the combat operation instruction set is sent by a server based on a live broadcast room access request;
constructing a game fighting live broadcast picture according to the fighting operation instruction set, the fighting user identification and the room state information;
and displaying the live broadcast picture of the game battle in the live broadcast area.
The embodiment of the application further provides a game live broadcasting device, including:
the first receiving unit is used for receiving a combat operation instruction and a combat user identifier sent by a combat terminal;
the room identifier acquisition unit is used for acquiring a room identifier corresponding to a live broadcast room to which the battle user identifier belongs;
the communication identifier acquisition unit is used for acquiring the communication identifier of the fighting terminal according to the room identifier;
and the first sending unit is used for sending the combat operation instruction and the combat user identifier to the spectator terminal based on the communication identifier so as to enable the spectator terminal to construct a game combat live broadcast picture based on the combat operation instruction and the combat user identifier.
In an embodiment, the room identifier obtaining unit is specifically configured to obtain a user list corresponding to each live broadcast room; searching a target user list comprising the fighting user identification; and taking the room identifier of the live broadcast room corresponding to the target user list as the room identifier corresponding to the live broadcast room to which the fighting user identifier belongs.
In an embodiment, the first receiving unit is further configured to receive interactive data sent by the fighting terminal; and the first sending unit is also used for sending the interactive data to all the fighting terminals and all the fighting terminals in the live broadcast room corresponding to the room identifier.
In an embodiment, the live game device further comprises a room creating unit, and the first receiving unit is further used for receiving a room creating instruction sent by the battle terminal; and the room creating unit is used for creating the live broadcast room according to the room creating instruction and generating the room identifier of the live broadcast room.
The embodiment of the application further provides a game live broadcasting device, including:
the room access unit is used for generating a room access request according to the access operation of a user for accessing a room and sending the room access request to the server;
a second receiving unit, configured to receive a combat operation instruction set of a combat terminal, a combat user identifier of the combat terminal, and room state information of an accessed live broadcast room, where the combat operation instruction set is sent by the server based on the live broadcast room access request;
the construction unit is used for constructing a game fighting live broadcast picture according to the fighting operation instruction set, the fighting user identification and the room state information;
and the display unit is used for displaying the live game battle picture in a live broadcast area.
In an embodiment, the game live broadcasting device further includes a second sending unit, a second receiving unit, and the second sending unit and the second receiving unit are further configured to receive interaction data generated by interaction operations of a user in an interaction area; and the second sending unit is used for sending the interactive data to the server so that the server sends the interactive data to all the fighting terminals and all the fighting terminals in the live broadcast room.
In an embodiment, the game live broadcasting device further comprises an input acquisition unit, a generation unit and a second sending unit, wherein the input acquisition unit is used for acquiring a frame number of a current game fighting picture and a key input state on the game fighting picture corresponding to the frame number; the generating unit is used for generating a fighting operation instruction according to the frame number and the key input state; and the second sending unit is also used for sending the combat operation instruction and the combat user identifier to the server so as to enable the server to send the combat operation instruction and the combat user identifier to other combat terminals and all the spectator terminals.
In an embodiment, the construction unit is configured to determine, according to the combat operation instruction set and the room state information, a combat action and match state information of a combat user corresponding to the combat user identifier; and constructing a game battle live broadcast picture according to the battle action and the game fighting state information.
The embodiment of the application provides a computer device, which comprises a memory, a processor and a computer program stored on the memory and capable of running on the processor, wherein the processor executes the program to realize the steps of any one of the above game live broadcast methods.
An embodiment of the present application further provides a computer-readable storage medium, where a computer program is stored, and when the computer program is executed by a processor, the method for playing a live game is implemented.
The embodiment of the application receives a combat operation instruction and a combat user identifier sent by a combat terminal; acquiring a room identifier corresponding to a live broadcast room to which a combat user identifier belongs; and sending the combat operation instruction and the combat user identification to a combat terminal in the live broadcast room corresponding to the room identification so that the combat terminal constructs a game combat live broadcast picture according to the combat operation instruction and the combat user identification. The combat terminal sends the combat operation instruction and the combat user identification to the combat sightseeing terminal, so that the combat terminal constructs a game combat live broadcast picture according to the combat operation instruction and the combat user identification, and live broadcast of games of all the combat terminals is achieved. The live game mode can realize live game without adopting a mode of embedding a webpage, namely, an external website does not need to be built or an external website is not needed to be found for cooperation, and the live game cost is reduced while the live game is realized.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1a is a schematic diagram of a live game system provided in an embodiment of the present application;
FIG. 1b is another schematic diagram of a live game process provided in an embodiment of the present application;
FIG. 2a is a schematic flow chart of a live game method provided in an embodiment of the present application;
FIG. 2b is another schematic flow chart of a live game playing method provided in the embodiment of the present application;
FIG. 2c is another schematic flow chart of a live game playing method provided in the embodiment of the present application;
FIG. 2d is a schematic illustration of an interface of a game lobby provided by an embodiment of the present application;
FIG. 2e is a schematic diagram of an interface for selecting a role provided in an embodiment of the present application;
FIG. 2f is a schematic view of an interface for live battle play provided in an embodiment of the present application;
FIG. 3 is a schematic flow chart of a live game method provided in an embodiment of the present application;
FIG. 4 is another schematic flow chart diagram of a game live broadcasting method provided in an embodiment of the present application;
FIG. 5 is a schematic block diagram of a game live device provided by an embodiment of the present application;
FIG. 6 is a schematic block diagram of a game live device provided by an embodiment of the present application;
fig. 7 is a schematic structural diagram of a computer device provided in an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, 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 application.
Before explaining the embodiments of the present application in detail, some terms related to the embodiments of the present application will be explained.
The terminal can be a smart phone, a tablet Computer, a notebook Computer, a smart television, an intelligent robot, a Personal Computer (PC), and other devices. By using the terminal, the user can participate in the online game battle and also can watch the online game battle picture.
The users include entity users and virtual users, and the virtual users include users generated by using Artificial Intelligence (AI), also called AI users. Each user corresponds to a user identifier; when the user participates in online game fighting, the user is called a fighting user, the user identification is called a fighting user identification, and a terminal where the fighting user is located is called a fighting terminal; when the user watches the online game fighting picture, the user is called a fighting user, the user identification is called a fighting user identification, and the terminal where the fighting user is located is called a fighting terminal. The AI user is typically a combat user, e.g., a physical user and the AI user are engaged together.
The live broadcast rooms are virtual spaces distributed for playing a game battle, each live broadcast room is independent, and each live broadcast room is provided with a corresponding room identifier. Wherein the room identification may be a room number or the like.
The room status information refers to all current room status information of the live broadcast room, for example, information of the combat terminal of the live broadcast room, information of the character selected by the combat terminal, information of the fighting terminal, information of the current stage of the game in the live broadcast room, and the like. The information of the battle terminal comprises a battle user identifier (such as a battle user ID or a battle user name) corresponding to the battle terminal and a communication beacon of the battle terminal; the information of the fighting terminals includes the number of the fighting terminals, the identification of the fighting user (such as ID of the fighting user or fighting user name) corresponding to each fighting terminal, and the communication identification of the fighting terminals. The current phase is a loading phase, a role selecting phase, a scene selecting phase, a level selecting phase or an ending phase and the like. For example, it may record whether a game is currently being loaded (corresponding to a loading phase), whether a character is being selected (corresponding to a character selection phase), what character is selected, whether a level is being selected (corresponding to a level selection phase), what level is selected, whether a scene is currently being selected (corresponding to a scene selection phase), whether a game battle is currently over, and the like.
And the lobby server bears all the servers or server clusters realized by the logic in the network game lobby.
The battle server is used for the message transfer server or the server cluster of the battle terminal in the online game battle.
The interactive data refers to data generated by interaction between the fighting terminals and/or the fighting terminals, such as transmitted message information, and also includes virtual article data transmitted by the fighting terminals.
And the interactive server is a server or a server cluster for forwarding interactive data of the fighting terminal and the fighting terminal by a user.
Live broadcast delay: the phenomenon can occur in live broadcast fighting, namely the fighting picture of the live broadcast game is later than the actual occurrence time of the game process. This time difference is called the live delay.
The Content Delivery Network, CDN for short. The CDN is an intelligent virtual network constructed on the basis of the existing network, and by means of edge servers deployed in various places and functional modules of load balancing, content distribution, scheduling and the like of a central platform, a user can obtain required content nearby, 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 CDN server refers to a server or a server cluster that can store and distribute memory, and specifically, in this embodiment of the present application, distributes a combat operation instruction and a combat user identifier.
The blockchain is a novel application mode of computer technologies such as distributed data storage, point-to-point transmission, a consensus mechanism and an encryption algorithm. A block chain (Blockchain), which is essentially a decentralized database, is a series of data blocks associated by using a cryptographic method, and each data block contains information of a batch of network transactions, so as to verify the validity (anti-counterfeiting) of the information and generate a next block. The information of a batch of network transactions can also be understood as input information of a batch, which refers to a combat operation instruction, a combat user identifier, a live broadcast room list, an interactive user list, game state information and the like that need to be stored on a block chain in the embodiment of the present application. The blockchain may include a blockchain underlying platform, a platform product services layer, and an application services layer.
