CN111385589B - Game live broadcast method, medium and computer equipment based on multi-player voice room - Google Patents

Game live broadcast method, medium and computer equipment based on multi-player voice room Download PDF

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Publication number
CN111385589B
CN111385589B CN201811626490.0A CN201811626490A CN111385589B CN 111385589 B CN111385589 B CN 111385589B CN 201811626490 A CN201811626490 A CN 201811626490A CN 111385589 B CN111385589 B CN 111385589B
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game
data
terminal
room
live broadcast
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CN111385589A (en
Inventor
何新宇
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Bigo Technology Singapore Pte Ltd
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Guangzhou Baiguoyuan Information Technology Co Ltd
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Priority to CN201811626490.0A priority Critical patent/CN111385589B/en
Priority to PCT/CN2019/116766 priority patent/WO2020134644A1/en
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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]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/433Content storage operation, e.g. storage operation in response to a pause request, caching operations
    • 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
    • H04N21/45Management operations performed by the client for facilitating the reception of or the interaction with the content or administrating data related to the end-user or to the client device itself, e.g. learning user preferences for recommending movies, resolving scheduling conflicts
    • H04N21/462Content or additional data management, e.g. creating a master electronic program guide from data received from the Internet and a Head-end, controlling the complexity of a video stream by scaling the resolution or bit-rate based on the client capabilities
    • 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
    • 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
    • H04N21/488Data services, e.g. news ticker
    • 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
    • H04N21/488Data services, e.g. news ticker
    • H04N21/4882Data services, e.g. news ticker for displaying messages, e.g. warnings, reminders

Abstract

The invention provides a game live broadcast method and device based on a multi-player voice room, a computer readable storage medium and computer equipment, wherein the method comprises the following steps: acquiring a designated spectator terminal entering a live broadcast room as a guest terminal, and adding the guest terminal into a game application in the live broadcast room; taking the state data of the game application in the live broadcast room as live broadcast data, and sending the live broadcast data to a spectator end through the live broadcast room; when game increment data of the game application sent by one game terminal is received, forwarding the game increment data to other game terminals; when receiving the game full data of the game application sent by the anchor terminal, forwarding the game full data to the guest terminal. The invention realizes the introduction of the mini game into the multi-player voice room, can enrich the playing method of the voice room, improve the timeliness of the game playing method of the live broadcast room, enhance the interactivity of the anchor and audiences and improve the user experience.

Description

Game live broadcast method, medium and computer equipment based on multi-player voice room
Technical Field
The invention relates to the field of interactive mini games in a mobile terminal live broadcast room, in particular to a game live broadcast method, a game live broadcast medium and computer equipment based on a multi-player voice room.
Background
The mini-games are games which are fast to start, do not need to be played for a long time, can be stopped at any time, and simultaneously require higher entertainment. The basic implementation is an H5 implementation. The multi-person voice room is one type of live broadcast room, and a user can carry out multi-person voice chat in the same live broadcast room. Currently, with the development of live broadcast technology, various live broadcast playing methods are in the coming. Although the multi-person voice room can realize multi-person chatting, the playing method is single. In addition, the prior art also has a playing method of a live game, but the prior live game scheme at least has the following defects:
1, the existing mini-game mostly adopts a Client-Server mode. In a live environment, a large number of game rooms are created, each with a large number of spectators. If the spectator connects to the server directly as a client, the server is stressed to a great extent and the gaming experience is affected.
2, most of the existing mini-games have no voice function and no enclosuring function.
Disclosure of Invention
The invention provides a game live broadcast method based on a multi-player voice room and a corresponding device, which mainly realize that a small game is introduced into the multi-player voice room, enrich the playing method of the voice room, improve the timeliness of the game playing method of a live broadcast room, enhance the interactivity of a main broadcast and audiences and improve the user experience.
The invention also provides computer equipment and a readable storage medium for executing the multi-player voice room-based game live broadcasting method.
In order to solve the problems, the invention adopts the following technical scheme:
in a first aspect, the present invention provides a live game method based on a multi-player voice room, including:
acquiring a designated spectator terminal entering a live broadcast room as a guest terminal, and adding the guest terminal into a game application in the live broadcast room;
taking the state data of the game application in the live broadcast room as live broadcast data, and sending the live broadcast data to a spectator end through the live broadcast room;
when game increment data of the game application sent by one game terminal is received, forwarding the game increment data to other game terminals;
when receiving the game full data of the game application sent by the anchor terminal, forwarding the game full data to the guest terminal.
Specifically, still include:
and receiving the state data of the game application in the live broadcast room uploaded by the main broadcast terminal in real time, wherein the state data is used for being displayed on each audience terminal.