The block chain underlying platform can comprise processing modules such as user management, basic service, intelligent contract and operation monitoring. The user management module is responsible for identity information management of all blockchain participants, and comprises public and private key generation maintenance (account management), key management, user real identity and blockchain address corresponding relation maintenance (authority management) and the like, and under the authorization condition, the user management module supervises and audits the transaction condition of certain real identities and provides rule configuration (wind control audit) of risk control; the basic service module is deployed on all block chain node equipment and used for verifying the effectiveness of service requests (such as a storage request for uploading and storing combat operation instructions, combat user identifiers, room state information and the like to a block chain in the embodiment of the application), recording the effective requests after consensus is completed to the storage, firstly performing interface adaptation analysis and authentication processing (interface adaptation) on a new service request by the basic service, then encrypting the service information (consensus management) through a consensus algorithm, completely and consistently transmitting the encrypted service information to a shared account book (network communication), and recording and storing the encrypted service information; the intelligent contract module is responsible for registering and issuing contracts, triggering the contracts and executing the contracts, developers can define contract logics through a certain programming language, issue the contract logics to a block chain (contract registration), call keys or other event triggering and executing according to the logics of contract clauses, complete the contract logics and simultaneously provide the function of upgrading and canceling the contracts; the operation monitoring module is mainly responsible for deployment, configuration modification, contract setting, cloud adaptation in the product release process and visual output of real-time states in product operation, such as: alarm, monitoring network conditions, monitoring node equipment health status, and the like. The platform product service layer provides basic capability and an implementation framework of typical application, and developers can complete block chain implementation of business logic based on the basic capability and the characteristics of the superposed business. The application service layer provides the application service based on the block chain scheme for the business participants to use.
The embodiment of the application provides a game live broadcast method, a game live broadcast device, computer equipment and a computer readable storage medium. The computer equipment comprises a terminal and a server. The terminal realizes the functions of a battle terminal, a fighting terminal and an AI user terminal; the server realizes the functions of the hall server, the battle server, the interactive server and the CDN server, and can be a server cluster comprising the hall server, the battle server, the interactive server and the CDN server.
The embodiment of the application provides a live game system, as shown in fig. 1a, the live game system comprises a combat server, a hall server, two combat terminals (including a combat terminal 1 and a combat terminal 2), and N battle terminals (a battle terminal 1, a battle. The combat users corresponding to the two combat terminals and the combat users corresponding to the N combat terminals belong to users in the same live broadcast room, such as the live broadcast room 1. The combat server, the hall server, the two combat terminals and the N combat watching terminals are connected through a network. The network comprises network entities such as routers and gateways.
A combat operation instruction generated based on the operation of a combat user 1 in a combat terminal 1 is sent to a combat server, the combat server sends the combat operation instruction to a combat terminal 2, and after the combat terminal 2 receives the combat operation instruction sent in the combat terminal 1, the operation of the combat user 1 is deduced according to the combat operation instruction, namely, the combat terminal 2 constructs a game combat live broadcast picture corresponding to the combat operation instruction according to the combat operation instruction of the combat terminal 1. Similarly, the battle terminal 2 sends a battle operation instruction generated based on the operation of the battle user 2 to the battle terminal 1 through the battle server, so that the battle terminal 1 constructs a game battle live broadcast picture corresponding to the battle operation instruction according to the corresponding battle operation instruction. It should be noted that the corresponding combat operation instructions of the combat terminal 1 and the combat terminal 2 are sent to the combat server in real time, and the combat server forwards the instructions to the other party, so that the two combat parties can construct a live broadcast picture of the game combat of the other party in real time, and the combat experience of a combat user is improved. The deduction can be simply understood as that the fighting terminal executes a fighting operation instruction sent by the opposite side so as to achieve a state of being synchronous with the display of the opposite side.
In the process of fighting between the fighting terminal 1 and the fighting terminal 2, the fighting terminal 1 and the fighting terminal 2 can also send corresponding fighting operation instructions and fighting user identifications to the hall server, and then the hall server sends the corresponding fighting operation instructions and the corresponding fighting user identifications to all the fighting terminals in the direct broadcasting rooms, so that all the fighting terminals can deduce the operation of all the fighting users on the terminals according to the fighting operation instructions and the fighting user identifications to construct game fighting direct broadcasting pictures and display the game fighting direct broadcasting pictures in the direct broadcasting areas to realize game direct broadcasting.
In the live game system shown in fig. 1a, a fighting terminal 1 and a fighting terminal 2. However, the load is limited due to the limited resources of the lobby servers. If all the spectator terminals are in long connection with the lobby server, the number of spectator users in each live room is limited, for example, not more than 400 at the maximum.
Fig. 1b is a schematic view of a game live broadcast system according to an embodiment of the present application. The live game system comprises a battle server, a hall server, two battle terminals (comprising a battle terminal 1 and a battle terminal 2), N battle terminals (a battle terminal 1, a battle.
After receiving the combat operation instruction and the combat user identifier sent by the combat terminal 1 and the combat terminal 2, the hall server forwards the received combat operation instruction and the combat user identifier to the CDN server. After the fighting terminal carries out a game hall, a room access request is sent to the hall server, after the terminal enters a live broadcast room, the hall server sends room state information of the live broadcast room to the fighting terminal, and information of the CDN server is also sent to the fighting terminal. After receiving the room state information and the information of the CDN server, the fighting terminal sends an obtaining request for obtaining a fighting operation instruction and a fighting user identifier to the CDN server according to the information of the CDN server, and receives the fighting operation instruction and the fighting user identifier returned by the CDN server based on the obtaining request. And the spectator terminal constructs a game battle live broadcast picture according to the received room state information, the battle operation instruction and the battle user identification, and displays the game battle live broadcast picture in a live broadcast area so as to realize game live broadcast. And all subsequent combat operation instructions and combat user identifications can be acquired from the CDN server by the combat terminal.
Because the CDN server and the fighting terminal are communicated in a short-connection mode, more loads can be borne, more fighting users can be allowed to watch in the live broadcast room, and the number of the fighting users in each live broadcast room is increased.
In some cases, the live game system further includes an interaction server (not shown in the figure), all the user terminals in the live broadcast room transmit the interaction data generated on the respective terminals to the interaction server, the interaction server forwards the interaction data to all the fighting terminals and all the fighting terminals in the live broadcast room, and displays the interaction data in the interaction areas on all the terminals. It should be noted that the game live system may not have an interaction server, but the corresponding function of the interaction server is implemented in other servers, for example, a lobby server.
In the game live broadcast system in the embodiment of the application, the battle operation instruction and the battle user identification are sent to other battle terminals and all the spectator terminals through the battle terminals, so that the other battle terminals and all the spectator terminals construct a game battle live broadcast picture through the battle operation instruction and the battle user identification according to the battle terminals, and live broadcast of a game is realized. The live game mode does not need to adopt a mode of embedding a webpage, and the live game cost is reduced while the live game is realized. On the other hand, in the game live broadcast mode, the server does not transmit the game fighting video picture to realize live broadcast, but transmits the fighting operation instruction and the fighting user identification, and the terminal constructs the game fighting live broadcast picture according to the fighting operation instruction and the fighting user identification to realize live broadcast; compared with the method of sending the game fighting video pictures to realize live broadcasting, the method only sends the fighting operation instructions and the fighting user identification, and reduces the pressure of the server and the requirement on the network.
The following description will be made from the perspective of a server (which can realize the functions of a hall server, a battle server, a CDN server, and an interactive server) and a terminal (which can realize the functions of a battle terminal, a spectator terminal, and an AI user terminal), respectively.
Fig. 2a is a schematic flow chart of a game live broadcasting method provided in an embodiment of the present application, where the method is applied in a server, and a specific flow of the game live broadcasting method may be as follows:
101, receiving a combat operation instruction and a combat user identification sent by a combat terminal.
The combat operation instruction is sent by the combat terminal. The combat operation instruction of the combat terminal can be obtained through the following steps: the battle terminal obtains the frame number of the current game battle picture and the key input state on the game battle picture corresponding to the frame number, and generates a battle operation instruction according to the frame number and the key input state.
Wherein, the frame number refers to which frame the current game battle picture corresponds to. The frame number is shaped and can be represented by four bytes. The key input state indicates which keys are input by the fighting user in the game fighting picture corresponding to the frame number. If a preset number of keys can be preset, each key represents a different function. The preset number of keys can respectively realize functions of attack, direction control, skill use and the like. For example, 10 keys may be provided, and the 10 keys may respectively represent different degrees of attack (e.g., light attack, heavy attack), forward, backward, left, right, jump, skill use, etc., and whether pressing may be represented by 0 and 1. If the key corresponding to the forward direction is pressed in the game fighting picture corresponding to the frame number, the input state of the key is represented by 1; if the key corresponding to the attack is not pressed, the input state of the key is represented by 0, and so on. Thus, in each frame, the input state of the corresponding key can be obtained. The key input state can be represented by two bytes, and the two bytes correspond to 16 bits, and can represent the input state of 16 keys at most. In some embodiments, other characters may be used to indicate whether a key is pressed; in addition, the frame number and the key input state can be represented by other bytes, for example, if the key input state is 16 bits insufficient, more bytes can be used for representation.
A combat operation instruction may be represented by pseudo code, where it is noted that the pseudo code is for illustration only:
Figure BDA0002393411700000091
the InputFrame represents an input instruction, namely a combat operation instruction; the frame represents the frame number corresponding to the current game fighting picture and is represented by int; the button Union indicates a key input state, which is indicated by ushort.
It is understood that the fighting operation command is generated only in the frame of the game fighting picture with the input command, and the fighting operation command is not generated in the frame of the game fighting picture without any input command, so as to reduce redundant data.
The combat operation command sent by the combat terminal received by the server may be a combat operation command. It can be understood that, after each battle operation command is generated by the battle terminal, the battle operation command is sent to the server so as to send the battle operation command in real time, and the server receives the battle operation command and the battle operation command one at a time. For example, between the fighting terminal and the fighting server, the fighting server receives the fighting operation instruction sent by the fighting terminal in real time and forwards the fighting operation instruction to the other fighting terminal, so that both sides of the fighting terminal can receive the fighting operation instruction of the other party in real time and deduce the operation of the other party according to the fighting operation instruction to construct a game fighting picture of the other party in real time, and the fluency of game fighting and the experience of a fighting user are improved. For example, between the battle terminal and the hall server, the hall server also receives the battle operation command transmitted by the battle terminal in real time.
The combat operation command received by the server and sent by the combat terminal can also be a plurality of combat operation commands. Between the battle terminal and the hall server, it can be understood that, because the generated battle operation instructions are many (for example, ten times per second), in order to reduce the pressure of the hall server and the pressure of the battle terminal and also consider the influence of network factors on the battle terminal, the battle terminal can generate a preset number of battle operation instructions and then send the preset number of battle operation instructions to the hall server, or the battle terminal sends the battle operation instructions generated in the preset time to the hall server at preset intervals, and then the hall server receives a plurality of battle operation instructions at one time. Wherein the preset time may be 1 second, 2 seconds, etc. Preferably, the maximum preset time is set to 2 seconds, and the time is the time of live broadcast delay which is reasonable after the test and does not influence the experience of the fighting user.
It should be noted that if the terminal is in a battle with the AI user, the battle operation instructions of the AI user need to be sent to the hall server together, and the hall server receives the battle operation instructions of the battle terminal and the AI user.
The plurality of fighting operation instructions can be stored in the array, and the plurality of fighting operation instructions are transmitted by transmitting the array. For example, the generator array is represented by the following pseudo code, which is also presented here for illustration purposes only:
inputPackMsg=new list<InputFrame>;
where inputPackMsg represents a newly generated list (array), each value in the array represents an InputFrame, i.e., a combat operation instruction.
The server needs to receive the fighting user identification in addition to receiving the fighting operation instruction sent by the fighting terminal. It can be understood that, only knowing the combat operation command, but not knowing the identification of the combat user, cannot know which combat user the combat operation command was input by, resulting in that the spectator terminal cannot construct a live game combat picture or the constructed live game combat picture is wrong after receiving the combat operation command.
And 102, acquiring a room identifier corresponding to a live broadcast room to which the battle user identifier belongs.
In the lobby server, data such as room information of each live broadcast room, user identification and communication identification of each terminal are stored. The communication identifier includes information, such as an IP address, that can connect the corresponding terminal through the network. For example, in the lobby server, a live room list and a user list corresponding to each live room are stored. The live broadcast room list stores information such as room identification corresponding to the live broadcast room, a room area, a live broadcast room name and whether the room is encrypted, wherein the room area comprises information such as a first novice area, a second novice area, an old oil bar area and a Dalai area. The user list corresponding to the live broadcast room comprises information such as communication identification and fighting user identification of combat users, communication identification and combat observing user identification of combat observing users, and room identification corresponding to the live broadcast room.
Specifically, step 102 includes: acquiring a user list corresponding to each live broadcast room; searching a target user list comprising the fighting user identification; and taking the room identifier of the live broadcast room corresponding to the target user list as the room identifier corresponding to the live broadcast room to which the battle user identifier belongs.
And searching a target user list comprising the fighting user identification in the user list, and taking the room identification of the live broadcast room corresponding to the target user list as the room identification corresponding to the live broadcast room to which the fighting user identification belongs, so that after the server receives the fighting operation instruction and the fighting user identification, the server needs to search the room identification corresponding to the live broadcast room to which the fighting user identification belongs according to the fighting user identification.
The searched room identifier and other information can be stored in the cache, and can be directly obtained from the cache when being used next time.
In consideration of searching for the fighting user identifier, the resource of the server is consumed and the speed is affected, so that the fighting terminal can directly carry the room identifier corresponding to the live broadcast room to which the fighting user identifier belongs in the data packet in which the fighting operation instruction and the fighting user identifier are sent, that is, the fighting terminal sends the room identifier corresponding to the live broadcast room to which the fighting user identifier belongs while sending the fighting operation instruction and the fighting user identifier. Correspondingly, in step 102, obtaining a room identifier corresponding to a live broadcast room to which the battle user identifier belongs includes: and directly acquiring a room identifier corresponding to a live broadcast room to which the battle user identifier sent by the battle terminal belongs. In this way, the room identifier corresponding to the live broadcast room to which the battle user identifier belongs needs to be stored in the battle terminal, and the room identifier needs to be obtained before the data packet is sent, and the obtained room identifier is added to the data packet.
And 103, acquiring the communication identifier of the fighting terminal according to the room identifier.
Acquiring a fighting user identifier in a live broadcast room corresponding to the room identifier from a user list corresponding to each live broadcast room; and acquiring a communication identifier of the fighting terminal according to the fighting user identifier. And acquiring the communication identifiers of all the fighting terminals in the live broadcast room corresponding to the room identifier according to the room identifier.
104, based on the communication identification of the spectator terminal, sending the fighting operation instruction and the fighting user identification to the spectator terminal, so that the spectator terminal constructs a game fighting live broadcast picture based on the fighting operation instruction and the fighting user identification.
And the server sends the combat operation instruction and the combat user identifier to the combat terminal corresponding to the communication identifier.
For example, the hall server sends the combat operation instruction and the combat user identifier to the spectator terminal corresponding to the communication identifier. Further, the hall server can send the received combat operation instruction and the combat user identifier to the fighting terminal corresponding to the communication identifier according to the preset interval time. The preset interval time may be set to 2 seconds, 1 second, or the like, and the preset interval time may be set to 2 seconds at maximum. And the combat operation instruction and the combat user identification are sent to the fighting terminal according to the preset interval time, so that the pressure of a hall server is relieved.
After receiving the combat operation instruction and the combat user identifier, the combat terminal deduces the operation corresponding to the combat user according to the combat operation instruction, namely, the combat operation instruction is executed on the combat terminal to construct a game combat live broadcast picture corresponding to the combat operation instruction. Specifically, please refer to the corresponding description of the terminal embodiment for the spectator terminal to construct the live broadcast picture of the game battle.
In the process of playing game battles in a live broadcast room, if a live broadcast room access request sent by a user terminal is received, a server adds a user identifier corresponding to the user terminal as a fighting user identifier to a user list corresponding to the live broadcast room; the server acquires room state information of the live broadcast room, a fighting operation instruction set sent by a fighting terminal in the live broadcast room and a fighting user identifier of the fighting terminal; and sending the room state information, the fighting operation instruction set and the fighting user identification to a fighting terminal corresponding to the fighting user identification, so that the fighting terminal constructs a game fighting live broadcast picture according to the room state information, the fighting operation instruction set and the fighting user identification. The battle operation instruction set comprises all battle operation instructions of all battle terminals in the live broadcast room from the beginning of the game to the current moment. After the game battle live broadcast picture is constructed, a newly added game battle live broadcast picture is constructed according to the steps 101 to 104, and game live broadcast is completed.
For example, in the process of playing game battles in a live broadcast room, after receiving a live broadcast room access request sent by a user terminal, a lobby server adds a user identifier corresponding to the user terminal as a fighting user identifier into a user list corresponding to the live broadcast room, and the lobby server obtains room state information of the live broadcast room, a fighting operation instruction set sent by a fighting terminal in the live broadcast room and a fighting user identifier of the fighting terminal and sends the room state information, the fighting operation instruction set and the fighting user identifier of the fighting terminal to the fighting terminal so that the fighting terminal can construct a game fighting live broadcast picture.
It should be noted that, when the game live broadcast is implemented, the live broadcast delay of the spectator terminal is at most the time of the sum of the preset time and the preset interval time than the actual delay, that is, the live broadcast delay of the spectator terminal is at most the sum of the preset time and the preset interval time, as exemplified above, the live broadcast delay is at most 4 seconds, and the live broadcast delay is almost imperceptible to the spectator terminal and has little influence on the live broadcast experience of the spectator user.
In the embodiment of the application, the server comprises a hall server, and the server sends the fighting operation instruction and the fighting user identification of the fighting terminal to the fighting terminal, so that the fighting operation instruction and the fighting user identification of the fighting terminal construct a game fighting live broadcast picture, and therefore live broadcast of the game is achieved. The game live broadcast method has the advantages that the game live broadcast is realized without the form of embedded web pages, the game live broadcast is realized without transmitting game video data, a novel game live broadcast mode is adopted, the game live broadcast cost is reduced, and meanwhile, the network pressure during live broadcast data transmission is also reduced (for the mode of transmitting videos, only a battle operation instruction and a battle user identification need to be transmitted in the embodiment of the application).