Specifically, when receiving game increment data of the game application sent by one of the game terminals, forwarding the game increment data to another game terminal includes:
forcibly pushing the game full data to a guest terminal;
or pushing the game full amount data to the guest terminal when receiving a request for acquiring the game full amount data sent by the guest terminal.
Specifically, the game incremental data includes a user id and an incremental data serial number, the game full-volume data includes a user id and a full-volume data serial number, and when a request for acquiring game full-volume data sent by the guest terminal is received, the pushing of the game full-volume data to the guest terminal includes:
receiving a request sent by a guest end after judging whether the cached incremental data serial number is continuously increased along the maximum full data serial number or not, and acquiring all game incremental data corresponding to the discontinuous incremental data serial number to the latest incremental data serial number;
and sending all game incremental data corresponding to the discontinuous incremental data serial number to the latest incremental data serial number to the guest terminal.
Preferably, the obtaining of the designated spectator terminal entering the live broadcast room as a guest terminal, and adding the guest terminal to the game application in the live broadcast room includes:
receiving a request submitted by a main broadcasting terminal for inviting a designated spectator terminal in a game terminal in a live broadcasting room to join a game, and sending a request for determining whether to agree to join the game to the designated spectator terminal;
after receiving a response message fed back by the appointed spectator end and agreeing to join the game, distributing a user id for the appointed spectator end, and joining the guest end into the game application in the live broadcast room.
Specifically, the obtaining of the designated spectator terminal entering the live broadcast room as a guest terminal, and adding the guest terminal to the game application in the live broadcast room includes:
receiving a request for applying for joining a game submitted by a specified spectator terminal in a game terminal entering a live broadcast room, and sending a confirmation request for whether a new player is allowed to join to the anchor terminal;
and after receiving a response message fed back by the anchor terminal and agreeing to join the new player, distributing a user id to the appointed audience terminal, and joining the guest terminal into the game application in the live broadcast room.
Specifically, the sending the live broadcast data to the audience through the live broadcast room by using the state data of the game application in the live broadcast room as live broadcast data includes:
receiving a request for logging in a game room submitted by a spectator;
feeding back to the spectator, a result comprising state data for the gaming application.
In a second aspect, the present invention provides a live game device based on a multi-player voice room, including:
the system comprises an acquisition module, a storage module and a display module, wherein the acquisition module is used for acquiring a designated spectator terminal entering a live broadcast room as a guest terminal and adding the guest terminal into a game application in the live broadcast room;
the live broadcast module is used for taking the state data of the game application in the live broadcast room as live broadcast data and sending the live broadcast data to an audience through the live broadcast room;
the first synchronization module is used for forwarding the game increment data to other game terminals when receiving the game increment data of the game application sent by one game terminal;
and the second synchronization module is used for forwarding the game full data to the guest terminal when receiving the game full data of the game application sent by the anchor terminal.
In a third aspect, the present invention provides a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements a method for live multiplayer voice room-based gaming as described in any one of the first aspects.
In a fourth aspect, the present invention provides a computer device, comprising:
one or more processors;
a storage device for storing one or more programs,
when executed by the one or more processors, cause the one or more processors to implement a multiplayer voice room-based game live method as in any one of the first aspects.
Compared with the prior art, the technical scheme of the invention at least has the following advantages:
the invention provides a game live broadcast method based on a multi-player voice room, which comprises the steps of acquiring a designated spectator end entering a live broadcast room as a guest end, and adding the guest end into game application in the live broadcast room; taking the state data of the game application in the live broadcast room as live broadcast data, and sending the live broadcast data to a spectator end through the live broadcast room; when game increment data of the game application sent by one game terminal is received, forwarding the game increment data to other game terminals; when receiving the game full data of the game application sent by the anchor terminal, forwarding the game full data to the guest terminal. The invention realizes the introduction of the mini game into the multi-player voice room, enriches the playing methods of the voice room, improves the timeliness of the game playing method of the live broadcast room, enhances the interactivity of the anchor and the audience and improves the user experience.
2, the game incremental data comprises a user id and an incremental data serial number, and the game full data comprises a user id and a full data serial number, so that in order to avoid that the game full data is requested again due to the fact that the game incremental data is lost during the period that the guest end requests the game full data, the following data synchronization rules are established: before the guest terminal obtains the game full data, the guest terminal caches all received game incremental data; the guest terminal stops pushing the game increment data to the game application of the guest terminal; after the guest terminal obtains the game full data, checking whether the cached patent data serial number of the game incremental data continuously increases along the maximum full data serial number according to the user id in the game full data and the maximum full data serial number; if so, pushing the cached game incremental data to the game application of the guest terminal, otherwise, sending and acquiring all game incremental data corresponding to the discontinuous incremental data serial number to the latest incremental data serial number to the server by the guest terminal.