In an embodiment, if the game live broadcast system is shown in fig. 1b, and the game live broadcast system includes a CDN server, in step 101, after receiving a combat operation instruction and a combat user identifier sent by a combat terminal, the lobby server sends the received combat operation instruction and the combat user identifier to the CDN server.
Correspondingly, step 104 specifically includes: based on the communication identifier, the hall server sends the information of the CDN server to the fighting terminal corresponding to the communication identifier, so that the fighting terminal sends a fighting operation instruction and an acquisition request of a fighting user identifier to the CDN server according to the information of the CDN server, and the CDN server sends a corresponding fighting operation instruction and a fighting user identifier to the fighting terminal based on the acquisition request, so that the fighting terminal constructs a game fighting live broadcast picture based on the fighting operation instruction and the fighting user identifier.
It can be understood that the spectator terminal and the CDN server are in short connection (or in other embodiments, long connection is also made), and in general, the CDN server does not actively send the combat operation instruction and the combat user identifier to the spectator terminal corresponding to the communication identifier. Therefore, the lobby server needs to send the information of the CDN server to the access terminal corresponding to the communication identifier, and then the access terminal sends an acquisition request to the CDN server to acquire a combat operation instruction and a combat user identifier. The acquisition request may be sent to the CDN server in a HyperText Transfer Protocol (HTTP) manner.
If in the process of playing game battles in the live broadcast room, when the lobby server receives a live broadcast room access request sent by a user terminal, the lobby server adds a user identifier corresponding to the user terminal as a fighting user identifier into a user list corresponding to the live broadcast room; the hall server acquires the room state information of the live broadcast room and the information of the CDN server, and transmits the room state information and the information of the CDN server to the fighting terminal, so that the fighting terminal transmits an acquisition request to the CDN server after receiving the room state information and the information of the CDN server, wherein the acquisition request is used for a fighting operation instruction set of a fighting terminal in the live broadcast room and a fighting user identifier of the fighting terminal; and the CDN server sends the fighting operation instruction set of the fighting terminal and the fighting user identification of the fighting terminal in the live broadcast room to the watching terminal based on the acquisition request, so that the watching terminal constructs a game fighting live broadcast picture according to the room state information, the fighting operation instruction set of the fighting terminal and the fighting user identification of the fighting terminal. And after receiving the acquisition request sent by the watching and fighting terminal, the subsequent CDN server sends a newly-added fighting operation instruction and a fighting user identifier in the live broadcast room to the watching and fighting terminal so that the watching and fighting terminal can construct a newly-added game fighting live broadcast picture to realize the synchronization of the game live broadcast.
For more clearly and specifically understanding this part, please refer to fig. 2b, where fig. 2b is a schematic flowchart of a live game method provided in an embodiment of the present application, and is applied to a live game system including a terminal and a server.
The flow diagram comprises the following steps:
201, the fighting terminal obtains the frame number of the current game fighting picture, the key input state on the game fighting picture corresponding to the frame number, and generates a fighting operation instruction according to the frame number and the key input state.
For details of generating the combat operation command according to the frame number and the key input state, please refer to the description in step 101, which is not described herein again.
202, the combat terminal sends a combat operation instruction and a combat user identification to the hall server.
The transmitted combat operation command may be one combat operation command or a plurality of combat operation commands. The battle terminals include all the battle terminals.
203, the lobby server sends the received combat operation instruction and the combat user identifier to the CDN server.
And after receiving the combat operation instruction and the combat user identification sent by the combat terminal, the hall server sends the combat operation instruction and the combat user identification to the CDN server.
Steps 201 to 203 are executed until the game battle in the live room is finished.
204, the spectator terminal sends a live broadcast room access request to the hall server.
After the user enters the lobby server, the corresponding live broadcast room can be selected on the interface corresponding to the game lobby, and the corresponding fighting control is triggered to generate a live broadcast room access request. The live broadcast room access request can also be generated by accepting an invitation operation of entering the live broadcast room, which is sent by other terminals. And receiving a live room access request generated by the user terminal through triggering the quick start control. It should be noted that, after receiving the live broadcast room access request generated by triggering the quick start control, the lobby server determines the live broadcast room matched with the user according to the live broadcast room access request.
205, the lobby server stores the information of the spectator terminal in the user list corresponding to the live broadcast room.
And 206, the lobby server acquires the room state information of the live broadcast room and the information of the CDN server and sends the room state information and the information of the CDN server to the fighting terminal.
The information of the CDN server includes information such as a communication identifier connected to the CDN server. For example, an IP address of the CDN server or a domain name of the CDN server.
207, the fighting terminal sends an acquisition request to the CDN server according to the information of the CDN server.
The acquisition request is used for information such as a fighting operation instruction set of a fighting terminal in the live broadcast room, a fighting user identifier of the fighting terminal and the like.
208, the CDN server sends the fighting operation instruction set of the fighting terminal in the live broadcast room and the fighting user identifier of the fighting terminal to the watching terminal.
The CDN server sends all the combat operation instructions (called a combat operation instruction set) of all the combat terminals in the live broadcast room and the combat user identifications of all the combat terminals.
And 209, the spectator terminal constructs a game fighting live broadcast picture according to the received room state information, the fighting operation instruction set of the fighting terminal and the fighting user identification of the fighting terminal.
In this step, a live broadcast frame of the game battle is constructed, please refer to the corresponding description of the terminal side below.
And 210, the fighting terminal sends an acquisition request to the CDN server according to the information of the CDN server.
The acquisition request is used for information such as a combat operation instruction of a combat terminal in the live broadcast room, a combat user identification of the combat terminal and the like.
211, the CDN server sends a newly added combat operation instruction in the live broadcast room and a combat user identifier of the combat terminal to the spectator terminal.
Steps 210 to 211 are executed until the game battle of the live room is finished.
In the embodiment, the server comprises a hall server and a CDN server, the number of the fighting terminals in the live broadcast room can be increased through the CDN server, and more fighting demands can be met. Meanwhile, it is also reminded that the battle operation instruction and the battle user identifier received by the hall server are forwarded to the CDN server; and the reason that the watching terminal needs to obtain the corresponding combat operation instruction and the combat user identifier and needs to send an obtaining request to the CDN server first, and the like, may cause the live broadcast delay to be slightly higher than that of an individual hall server.
In one embodiment, step 103, in addition to obtaining the communication identifier of the spectator terminal according to the room identifier, further includes: and acquiring the communication identifiers of other combat terminals according to the room identifiers. As can be appreciated, after the combat terminal is determined in the live broadcast room, the hall server sends the determined communication identification and combat user identification of the combat terminal, as well as the room identification of the live broadcast room, to the combat server. Therefore, the combat server stores the communication identifiers and the combat user identifiers of all the combat terminals in all the live broadcast rooms and the room identifiers of the live broadcast rooms. Specifically, obtaining the communication identifiers of other combat terminals according to the room identifiers includes: and acquiring communication identifiers of other combat terminals in the live broadcast room corresponding to the room identifier. Correspondingly, in step 104, in addition to sending the combat operation command and the combat user identifier to the combat terminal based on the communication identifier of the combat terminal, so that the combat terminal constructs a game combat live broadcast picture based on the combat operation command and the combat user identifier, the method further includes: based on the communication identifiers of other fighting terminals, the fighting operation instruction and the fighting user identifier are sent to other fighting terminals, so that the other fighting terminals construct game fighting pictures of the fighting terminals (the fighting terminals at the position refer to the terminals sending the fighting operation instruction and the fighting user identifier) based on the fighting operation instruction and the fighting user identifier, namely construct game fighting live broadcast pictures on the other fighting terminals.
It is understood that, in this embodiment, in step 101, in addition to the hall server receiving the combat operation instruction and the combat user identifier sent by the combat terminal, the combat server also receives the combat operation instruction and the combat user identifier sent by the combat terminal; in step 102, in addition to the hall server obtaining the room identifier corresponding to the live broadcast room to which the fighting user identifier belongs, the fighting server also obtains the room identifier corresponding to the live broadcast room to which the fighting user identifier belongs.
For a clearer detailed description of the process, please refer to fig. 2 c. Fig. 2c is a schematic flow chart of a game live broadcasting method provided in the embodiment of the present application, and is applied to a game live broadcasting system including a terminal and a server. The live game playing method comprises the following steps:
301, the fighting terminal 1 sends the generated fighting operation instruction and the fighting user identifier 1 of the fighting terminal 1 to the fighting server.
302, the combat server determines the room identifier of the live broadcast room to which the combat user identifier 1 belongs according to the combat user identifier 1.
It should be noted that after the battle terminals in the live broadcast rooms are determined, the hall server sends the information of the determined battle terminals in the live broadcast rooms to the battle server, so that the battle server stores information such as battle user identifiers of the battle terminals in the live broadcast rooms, communication identifiers of the battle terminals, and room identifiers of the live broadcast rooms. After the combat server receives the combat operation instruction and the combat user identifier 1 sent by the combat terminal 1, the room identifier of the live broadcast room to which the combat user identifier 1 belongs is inquired in the combat server.
303, the combat server obtains the communication identifier of the combat terminal 2 according to the room identifier. And determining the communication identification of the battle terminal 2 in the live broadcast room according to the room identification.
304, based on the communication identifier of the fighting terminal 2, the fighting operation instruction and the fighting user identifier 1 are sent to the fighting terminal 2.