3, after the guest end processes the cached game increment data, the game increment data are restored to be pushed to the game application front end of the guest end. And the game incremental data is received and stored in a cache queue before the guest side resumes pushing the game incremental data to the game application front end of the guest side, so that the game incremental data is prevented from being lost due to service logic time consumption. The scheme of the invention is rigorous, can increase the interactivity of the game participants, enhance the social function of the game and ensure that the game is more interesting.
4, the invention can receive the request of inviting the appointed spectator end to join the game in the game terminal of the live broadcast room submitted by the anchor end, and send the request of whether to agree to join the game to the appointed spectator end; after receiving a response message of agreeing to join the game fed back by the appointed spectator terminal, distributing a user id for the appointed spectator terminal, and placing the appointed spectator terminal into a game seat of a game application in a live broadcast room; and sending a notification message that the specified spectator terminal is placed in the game seat. In another embodiment, the invention can also receive a request for applying for joining the game submitted by a specified audience terminal in the game terminal entering the live broadcast room, and send a confirmation request for whether to allow a new player to join to the anchor terminal; after receiving a response message fed back by the anchor end and agreeing to join a new player, distributing a user id for the appointed audience end, and placing the appointed audience end into a game seat; and sending a notification message that the specified spectator terminal is placed in the game seat. The scheme of the invention has high flexibility, various playing methods and good user experience.
5, the invention can provide a status data channel and a full increment data channel, wherein the status data channel is used for transmitting the status data of the game application in the live broadcast room, and the full increment data channel is used for transmitting the game full data and the game increment data. The full increment data channel ensures the reliability of data, and the state data channel ensures the real-time performance of the data.
Drawings
The foregoing and/or additional aspects and advantages of the present invention will become apparent and readily appreciated from the following description of the embodiments, taken in conjunction with the accompanying drawings of which:
FIG. 1 is a flow chart of a method for live game play based on a multi-player voice room according to an embodiment of the present invention;
FIG. 2 is a flow chart of a broadcaster end inviting spectators to a game, in accordance with an embodiment of the present invention;
FIG. 3 is a flow chart of an embodiment of the invention for a spectator to actively apply for joining a game;
FIG. 4 is a flow chart of the synchronization of game delta data according to an embodiment of the present invention;
FIG. 5 is a flow chart of the synchronization of the game volume data according to one embodiment of the present invention;
FIG. 6 is a flow chart of a method for live game play based on a multi-player voice room according to another embodiment of the present invention;
FIG. 7 is a flowchart of a spectator logging into a game room, in accordance with an embodiment of the present invention;
FIG. 8 is a block diagram of a multi-player voice room-based game live device according to an embodiment of the present invention;
FIG. 9 is a block diagram of a multi-player voice room-based game live broadcasting device according to another embodiment of the present invention;
fig. 10 is a schematic structural diagram of a computer device according to an embodiment of the present invention.
Detailed Description
Reference will now be made in detail to embodiments of the present invention, examples of which are illustrated in the accompanying drawings, wherein like or similar reference numerals refer to the same or similar elements or elements having the same or similar function throughout. The embodiments described below with reference to the drawings are illustrative only and should not be construed as limiting the invention.
As shown in fig. 1, in one embodiment, a method for playing a live game based on a multi-player voice room includes:
s11, acquiring the appointed spectator terminal entering the live broadcast room as a guest terminal, and adding the guest terminal into the game application in the live broadcast room.
The invention relates to a game live broadcast method based on a multi-player voice room, which is executed in a server and relates to a plurality of game terminals, wherein the method comprises the following steps: audience terminal, guest terminal and main broadcasting terminal. In addition, the invention also relates to a game application running on the live APP of the guest end and a game application running on the live APP of the anchor end.
In the embodiment of the invention, after the anchor starts the mini-game in the live broadcast room, the game application starts to be loaded. When the game application is loaded successfully and the game room is established successfully, the anchor is changed into a mini-game anchor. After the anchor starts the mini-game in the live broadcast room, the audience of the original live broadcast room is automatically converted into the mini-game audience. At this time, the live broadcast room picture starts to load the data of the game application, and after the loading is finished, the role establishment of the audience is finished. The spectator end may join the game, i.e., enter the game seat. The mode of adding the game seat can be that the anchor end invites, or the spectator end actively applies for adding, and the spectator end becomes the guest end after adding the game seat. In the embodiment of the invention, the game seat is a mini game seat which is not completely equal to a wheat position of a live broadcast room, the game room is a live broadcast room which is opened with a mini game and enters a mini game mode, and the guest end is a spectator end who has been on the wheat. The spectator terminal is a terminal which can receive live broadcast data and does not participate in the game.
In the embodiment of the invention, the anchor selects the game and clicks to start the game. The anchor side changes the UI interface into a game state, the anchor side loads data of game application and starts a game environment, the anchor side calls back a game room id, and at the moment, the game starts. And the anchor terminal sends a request for updating the game running state to the server, and the server feeds back a notification message of the completion of the game state updating to the anchor terminal after finishing updating the game state. The server broadcasts a notification message that the room enters the game mode to the spectator. The spectator pulls game information to the server, including but not limited to the game name, download link, and icon, among others. And the spectator end checks whether the current game is compatible with the app version according to the game information, if so, downloads the game resource package according to the download link in the game information, and after downloading is finished, the app loads the resource package. The interface of the live broadcasting room is switched to a game mode, and then the live broadcasting room formally enters the game mode.
In the embodiment of the invention, when the anchor starts the game, the audience of the original live broadcast room is the game audience. The audience terminal entering the live broadcast room can be upgraded to a guest terminal through the invitation of the anchor broadcast or can be actively applied to become the guest terminal.
Referring to fig. 2, fig. 2 is a flowchart illustrating the process of the anchor side inviting the spectator side to participate in the game according to an embodiment of the present invention. In the embodiment of the invention, the anchor end submits the request for judging whether to allow the new player to join to the game application of the anchor end before inviting the audience end to join to the game to the server, and after the anchor end receives the response message which is fed back by the game application of the anchor end and agrees with the new player to join to the game, the anchor end submits the request for inviting the audience end to join to the game to the server.
As shown in fig. 2, after receiving a request for inviting a designated spectator to join the game, the server sends a request for whether to approve the joining of the game to the designated spectator; after receiving the response message of agreeing to join the game fed back by the appointed audience terminal, distributing a user id for the audience terminal, and forwarding the response message of agreeing to join the game fed back by the audience terminal to the anchor terminal. And the anchor terminal receives the response message and sends a request for inviting the audience terminal to get on the phone to the server, the server forwards the request for inviting the audience terminal to get on the phone to the audience terminal, the audience terminal feeds back a notification message of completion of getting on the phone to the server after getting on the phone, and the server forwards the notification message of completion of getting on the phone to the anchor terminal.
Further, after receiving the notification message of completion of the loading of the wheat fed back by the audience, the anchor end submits a request for placing the specified audience into the game seat to the game application of the anchor end, the game application of the anchor end places the specified audience into the game seat and sets basic information after receiving the request, the game application of the anchor end sends the notification message of placement of the specified audience into the game seat to the anchor end, the anchor end sends a request for updating the game seat information to the server after receiving the notification message, and the server feeds back the notification message of completion of the updating of the game seat information to the anchor end. Further, the spectator end enters the game and transmits the user id and the game room number to the game application front end of the anchor end, and finally the spectator end sends a notification message of the response of the entered game to the anchor end.
Referring to fig. 3, fig. 3 is a flowchart illustrating an embodiment of actively applying for joining a game by a spectator. As shown in fig. 3, the server may receive a request for applying for joining a game submitted by a designated spectator terminal in a game terminal entering a live broadcast room, and send a confirmation request for whether to allow a new player to join to the anchor terminal; and after receiving a response message fed back by the anchor terminal and agreeing to the new player, allocating a user id to the appointed audience terminal and feeding back a notification message of agreeing to the new player to the audience terminal. Furthermore, the audience end submits a request for applying for getting on the wheat to the server, the server forwards the request for applying for getting on the wheat to the anchor end, and the server executes the getting on the wheat for the audience end after the anchor end feeds back a response message agreeing to get on the wheat.
Further, after the audience members finish the boarding, the anchor terminal sends a request for placing the designated audience members into game seats to the game application of the anchor terminal, and the game application of the anchor terminal places the designated audience members into the game seats and sets basic information, and then feeds back a notification message that the designated audience members are placed into the game seats to the anchor terminal. The anchor end receives the notification message and submits a request for updating the game seat information to the server, and the server feeds back the notification message for updating the game seat information to the anchor end after finishing updating the game seat information.
Further, the spectator end enters the game and transmits the user id and the game room number to the game application front end of the anchor end, and finally the spectator end sends a notification message of the response of the entered game to the anchor end.
And S12, taking the state data of the game application in the live broadcast room as live broadcast data, and sending the live broadcast data to the audience through the live broadcast room.
In the embodiment of the invention, the state data of the game application in the live broadcast room uploaded by the main broadcast terminal in real time is received, and the state data is used for being displayed on each audience terminal.