305, the battle terminal 2 constructs a game battle live broadcast picture based on the battle operation instruction and the battle user identification 1. Namely, the battle terminal 2 constructs a game battle picture on the battle terminal 1 based on the battle operation instruction and the battle user identifier 2, and since the constructed game battle picture is on the battle terminal 1, the game battle live picture is also constructed.
The above steps 301 to 305 are executed until the game battle of the live room is finished. It should be noted that steps 301 to 305 describe a process in which the fighting terminal 1 transmits a fighting operation instruction and a fighting user identification to the fighting terminal 2. Similarly, the battle terminal 2 also sends a battle operation command and a battle user identification to the battle terminal 1. The battle terminal 1 and the battle terminal 2 send the respective generated battle operation instructions and the battle user identification in real time.
306, the combat terminal 1 sends the generated combat operation instruction and the combat user identifier 1 to the hall server.
It should be noted that the sending of the fighting operation instructions to the hall server by the fighting terminal 1 may be real-time sending, or sending at preset intervals, or sending the preset number of fighting operation instructions after generating the preset number of fighting operation instructions. It should be noted that the combat terminal 1 sends the combat operation instruction and the combat user identifier 1 to the hall server, and the combat terminal 2 also sends the combat operation instruction and the combat user identifier 2 to the hall server. Or the command can be sent in real time, sent at preset time intervals or sent after a preset number of combat operation commands are generated.
307, the hall server obtains a room identifier corresponding to the live broadcast room to which the battle user identifier 1 belongs.
308, the hall server obtains the communication identification of the fighting terminal according to the room identification. Wherein, the communication identifiers of all the fighting terminals are obtained.
309, based on the communication identifier of the spectator terminal, the hall server sends the combat operation instruction and the combat user identifier to the spectator terminal.
The hall server sends a combat operation instruction of the combat terminal 1, a combat user identifier 1, a combat operation instruction of the combat terminal 2 and a combat user identifier 2.
And 310, the spectator terminal constructs a game battle live broadcast picture based on the battle operation instruction and the battle user identification.
The above steps 306 to 310 are executed until the game battle in the live room is finished.
In the embodiment, the live game broadcast of the fighting terminal is realized, and the live game broadcast of other fighting terminals is also realized.
In an embodiment, before step 101, the method for playing a live game on a server further includes: receiving a room establishing instruction sent by a combat terminal; and creating a live broadcast room according to the room creating instruction and generating a room identifier of the live broadcast room.
As shown in fig. 2d, after the user terminal is connected to the lobby server, a room creating instruction is triggered after a control triggering the creation of a room is detected on an interface corresponding to the game lobby, and the lobby server receives the room creating instruction sent by the battle terminal. The control for triggering the room creation can be triggered in various ways, such as by clicking a button for creating the room; triggering in a voice mode, namely detecting the triggering of a button related to 'room creation' sent by a user terminal; or triggered by other means, etc.
And after receiving the room creating instruction sent by the combat terminal, the hall server creates a live broadcast room according to the room creating instruction and generates a room identifier of the live broadcast room. Specifically, a live room (class instantiating the live room) is created according to the create room instruction, and a data structure of the live room is initialized. The data structure is used for recording the information of the fighting terminals in the live broadcast room, the information of the characters selected by the fighting terminals, the information of the current stage of games in the live broadcast room, the fighting operation instructions of the two fighting terminals and the like. Or it may be understood that the data structure is used to record room status information. Fig. 2e is a schematic diagram of the first fighting terminal in the role selection stage. The interface has a plurality of roles, such as role 1, role 2, role 3, role 4, and the fighting user 5 can select the favorite role.
After the battle terminal creates the live broadcast room, other user terminals are connected with the lobby server, the corresponding live broadcast room can be selected, and a live broadcast room access request is sent to the lobby server. And after receiving the live broadcast room access request, the hall server adds the user identifier corresponding to the user terminal into a user list corresponding to the live broadcast room as a fighting user identifier and also adds the communication identifier of the user terminal into the user list. After the hall server adds the user terminal as a fighting user terminal to the user list, the user terminal can be selected as a fighting terminal or a fighting terminal according to a preset rule.
In an embodiment, the live game method running on the server further includes: receiving interactive data sent by a fighting terminal; and sending the interactive data to all the battle terminals and all the fighting terminals in the live broadcast room corresponding to the room identifier.
After a user terminal (such as a fighting terminal) enters a live broadcast room, interactive operation can be carried out in an interactive area of the fighting terminal, so that interactive data is generated and sent to an interactive server. As shown in fig. 2f, an interactive area is at the right end of the interface, which is called a first interactive area 11 (indicated by a dotted line), and an input area related to "message input" is displayed at the lower right of the first interactive area 11. Inputting a corresponding message or selecting a corresponding expression in the input area, generating interactive data according to the message or the expression, and sending the interactive data to an interactive server. For example, in the "chat" panel of the first interaction area 11, "end user a: oil "is an interactive data generated according to the inputted message. The spectator terminal may also trigger the control corresponding to the virtual article in the area corresponding to the battle terminal, as shown in fig. 2f, to trigger the "gift giving" control. The area corresponding to the "gift giving" control is taken as a second interactive area 12 (indicated by a dotted line). And after the corresponding control is triggered, generating interactive data based on the selection operation of the virtual article, and sending the interactive data to an interactive server. It should be noted that, when the interactive data is sent to the interactive server, the interactive data carries the spectator user identifier of the spectator terminal. And if the interactive data is virtual article data, the interactive data also carries the target combat user identification of the target combat terminal. The target combat terminal refers to a terminal where a target combat user is located and where interactive data are sent.
And the interactive server receives the interactive data sent by the fighting terminal and sends the interactive data to all fighting terminals and all fighting terminals in the live broadcast room corresponding to the room identifier.
If the function of the interactive server is realized by the hall server, the hall server receives the interactive data sent by the fighting terminals and sends the interactive data to all fighting terminals and all fighting terminals in the live broadcast room to which the fighting user identification belongs, so that all fighting terminals and all fighting terminals in the live broadcast room can receive the interactive data, and the live broadcast of game interaction is realized. In some cases, in order to relieve the pressure of the hall server, an interactive server is added, and the hall server sends a user list corresponding to each live broadcast room to the interactive server. The fighting terminal is connected with the interactive server, the fighting terminal sends interactive data and a fighting user identifier to the interactive server, the interactive server obtains a room identifier corresponding to a live broadcast room to which the fighting user identifier belongs, communication identifiers of all fighting terminals and all fighting terminals are obtained according to the room identifier, and based on the communication identifiers, the interactive data and the fighting user identifier are sent to all fighting terminals and all fighting terminals, so that all fighting terminals and all fighting terminals in the live broadcast room can receive the interactive data, and interactive live broadcast of games is achieved.
The embodiment can realize live game, and the spectator and battle users can interact with each other in the game fighting process, so that the social experience of the spectator and battle users is improved, and the game experience of the spectator and battle users is also improved.
In an embodiment, the live game method running on the server further includes: and storing the combat operation instructions, combat user identifications, user lists of all live broadcast rooms, room state information and the like of the combat terminal stored in the server to the block chain. The first saving request is generated according to at least one of a fighting operation instruction of the fighting terminal, a fighting user identifier, a user list of each live broadcast room, room state information and the like, and is used for uploading and saving corresponding information of at least one of the fighting operation instruction of the fighting terminal, the fighting user identifier, the user list of each live broadcast room and the like to the block chain, sending the first saving request to node equipment of the block chain, verifying the effectiveness of the first saving request by the node equipment, and recording the effective first saving request to a storage after consensus is completed.
The above-described live game method is executed in the server, and the live game method executed in the terminal will be described below.
Fig. 3 is a schematic flow chart of a live game method provided in an embodiment of the present application, where the method is applied to a terminal, and a specific flow of the live game method may be as follows:
401, generating a live broadcast room access request according to an access operation of a user to a live broadcast room, and sending the live broadcast room access request to a server.
And the access operation of accessing the live broadcast room by the user comprises the steps that the user selects the corresponding live broadcast room on the interface corresponding to the game hall, and the fighting control of the live broadcast room is triggered. As shown in fig. 2d, a "watching and fighting" button is corresponded to the area where the corresponding live broadcast room is located, and if the "watching and fighting" button is detected to be triggered, the watching and fighting control of the live broadcast room is determined to be triggered, and a live broadcast room access request is generated, wherein the live broadcast room access request includes a room identifier. The triggering mode for triggering the corresponding fighting control is also various, for example, triggering by clicking a button of "fighting", as shown in fig. 2 d; triggering through voice, such as triggering through detecting a button related to a 'watching and fighting live broadcast room xx' sent by a user terminal; or triggered by other means. And the access operation of the user accessing the live broadcast room also comprises the operation of accepting the invitation of entering the live broadcast room sent by other terminals, thereby generating a live broadcast room access request. As shown in fig. 2e, the other terminal may trigger the invitation control and send an invitation to the user terminal to enter the live room. And if the 'invitation' button is detected to be triggered, triggering an invitation control to generate invitation information, receiving the invitation information by other user terminals to generate a live broadcast room access request, wherein the live broadcast room access request comprises a room identifier. And the user accesses the access operation of the live broadcast room, and the user triggers a quick start control on an interface corresponding to the game hall to generate a live broadcast room access request. As shown in fig. 2d, if a trigger "fast start" button is detected, a fast start control is triggered, thereby generating a live room access request. The triggering invitation control and the quick start control are described in detail with reference to the description of triggering the fighting control, which is not described herein again.
And after generating a live broadcast room access request, sending the live broadcast room access request to a server.
402, receiving a combat operation instruction set of a combat terminal, a combat user identifier of the combat terminal and room state information of an accessed live broadcast room, which are sent by a server based on a live broadcast room access request.
After the server receives the live broadcast room access request, the related operation please refer to the corresponding description in the above embodiment, which is not described herein again. It should be noted that, if the server sends data to the user terminal for the first time, the server sends room status information of the live broadcast room in addition to the fighting operation instruction set of the fighting terminal and the fighting user identifier of the fighting terminal, so that the user terminal synchronizes the game fighting to the latest status according to the fighting operation instruction set of the fighting terminal, the fighting user identifier of the fighting terminal and the room status information. And if the data is not sent to the user terminal for the first time, sending a fighting operation instruction and a fighting user identifier of the fighting terminal.
The server takes the user terminal as a watching terminal, and receives a fighting operation instruction set of the fighting terminal, a fighting user identifier of the fighting terminal and room state information of an accessed live broadcast room, which are sent by the server, if the server receives the sending data for the first time. And if not, receiving the combat operation instruction and the combat user identification of the combat terminal sent by the server.
And 403, constructing a game fighting live broadcast picture according to the fighting operation instruction set, the fighting user identification and the room state information.
And the spectator terminal constructs a game battle live broadcast picture according to the battle operation instruction set, the battle user identification and the room state information.
Specifically, step 403 includes: determining the fighting actions and the game-fighting state information of the fighting users corresponding to the fighting user identifications according to the fighting operation instruction set and the room state information; and constructing a game battle live broadcast picture according to the battle action and the game fighting state information.
Further, step 403 includes: determining the current stage information of the game according to the room state information; if the current game stage information is a loading stage, acquiring a preset loading picture, and taking the preset loading picture as a game battle live broadcast picture; if the current game stage information is the end stage, acquiring a preset waiting picture, and taking the preset waiting picture as a game battle live broadcast picture; and if the current stage information of the game is not the loading stage or the ending stage, determining the fighting action and the game-play state information of the fighting user corresponding to the fighting user identifier according to the room state information and the fighting operation instruction set, and constructing a game-play live broadcast picture according to the fighting action and the game-play state information.
The preset loading picture can display loading prompt information, for example: the game is being loaded, please later. It can be understood that, after the user enters the live broadcast room, the preset loading picture can be loaded when the next game loading is started. The preset waiting screen may display waiting prompt information, for example: after the game is over, please wait for the next game to start. If the user loads the game after the live broadcast room, the battle player quits and can load the preset waiting picture.
As shown in step 101, each of the fighting operation commands includes a frame number and a key input state on the game fighting screen corresponding to the frame number. If the current stage information of the game is not the loading stage or the ending stage, which means that the game fighting is currently carried out, the step of determining the fighting action and the game-play state information of the fighting user corresponding to the fighting user identification according to the room state information and the fighting operation instruction set comprises the following steps: according to the sequence of the combat operation instructions in the combat operation instruction set, acquiring each combat operation instruction in the combat operation instruction set and a corresponding combat user identifier; and executing each fighting operation instruction according to the frame number, the key input state and the room state information (including the information of the role (role initial position), the checkpoint and the like) in each fighting operation instruction to obtain the fighting action of the fighting user corresponding to the fighting user identifier in the frame number and the game state information in the frame number. Wherein, the office state information comprises: location, blood volume, status (flied, knocked down, normal, hit-and-shoot, etc.) of the combat user.
For example, each role is configured with a corresponding action style table, which may be composed of one table or a plurality of tables. The action summary table stores information such as a combat action (which may be a specific action or animation), a sound, a combat action of the receiver, a delay time of the combat action of the receiver, and a blood volume corresponding to the input key of the character. Some other attribute information of the character is also stored in the battle action table.
Acquiring an action invitation table of a role corresponding to a combat user; and according to the action move table, the frame number in each fighting operation instruction, the key input state and the room state information, obtaining the fighting action of the fighting user corresponding to the fighting user identification in the frame number and the opposite state information in the frame number.
If the key press corresponding to the 'up' and 'light attack' is displayed in the key input state corresponding to the frame number, the fighting action corresponding to the input key is taken as: and (5) lifting the dragon. Correspondingly, the office-oriented state information comprises: the blood volume of the affected part is reduced by 20, and the like.
And after the fighting action of the fighting user corresponding to the fighting user identification in the frame number and the game fighting state information in the frame number are obtained, constructing a game fighting live broadcast picture corresponding to the frame according to the fighting action and the game fighting state information in the frame number. Therefore, the game battle live broadcast picture corresponding to the frame is obtained one frame by one frame.
It should be noted that, when the spectator and battle user enters the live broadcast room and is currently playing the game battle, all the battle operation instruction sets are executed at one time, so that the live broadcast picture of the game battle is played to the latest. When the playing is finished, the picture is updated once, namely the picture is updated to a newly constructed live game battle picture by the updating, the speed is very high, and the user basically has no perception. For example, approximately half a second may be performed for 5000 multiframes. Thus, the game battle can be synchronized to the latest state at one time.
Subsequently, according to the received combat operation instruction and the combat user identification, a newly added game combat live broadcast picture is constructed to realize game live broadcast.
Specifically, the received combat operation instruction and the combat user identifier construct a game combat live broadcast picture, which includes: determining the fighting actions and the game-play state information of the fighting users corresponding to the fighting user identifications according to the fighting operation instruction set; and constructing a game battle live broadcast picture according to the battle action and the game fighting state information. If the fighting operation command is a fighting operation command packet, the fighting operation command packet comprises a plurality of fighting operation commands, and each fighting operation command in the plurality of fighting operation commands and the corresponding fighting user identifier are obtained according to the sequence of the fighting operation commands in the plurality of fighting operation commands; and executing each fighting operation instruction according to the frame number and the key input state in each fighting operation instruction to obtain the fighting action of the fighting user corresponding to the fighting user identifier in the frame number and the opposite state information in the frame number. If only one combat operation instruction is available, the combat operation instruction is executed according to the frame number and the key input state in the combat operation instruction so as to obtain the combat action of the combat user corresponding to the combat user identification in the frame number and the game state information in the frame number. And finally, constructing a game battle live broadcast picture according to the battle action and the game fighting state information.
And 404, displaying a live game battle picture in the live broadcast area.
And after a game battle live broadcast picture is constructed, displaying the game battle live broadcast picture in a live broadcast area. The live broadcast area is one of the areas 13 shown in fig. 2f, and the area 13 corresponds to the live broadcast area 13.
After the terminal is accessed to a live broadcast room, a game battle live broadcast picture is constructed according to room state information sent by the server, a battle operation instruction set of the battle terminal and a battle user identifier, and the game battle live broadcast picture is displayed in a live broadcast area so as to realize live broadcast of games. The embodiment of the application reduces the live broadcast cost while realizing the live broadcast of the game, and only sends the combat operation instruction and the combat user identification, thereby reducing the pressure of the server and the requirement on the network.
Fig. 4 is another schematic flow chart of a live game method provided in an embodiment of the present application, where the live game room is used in a terminal. The live game playing method comprises the following steps:
and 501, generating a live broadcast room access request according to an access operation of a user to a live broadcast room, and sending the live broadcast room access request to a server.
502, receiving a combat operation instruction set of a combat terminal, a combat user identifier of the combat terminal, and room state information of an accessed live broadcast room, which are sent by a server based on a live broadcast room access request.
503, determining the fighting action and the match situation information of the fighting user corresponding to the fighting user identifier according to the fighting operation instruction set and the room situation information.
And 504, constructing a game battle live broadcast picture according to the battle action and the game fighting state information.
505, displaying a live game battle screen in the live broadcast area.
Please refer to the corresponding descriptions in steps 401 to 404 above for steps 501 to 505, which are not described herein again.
And 506, receiving interaction data generated by the interaction operation of the user in the interaction area.
The interactive area includes a first interactive area 11 and a second interactive area 12, which are described above with reference to fig. 2 f. If the generated interactive data comprise messages or expressions and the like input in the first interactive area, carrying the fighting user identification of the fighting terminal in the interactive data; and if the generated interactive data comprises the virtual article data, the interactive data also carries the target combat user identification of the target combat terminal.
507, sending the interactive data to the server, so that the server sends the interactive data to all the fighting terminals and all the fighting terminals in the live broadcast room.
The spectator terminal sends the interactive data to the server, so that the server sends the interactive data to all the fighting terminals and all the spectator terminals in the live broadcast room to which the spectator user identification belongs, all the fighting terminals and all the spectator terminals in the live broadcast room can receive the interactive data, and live broadcast of game interaction is realized.
And after all the fighting terminals and all the fighting terminals in the live broadcast room receive the interactive data, displaying the interactive data in a chat panel. In some cases, in addition to displaying the interactive data in a "chat" panel, the interactive data is also displayed in a live zone. For example, the message in the interactive data is displayed in the form of a bullet screen, and as shown in fig. 2f, "oil" displayed in the live broadcast area 13 is the displayed bullet screen. And displaying the virtual article data in the interactive data in a mode of playing animation, and the like. The above display mode can improve the interactive experience, social experience and game experience among users.