In the embodiment of the present invention, the live data refers to a set including data of a current whole screen and data maintained behind the current whole screen. The anchor end can upload the live broadcast data at regular time, and correspondingly, a receiver can recover the whole picture and the back state by the live broadcast data alone. Such as a flight chess game terminal, the live data includes a collection of data including the number of players, basic information (avatar and name, etc.) of each player, the position of each plane, and items in each player's hand, etc.
It should be noted that the live broadcast state data is used for the spectator end to display the game picture, which is equivalent to the main broadcast end projecting the game picture onto the mobile phone screen of the spectator end.
In the embodiment of the invention, two data transmission channels, namely a state data channel and a full increment data channel, are provided, wherein the state data channel is used for transmitting state data of game application in the live broadcast room, namely the live broadcast data, and the full increment data channel is used for transmitting game full data and game increment data.
Specifically, the state data channel is used for displaying a game picture at a spectator terminal. The main broadcasting terminal broadcasts all state data of the whole game to other game terminals in all live broadcasting rooms through the server and original media stream channels at regular time, and any state data is required to recover the corresponding information of the whole game, which is equivalent to a 'video playback' function. The state data channel is designed to mainly utilize the original media broadcast channel in the live broadcast room to solve the problem of over-high broadcasting performance pressure of the game state under the condition of large audience quantity.
Furthermore, the full increment data channel of the invention refers to a data channel which can provide game increment data transmission and game full data transmission functions and is used for game application. The invention realizes the state synchronization of the whole game by sending game increment data and timing synchronization game full data. The server is responsible for forwarding data and saving the game increment data for the game application to restore the game state, such as disconnection and reconnection.
The full increment data channel ensures the reliability of data, and the state data channel ensures the real-time performance of the data.
And S13, when the game increment data of the game application sent by one game terminal is received, forwarding the game increment data to other game terminals.
In the embodiment of the present invention, the game increment data refers to action data generated by a certain game logic, which may represent one operation. For example, when playing chess, the player moves one step upwards, and the game increment data is generated, namely the operation of moving one step upwards. It should be noted that the game increment data are mutually dependent in number or sequence. For example, when playing chess, after the game increment data sequence of "up", "down" and "left" occurs, the chess pieces arrive at a certain position, and if the quantity is lost or the sequence is disordered, completely different results are produced, and the final positions are different. And the dependency does not exist in the game full data.
In summary, because the communication process inevitably has the defects, the game state of each game player is kept consistent by means of the combined action of the game full amount data and the game increment data.
Referring to fig. 4, fig. 4 is a flow chart illustrating synchronization of game increment data according to an embodiment of the present invention. As shown in fig. 4, after the guest terminal generates the game increment data, the game increment data is uploaded to the server, and the server caches the game increment data and forwards the game increment data to other game terminals, such as a main player terminal and other guest terminals. In the embodiment of the invention, the game increment data comprises a user id and an increment data serial number, wherein the user id is an id number of a user side which sends the game increment data, and the increment data serial number is a number corresponding to the game increment data. And after receiving the game increment data, other game terminals check whether the increment data serial numbers of the received game increment data are continuous, and if the game increment data serial numbers of certain id are not continuous, request the game increment data of discontinuous points to all data of the latest game increment data.
S14, when the game full data of the game application sent by the anchor terminal is received, forwarding the game full data to the guest terminal.
In the embodiment of the invention, the game full data comprises data of the current whole picture and a set of data maintained behind the current whole picture. And the anchor end uploads the game full data at regular time. The game volume data is of a different purpose than the live data. The game full data is used for recovering the game of the players participating in the game, for example, the game full data is pulled to recover the current game state under the condition of network disconnection, and the live data is used for displaying of the audience. In addition, the data structures of the game volume data and the live data are not necessarily consistent, because the game volume data is used to restore the game state, which contains more data. The live status data is used for displaying to the audience, and only comprises data which can be correctly displayed.
Referring to fig. 5, fig. 5 is a flow chart illustrating synchronization of the game volume data according to an embodiment of the present invention. As shown in fig. 5, in the embodiment of the present invention, the anchor terminal periodically uploads the full game data to the server, and the server can forcibly push the full game data to the guest terminal when the forced update function is turned on; or pushing the game full amount data to the guest terminal when receiving a request for acquiring the game full amount data sent by the guest terminal.
Further, after receiving the game full data, the guest end synchronizes the game full data, integrates the game full data with the cached game incremental data, and pushes the game full data and the cached game incremental data to the game application front end of the guest end.
Specifically, the game full amount data includes a user id and a full amount data serial number, the user id is an id number of a user side which sends the game full amount data, and the full amount data serial number is a number corresponding to the game full amount data.
Further, when receiving a request for obtaining the game full amount data sent by the guest terminal, pushing the game full amount data to the guest terminal includes:
receiving a request sent by a guest end after judging whether the cached incremental data serial number is continuously increased along the maximum full data serial number or not, and acquiring all game incremental data corresponding to the discontinuous incremental data serial number to the latest incremental data serial number; and sending all game incremental data corresponding to the discontinuous incremental data serial number to the latest incremental data serial number to the guest terminal.
Specifically, all game increment data received in the period are cached before the guest terminal requests the return of the game full amount data. And simultaneously stopping pushing the game increment data to the game application of the guest end. The cache content is game increment data queue [ < id1, seq1>, < id2, seq1>, < id1, seq2> ], wherein id is the user id, and seq is the number of data. And after the guest terminal takes the game full data containing the user id and the full data serial number, pushing the game application front end to the guest terminal. And meanwhile, checking whether the increment data serial number of the cached game increment data of a certain id is continuously increased along the maximum full data serial number or not according to the user id and the maximum full data serial number in the game full data, if so, directly pushing the cached game increment data to the game application front end of the guest end, and otherwise, requesting the discontinuous increment data serial number to all game increment data corresponding to the latest increment data serial number from the server by the guest end.
And after the guest end processes the cached game incremental data, resuming to push the game incremental data to the game application front end of the guest end. The guest side always receives the game incremental data and presses the game incremental data into the cache queue before resuming pushing the game incremental data to the game application front end, so that the game incremental data is prevented from being lost due to time consumption of business logic.
Referring to fig. 6, in another embodiment, the present invention further includes a step of:
and S10, receiving a request for logging in the game room submitted by the spectator end, and feeding back a result containing the state data of the game application to the spectator end.
Referring to fig. 7, fig. 7 is a flowchart illustrating the process of the spectator logging in the game room according to an embodiment of the present invention. As shown in fig. 7, in the embodiment of the present invention, the spectator end may submit a request for logging in the game room to the server, and the corresponding feedback from the server includes the result of the game state data of the room in which the spectator end is to log in.
Further, the spectator end can acquire game information from the server after logging in a game room, the game information specifically includes a game name, a game downloading link, an icon and the like, the spectator end checks whether the current game is compatible with the app version according to the game information, if so, downloads a game resource package such as a game script, a picture and the like according to the downloading link in the game information, and after downloading, the app loads the resource package, changes a UI (user interface) into a game state, and loads and starts a game environment.
Referring to fig. 8, in another embodiment, the present invention provides a live game device based on a multi-player voice room, including:
the obtaining module 11 is configured to obtain a designated spectator terminal entering the live broadcast room as a guest terminal, and add the guest terminal to a game application in the live broadcast room;
the live broadcast module 12 is configured to use the state data of the game application in the live broadcast room as live broadcast data, and send the live broadcast data to the audience through the live broadcast room;
the first synchronization module 13 is configured to, when receiving game increment data of the game application sent by one of the game terminals, forward the game increment data to another game terminal;
and the second synchronization module 14 is configured to forward the full game data to the guest terminal when receiving the full game data of the game application sent by the anchor terminal.
Preferably, the live broadcast module 12 includes:
and the receiving unit is used for receiving the state data of the game application in the live broadcast room uploaded by the main broadcast terminal in real time, and the state data is used for being displayed at each audience terminal.
And the login unit is used for receiving a request submitted by the spectator end for logging in the game room and feeding back a result containing the state data of the game application to the spectator end.
The first synchronization module 13 comprises:
the pushing unit is used for forcibly pushing the game full data to the guest end; or pushing the game full amount data to the guest terminal when receiving a request for acquiring the game full amount data sent by the guest terminal.
The second synchronization module 14 includes:
and the sending unit is used for receiving a request sent by the guest end after judging whether the cached incremental data serial number is continuously increased along the maximum full data serial number or not for obtaining all game incremental data corresponding to the discontinuous incremental data serial number to the latest incremental data serial number, and sending all game incremental data corresponding to the discontinuous incremental data serial number to the latest incremental data serial number to the guest end.
The obtaining module 11 includes:
the system comprises a first acquisition unit, a second acquisition unit and a third acquisition unit, wherein the first acquisition unit is used for receiving a request submitted by a main broadcasting end for inviting a designated spectator end in a game terminal of a live broadcasting room to join a game, sending a request for determining whether to approve the joining of the game to the designated spectator end, distributing a user id to the designated spectator end after receiving a response message for approving the joining of the game fed back by the designated spectator end, and joining a guest end in a game application of the live broadcasting room.