The embodiment not only realizes the game live broadcast of the terminal, but also can realize the interactive live broadcast of the terminal. The game live broadcast experience of the terminal user is met, and the interactive experience of the terminal user is also met.
In one embodiment, the method for playing a game in a terminal further includes: acquiring a frame number of a current game fighting picture and a key input state on the game fighting picture corresponding to the frame number; generating a fighting operation instruction according to the frame number and the key input state; and sending the combat operation instruction and the combat user identification to the server so that the server sends the combat operation instruction and the combat user identification to other combat terminals and all the combat terminals. This embodiment implements the functionality of a combat terminal. Acquiring a frame number of a current game fighting picture and a key input state on the game fighting picture corresponding to the frame number; please refer to the content described in step 101, which is not described herein again. After the combat operation instruction is generated, the combat operation instruction and the combat user identification are sent to a server, so that the server sends the combat operation instruction and the combat user identification to other combat terminals, and a game combat live broadcast picture is constructed on the other combat terminals; and enabling the server to send the combat operation instruction and the combat user identification to all the fighting terminals, and constructing a game combat live broadcast picture on the fighting terminals.
After the terminal is connected to the live broadcast room, the game fighting live broadcast picture is constructed according to the room state information sent by the server, the fighting operation instruction set of the fighting terminal and the fighting user identification, and the game fighting live broadcast picture is displayed in the live broadcast area, so that the game live broadcast is realized. When the game is directly played, a mode of embedding a webpage is not needed, so that the direct broadcast cost is reduced; compared with a mode of receiving game video to realize live game broadcast, the method and the device for realizing live game broadcast can realize live game broadcast only by receiving the combat operation instruction and the combat user identification, and reduce the pressure of a server and the requirements of a terminal on a network; the interaction between the fighting terminal and the fighting terminal can be realized in the live game in the embodiment of the application, and the interactive experience and the game experience are improved.
In one embodiment, the method for playing a game in a terminal further includes: and storing at least one of the constructed game battle live broadcast picture, the received battle operation instruction, the battle user identification and the like to the block chain. The second storage request is used for uploading and storing a corresponding message of at least one of the constructed game battle live broadcast picture, the received battle operation instruction, the battle user identification and the like to the block chain, the second storage request is sent to the node equipment of the block chain, the node equipment verifies the effectiveness of the second storage request, and the second storage request is recorded to the storage after consensus is completed on the effective second storage request.
According to the method described in the above embodiment applied to the server, the present embodiment will be further described from the perspective of a game live device, which may be specifically implemented as an independent entity or integrated in a corresponding server.
As shown in fig. 5, the game live broadcasting device includes a unit corresponding to the game live broadcasting method in fig. 2a, and the game live broadcasting device is integrated in a server. The game live device may include a first receiving unit 601, a room identification acquiring unit 602, a communication identification acquiring unit 603, and a first transmitting unit 604.
The first receiving unit 601 is configured to receive a combat operation instruction and a combat user identifier sent by a combat terminal.
A room identifier obtaining unit 602, configured to obtain a room identifier corresponding to a live broadcast room to which the battle user identifier belongs.
The room identifier obtaining unit 602 is specifically configured to obtain a user list corresponding to each live broadcast room; searching a target user list comprising the fighting user identification; and taking the room identifier of the live broadcast room corresponding to the target user list as the room identifier corresponding to the live broadcast room to which the battle user identifier belongs.
A communication identifier obtaining unit 603, configured to obtain a communication identifier of the fighting terminal according to the room identifier.
The first sending unit 604 is configured to send the combat operation instruction and the combat user identifier to the spectator terminal based on the communication identifier, so that the spectator terminal constructs a game combat live broadcast picture based on the combat operation instruction and the combat user identifier.
In an embodiment, the first receiving unit 601 is further configured to receive interactive data sent by a spectator terminal; the first sending unit 604 is configured to send the interactive data to all combat terminals and all spectator terminals in the live broadcast room corresponding to the room identifier.
In an embodiment, the live game device further comprises a room creation unit. The first receiving unit 601 is further configured to receive a room creating instruction sent by the battle terminal; and the room creating unit is used for creating the live broadcast room according to the room creating instruction and generating the room identifier of the live broadcast room.
In specific implementation, the above units may be implemented as independent entities, or may be implemented as one or several entities by any combination. The specific implementation processes of the above apparatus and each unit, and the achieved beneficial effects, may refer to the corresponding descriptions in the foregoing method embodiment applied in the server, and for convenience and conciseness of description, no further description is given here.
According to the method described in the above embodiment applied to the terminal, the present embodiment will be further described from the perspective of a game live device, which may be specifically implemented as an independent entity or integrated in a corresponding terminal.
As shown in fig. 6, the game live broadcasting device includes a unit corresponding to the game live broadcasting method in fig. 3, and is integrated in a terminal. The live game apparatus may comprise a room access unit 701, a second receiving unit 702, a construction unit 703, and a presentation unit 704.
The room access unit 701 is configured to generate a live broadcast room access request according to an access operation of a user to access a live broadcast room, and send the live broadcast room access request to a server.
A second receiving unit 702, configured to receive a combat operation instruction set of a combat terminal, a combat user identifier of the combat terminal, and room status information of an accessed live broadcast room, where the combat operation instruction set is sent by a server based on a live broadcast room access request.
The constructing unit 703 is configured to construct a live game battle screen according to the battle operation instruction set, the battle user identifier, and the room state information. The constructing unit 703 is specifically configured to determine, according to the combat operation instruction set and the room state information, a combat action and game state information of a combat user corresponding to the combat user identifier; and constructing a game battle live broadcast picture according to the battle action and the game fighting state information.
And the display unit 704 is used for displaying the live game battle pictures in the live broadcast area.
In one embodiment, the game live device further comprises a second sending unit. The second receiving unit 702 is further configured to receive interaction data generated by an interaction operation of a user in the interaction area. And the second sending unit is used for sending the interactive data to the server so that the server sends the interactive data to all the fighting terminals and all the fighting terminals in the live broadcast room.
In an embodiment, the live game device further includes an input obtaining unit, a generating unit, and a second sending unit, where the input obtaining unit is configured to obtain a frame number of a current game fighting picture and a key input state on the game fighting picture corresponding to the frame number. And the generating unit is used for generating a fighting operation instruction according to the frame number and the key input state. And the second sending unit is also used for sending the combat operation instruction and the combat user identifier to the server so as to enable the server to send the combat operation instruction and the combat user identifier to other combat terminals and all the spectator terminals.
In specific implementation, the above units may be implemented as independent entities, or may be implemented as one or several entities by any combination. The specific implementation processes of the above apparatus and each unit, and the achieved beneficial effects, may refer to the corresponding descriptions in the foregoing method embodiments applied in the terminal, and for convenience and conciseness of description, no further description is given here.
The embodiment of the present application further provides a computer device, as shown in fig. 7, which shows a schematic structural diagram of the computer device according to the embodiment of the present application, specifically:
the computer device may include components such as a processor 801 of one or more processing cores, memory 802 of one or more computer-readable storage media, Radio Frequency (RF) circuitry 803, a power supply 804, an input unit 805, and a display unit 806. Those skilled in the art will appreciate that the computer device configurations illustrated in the figures are not meant to be limiting of computer devices and may include more or fewer components than those illustrated, or some components may be combined, or a different arrangement of components. Wherein:
the processor 801 is a control center of the computer device, connects various parts of the entire computer device using various interfaces and lines, and performs various functions of the computer device and processes data by running or executing software programs and/or modules stored in the memory 802 and calling data stored in the memory 802, thereby monitoring the computer device as a whole. Alternatively, processor 801 may include one or more processing cores; preferably, the processor 801 may integrate an application processor, which mainly handles operating systems, user interfaces, application programs, etc., and a modem processor, which mainly handles wireless communications. It will be appreciated that the modem processor described above may not be integrated into the processor 801.
The memory 802 may be used to store software programs and modules, and the processor 801 executes various functional applications and data processing by operating the software programs and modules stored in the memory 802. The memory 802 may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system, an application program required by at least one function (such as a sound playing function, an image playing function, etc.), and the like; the storage data area may store data created according to use of the computer device, and the like. Further, the memory 802 may include high speed random access memory and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid state storage device. Accordingly, the memory 802 may also include a memory controller to provide the processor 801 access to the memory 802.
The RF circuit 803 may be used for receiving and transmitting signals during the process of transmitting and receiving information, and in particular, for processing the received downlink information of the base station by one or more processors 801; in addition, data relating to uplink is transmitted to the base station. In general, RF circuitry 803 includes, but is not limited to, an antenna, at least one Amplifier, a tuner, one or more oscillators, a Subscriber Identity Module (SIM) card, a transceiver, a coupler, a Low Noise Amplifier (LNA), a duplexer, and the like. In addition, the RF circuit 803 may also communicate with a network and other devices through wireless communication. The wireless communication may use any communication standard or protocol, including but not limited to Global System for mobile communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Message Service (SMS), and the like.