And the second acquisition unit is used for receiving a request for applying for joining the game submitted by a designated spectator end in a game terminal entering a live broadcast room, sending a confirmation request for whether to allow a new player to join to the anchor terminal, distributing a user id for the designated spectator end after receiving a response message fed back by the anchor terminal and agreeing to join the new player, and joining the guest end into the game application in the live broadcast room.
Referring to fig. 9, in another embodiment, the multiplayer voice room-based game live broadcasting device further includes:
the receiving module 10 is configured to receive a request for logging in a game room submitted by a spectator, and feed back a result including state data of a game application to the spectator.
The embodiment of the application also provides a computer readable storage medium, on which a computer program is stored, and when the program is executed by a processor, the method for playing the live game based on the multi-player voice room is implemented. The storage medium includes, but is not limited to, any type of disk including floppy disks, hard disks, optical disks, CD-ROMs, and magneto-optical disks, ROMs (Read-Only memories), RAMs (Random AcceSS memories), EPROMs (EraSable Programmable Read-Only memories), EEPROMs (Electrically EraSable Programmable Read-Only memories), flash memories, magnetic cards, or optical cards. That is, a storage medium includes any medium that stores or transmits information in a form readable by a device (e.g., a computer). Which may be a read-only memory, magnetic or optical disk, or the like.
The embodiment of the application also provides computer equipment. As shown in fig. 10, the computer apparatus includes:
one or more processors 510;
a storage 520 to store one or more programs 500,
when executed by the one or more processors 510, the one or more programs 500 cause the one or more processors 510 to implement a multiplayer voice room-based game live method of the terminal.
Fig. 10 is a schematic structural diagram of a computer apparatus according to the present application, which includes a processor 510, a storage device 520, an input unit 530, a display unit 540, and other devices. Those skilled in the art will appreciate that the structural elements shown in fig. 10 do not constitute a limitation of all computer devices and may include more or fewer components than those shown, or some of the components may be combined. The storage 520 may be used to store the application 500 and various functional modules, and the processor 510 executes the application 500 stored in the storage 520, thereby performing various functional applications of the device and data processing. The storage 520 may be an internal memory or an external memory, or include both internal and external memories. The memory may comprise read-only memory, Programmable ROM (PROM), Electrically Programmable ROM (EPROM), Electrically Erasable Programmable ROM (EEPROM), flash memory, or random access memory. The external memory may include a hard disk, a floppy disk, a ZIP disk, a usb-disk, a magnetic tape, etc. The memory devices disclosed herein include, but are not limited to, these types of memory devices. The memory device 520 disclosed herein is provided by way of example only and not by way of limitation.
The input unit 530 is used for receiving input of signals and receiving related requests of selecting voice files and the like input by users. The input unit 530 may include a touch panel and other input devices. The touch panel can collect touch operations of a user on or near the touch panel (for example, operations of the user on or near the touch panel by using any suitable object or accessory such as a finger, a stylus and the like) and drive the corresponding connecting device according to a preset program; other input devices may include, but are not limited to, one or more of a physical keyboard, function keys (e.g., play control keys, switch keys, etc.), a trackball, a mouse, a joystick, and the like. The display unit 540 may be used to display information input by a user or information provided to a user and various menus of the computer device. The display unit 540 may take the form of a liquid crystal display, an organic light emitting diode, or the like. The processor 510 is a control center of the computer device, connects various parts of the entire computer using various interfaces and lines, and performs various functions and processes data by operating or executing software programs and/or modules stored in the storage device 520 and calling data stored in the storage device.
In one embodiment, a computer device comprises one or more processors 510, and one or more storage 520, one or more applications 500, wherein the one or more applications 500 are stored in the storage 520 and configured to be executed by the one or more processors 510, the one or more applications 500 configured to perform the live multiplayer voice room-based gaming method of the above embodiments.
It should be understood that, although the steps in the flowcharts of the figures are shown in order as indicated by the arrows, the steps are not necessarily performed in order as indicated by the arrows. The steps are not performed in the exact order shown and may be performed in other orders unless explicitly stated herein. Moreover, at least a portion of the steps in the flow chart of the figure may include multiple sub-steps or multiple stages, which are not necessarily performed at the same time, but may be performed at different times, which are not necessarily performed in sequence, but may be performed alternately or alternately with other steps or at least a portion of the sub-steps or stages of other steps.
It should be understood that each functional unit in the embodiments of the present application may be integrated into one processing module, each unit may exist alone physically, or two or more units may be integrated into one module. The integrated module can be realized in a hardware mode, and can also be realized in a software functional module mode.
The foregoing is only a partial embodiment of the present application, and it should be noted that, for those skilled in the art, several modifications and decorations can be made without departing from the principle of the present application, and these modifications and decorations should also be regarded as the protection scope of the present application.

Claims (10)

1. A live game playing method based on a multi-player voice room is characterized by comprising the following steps:
acquiring a designated spectator terminal entering a live broadcast room as a guest terminal, and adding the guest terminal into a game application in the live broadcast room;
taking the state data of the game application in the live broadcast room as live broadcast data, and sending the live broadcast data to a spectator end through the live broadcast room;
when game increment data of the game application sent by one game terminal is received, forwarding the game increment data to other game terminals; the game increment data refers to action data generated by a certain game logic;
when receiving game full data of the game application sent by a main broadcasting terminal, forwarding the game full data to the guest terminal; wherein the game full data comprises data of the current whole picture and a set of data maintained behind.
2. The multi-player voice room-based game live method of claim 1, further comprising:
and receiving the state data of the game application in the live broadcast room uploaded by the main broadcast terminal in real time, wherein the state data is used for being displayed on each audience terminal.
3. The multi-player voice room-based game live broadcasting method of claim 1, wherein the forwarding of the game full amount data to the guest terminal comprises:
forcibly pushing the game full data to a guest terminal;
or pushing the game full amount data to the guest terminal when receiving a request for acquiring the game full amount data sent by the guest terminal.
4. The multi-player voice room-based game live broadcasting method of claim 3, wherein the game incremental data comprises a user id and an incremental data serial number, the game full-volume data comprises a user id and a full-volume data serial number, and when a request for obtaining game full-volume data sent by the guest terminal is received, the game full-volume data is pushed to the guest terminal, and the method comprises the following steps:
receiving a request sent by a guest end after judging whether the cached incremental data serial number is continuously increased along the maximum full data serial number or not, and acquiring all game incremental data corresponding to the discontinuous incremental data serial number to the latest incremental data serial number;
and sending all game incremental data corresponding to the discontinuous incremental data serial number to the latest incremental data serial number to the guest terminal.
5. The multi-player voice room-based game live broadcasting method of claim 1, wherein the step of acquiring a designated spectator terminal entering a live broadcasting room as a guest terminal, and adding the guest terminal to a game application in the live broadcasting room comprises the steps of:
receiving a request submitted by a main broadcasting terminal for inviting a designated spectator terminal in a game terminal in a live broadcasting room to join a game, and sending a request for determining whether to agree to join the game to the designated spectator terminal;
after receiving a response message fed back by the appointed spectator end and agreeing to join the game, distributing a user id for the appointed spectator end, and joining the guest end into the game application in the live broadcast room.
6. The multi-player voice room-based game live broadcasting method of claim 1, wherein the step of acquiring a designated spectator terminal entering a live broadcasting room as a guest terminal, and adding the guest terminal to a game application in the live broadcasting room comprises the steps of:
receiving a request for applying for joining a game submitted by a specified spectator terminal in a game terminal entering a live broadcast room, and sending a confirmation request for whether a new player is allowed to join to the anchor terminal;
and after receiving a response message fed back by the anchor terminal and agreeing to join the new player, distributing a user id to the appointed audience terminal, and joining the guest terminal into the game application in the live broadcast room.
7. The multi-player voice room-based game live method of claim 1, wherein the step of sending the live data to a spectator through the live room by using the state data of the game application in the live room as live data comprises:
receiving a request for logging in a game room submitted by a spectator;
feeding back to the spectator, a result comprising state data for the gaming application.
8. The utility model provides a live device of recreation based on many people pronunciation room which characterized in that includes:
the system comprises an acquisition module, a storage module and a display module, wherein the acquisition module is used for acquiring a designated spectator terminal entering a live broadcast room as a guest terminal and adding the guest terminal into a game application in the live broadcast room;
the live broadcast module is used for taking the state data of the game application in the live broadcast room as live broadcast data and sending the live broadcast data to an audience through the live broadcast room;
the first synchronization module is used for forwarding the game increment data to other game terminals when receiving the game increment data of the game application sent by one game terminal; the game increment data refers to action data generated by a certain game logic;
the second synchronization module is used for forwarding the game full data to the guest terminal when receiving the game full data of the game application sent by the anchor terminal; wherein the game full data comprises data of the current whole picture and a set of data maintained behind.
9. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, implements a multiplayer voice room-based game live method according to any one of claims 1 to 7.
10. A computer device, characterized in that the computer device comprises:
one or more processors;
a storage device for storing one or more programs,
when executed by the one or more processors, cause the one or more processors to implement a multi-player voice room-based game live method of any one of claims 1-7.
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