The computer device also includes a power supply 804 (e.g., a battery) for providing power to the various components, and preferably, the power supply 804 is logically coupled to the processor 801 via a power management system, such that functions of managing charging, discharging, and power consumption are performed via the power management system. The power supply 804 may also include any component of one or more dc or ac power sources, recharging systems, power failure detection circuitry, power converters or inverters, power status indicators, and the like.
The computer device may further include an input unit 805, the input unit 805 may be used to receive input numeric or character information and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control. Specifically, in one particular embodiment, input unit 805 may include a touch-sensitive surface as well as other input devices. The touch-sensitive surface, also referred to as a touch display screen or a touch pad, may collect touch operations by a user (e.g., operations by a user on or near the touch-sensitive surface using a finger, a stylus, or any other suitable object or attachment) thereon or nearby, and drive the corresponding connection device according to a predetermined program. Alternatively, the touch sensitive surface may comprise two parts, a touch detection means and a touch controller. The touch detection device detects the touch direction of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch sensing device, converts the touch information into touch point coordinates, sends the touch point coordinates to the processor 801, and can receive and execute commands sent by the processor 801. In addition, touch sensitive surfaces may be implemented using various types of resistive, capacitive, infrared, and surface acoustic waves. The input unit 805 may include other input devices in addition to a touch-sensitive surface. In particular, other input devices may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control keys, switch keys, etc.), a trackball, a mouse, a joystick, and the like.
The computer device may also include a display unit 806, the display unit 806 may be used to display information input by or provided to the user as well as various graphical user interfaces of the computer device, which may be made up of graphics, text, icons, video, and any combination thereof. The Display unit 806 may include a Display panel, and may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like. Further, the touch-sensitive surface may overlay the display panel, and when a touch operation is detected on or near the touch-sensitive surface, the touch operation is transmitted to the processor 801 to determine the type of touch event, and then the processor 801 provides a corresponding visual output on the display panel according to the type of touch event. Although in the figures the touch sensitive surface and the display panel are shown as two separate components to implement input and output functions, in some embodiments the touch sensitive surface may be integrated with the display panel to implement input and output functions.
Although not shown, the computer device may further include a camera, a bluetooth module, etc., which will not be described herein. Specifically, in this embodiment, the processor 801 in the computer device loads the executable file corresponding to the process of one or more application programs into the memory 802 according to the following instructions, and the processor 801 runs the application programs stored in the memory 802, thereby implementing various functions as follows:
receiving a combat operation instruction and a combat user identifier sent by a combat terminal;
acquiring a room identifier corresponding to a live broadcast room to which a combat user identifier belongs;
acquiring a communication identifier of the fighting terminal according to the room identifier;
and based on the communication identifier, sending the combat operation instruction and the combat user identifier to the combat terminal so that the combat terminal constructs a game combat live broadcast picture based on the combat operation instruction and the combat user identifier.
The computer device can implement the steps in any embodiment of the game live broadcast method applied to the server or the steps in any embodiment of the game live broadcast method applied to the terminal, which are provided in the embodiments of the present application, so that the beneficial effects that can be achieved by any game live broadcast method applied to the server or the beneficial effects that can be achieved by any game live broadcast method applied to the terminal, which are provided in the embodiments of the present application, can be achieved, which are detailed in the foregoing embodiments and are not described herein again.
It will be understood by those skilled in the art that all or part of the steps of the methods of the above embodiments may be performed by instructions or by associated hardware controlled by the instructions, which may be stored in a computer readable storage medium and loaded and executed by a processor. To this end, an embodiment of the present application provides a storage medium, where a plurality of instructions are stored, where the instructions can be loaded by a processor to execute steps of any one of the live game methods applied to the server side provided in the embodiment of the present application or to execute steps of the live game method applied to the terminal provided in the embodiment of the present application.
Wherein the storage medium may include: read Only Memory (ROM), Random Access Memory (RAM), magnetic or optical disks, and the like.
Since the instructions stored in the storage medium can execute the steps in any game live broadcast method embodiment provided in the present application embodiment, beneficial effects that can be achieved by any game live broadcast method provided in the present application embodiment can be achieved, which are detailed in the foregoing embodiments and will not be described herein again.
The game live broadcast method, device, computer equipment and storage medium provided by the embodiment of the present application are introduced in detail, and a specific example is applied in the present application to explain the principle and implementation manner of the present application, and the description of the above embodiment is only used to help understanding the method and core ideas of the present application; meanwhile, for those skilled in the art, according to the idea of the present application, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present application.

Claims (10)

1. A live game playing method is characterized by comprising the following steps:
receiving a combat operation instruction and a combat user identifier sent by a combat terminal;
acquiring a room identifier corresponding to a live broadcast room to which the battle user identifier belongs;
acquiring a communication identifier of the fighting terminal according to the room identifier;
and sending the combat operation instruction and the combat user identifier to the spectator terminal based on the communication identifier so that the spectator terminal constructs a game combat live broadcast picture based on the combat operation instruction and the combat user identifier.
2. The live game playing method of claim 1, wherein the step of obtaining a room identifier corresponding to a live room to which the combat user identifier belongs comprises:
acquiring a user list corresponding to each live broadcast room;
searching a target user list comprising the fighting user identification;
and taking the room identifier of the live broadcast room corresponding to the target user list as the room identifier corresponding to the live broadcast room to which the fighting user identifier belongs.
3. A live game method according to claim 1, further comprising:
receiving interactive data sent by the fighting terminal;
and sending the interactive data to all combat terminals and all fighting terminals in the live broadcast room corresponding to the room identifier.
4. The live game playing method of claim 1, wherein before the step of receiving the combat operation command and the combat user identification sent by the combat terminal, the method further comprises the following steps:
receiving a room creating instruction sent by the battle terminal;
and creating a live broadcast room according to the room creating instruction and generating a room identifier of the live broadcast room.
5. A live game playing method is characterized by comprising the following steps:
generating a live broadcast room access request according to an access operation of a user to a live broadcast room, and sending the live broadcast room access request to a server;
receiving a combat operation instruction set of a combat terminal, a combat user identifier of the combat terminal and room state information of an accessed live broadcast room, wherein the combat operation instruction set is sent by the server based on the live broadcast room access request;
constructing a game fighting live broadcast picture according to the fighting operation instruction set, the fighting user identification and the room state information;
and displaying the live game battle picture in a live broadcast area.
6. A live game method as claimed in claim 5, further comprising:
receiving interactive data generated by interactive operation of a user in an interactive area;
and sending the interactive data to a server so that the server sends the interactive data to all combat terminals and all spectator terminals in the live broadcast room.
7. A live game method as claimed in claim 5, further comprising:
acquiring a frame number of a current game fighting picture and a key input state on the game fighting picture corresponding to the frame number;
generating a combat operation instruction according to the frame number and the key input state;
and sending the combat operation instruction and the combat user identification to a server so that the server sends the combat operation instruction and the combat user identification to other combat terminals and all the observation terminals.
8. The live game play method of claim 5, wherein the step of constructing a live game play scene according to the set of combat operation instructions, the combat user identifier and the room status information comprises:
determining the fighting action and the game state information of the fighting user corresponding to the fighting user identification according to the fighting operation instruction set and the room state information;
and constructing a game battle live broadcast picture according to the battle action and the game fighting state information.
9. A live game apparatus, comprising:
the first receiving unit is used for receiving a combat operation instruction and a combat user identifier sent by a combat terminal;
the room identifier acquisition unit is used for acquiring a room identifier corresponding to a live broadcast room to which the battle user identifier belongs;
the communication identifier acquisition unit is used for acquiring the communication identifier of the fighting terminal according to the room identifier;
and the first sending unit is used for sending the combat operation instruction and the combat user identifier to the spectator terminal based on the communication identifier so as to enable the spectator terminal to construct a game combat live broadcast picture based on the combat operation instruction and the combat user identifier.
10. A live game apparatus, comprising:
the room access unit is used for generating a room access request according to the access operation of a user for accessing a room and sending the room access request to the server;
a second receiving unit, configured to receive a combat operation instruction set of a combat terminal, a combat user identifier of the combat terminal, and room state information of an accessed live broadcast room, where the combat operation instruction set is sent by the server based on the live broadcast room access request;
the construction unit is used for constructing a game fighting live broadcast picture according to the fighting operation instruction set, the fighting user identification and the room state information;
and the display unit is used for displaying the live game battle picture in a live broadcast area.
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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
CN111970268A (en) * 2020-08-12 2020-11-20 腾讯科技(深圳)有限公司 Method and device for showing spectator and fighting data and computer readable storage medium
CN112148495A (en) * 2020-10-09 2020-12-29 网易(杭州)网络有限公司 Game cluster management method and device, storage medium and electronic equipment
CN112148495B (en) * 2020-10-09 2023-08-08 网易(杭州)网络有限公司 Game cluster management method and device, storage medium and electronic equipment
CN113591829A (en) * 2021-05-25 2021-11-02 上海一谈网络科技有限公司 Character recognition method, device, equipment and storage medium
CN113591829B (en) * 2021-05-25 2024-02-13 上海一谈网络科技有限公司 Character recognition method, device, equipment and storage medium
CN113633973A (en) * 2021-08-31 2021-11-12 腾讯科技(深圳)有限公司 Game screen display method, device, equipment and storage medium
CN113633973B (en) * 2021-08-31 2023-06-27 腾讯科技(深圳)有限公司 Game picture display method, device, equipment and storage medium

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