CN111818004A - Cloud game live broadcasting method, cloud game server and computer readable storage medium - Google Patents

Cloud game live broadcasting method, cloud game server and computer readable storage medium Download PDF

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Publication number
CN111818004A
CN111818004A CN201911269042.4A CN201911269042A CN111818004A CN 111818004 A CN111818004 A CN 111818004A CN 201911269042 A CN201911269042 A CN 201911269042A CN 111818004 A CN111818004 A CN 111818004A
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China
Prior art keywords
game
cloud
live
sound data
server
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CN201911269042.4A
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CN111818004B (en
Inventor
杜晶
林顺
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Xiamen Yaji Software Co Ltd
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Xiamen Yaji Software Co Ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L65/00Network arrangements, protocols or services for supporting real-time applications in data packet communication
    • H04L65/60Network streaming of media packets
    • H04L65/75Media network packet handling
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L65/00Network arrangements, protocols or services for supporting real-time applications in data packet communication
    • H04L65/40Support for services or applications
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L65/00Network arrangements, protocols or services for supporting real-time applications in data packet communication
    • H04L65/60Network streaming of media packets
    • H04L65/65Network streaming protocols, e.g. real-time transport protocol [RTP] or real-time control protocol [RTCP]
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L65/00Network arrangements, protocols or services for supporting real-time applications in data packet communication
    • H04L65/60Network streaming of media packets
    • H04L65/70Media network packetisation
    • 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
    • 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

Abstract

The embodiment of the application provides a cloud game live broadcast method, a cloud game server and a computer readable storage medium, and relates to the technical field of internet. The method comprises the following steps: receiving a game control instruction sent by a cloud game main broadcasting end, simulating the game control instruction in a target game instance running at the cloud end, generating game pictures and sound data based on a game control result, and pushing the game pictures and the sound data to a live broadcasting streaming server so that the live broadcasting streaming server provides the game pictures and the sound data to each audience end in a live broadcasting room. According to the cloud game live broadcasting method and device, the cloud game live broadcasting terminal realizes live broadcasting of the control result aiming at the cloud game, and therefore live broadcasting of the cloud game can be achieved.

Description

Cloud game live broadcasting method, cloud game server and computer readable storage medium
Technical Field
The application relates to the technical field of internet, in particular to a cloud game live broadcasting method, a cloud game server and a computer readable storage medium.
Background
With the development of information technology, internet technology is rapidly developed, and accordingly, the live broadcast industry is in line with the development of the information technology, diversified live broadcast contents become contents pursued by various large live broadcast platforms, more and more users carry out online entertainment and marketing conferences through the various live broadcast platforms, even live game broadcasts, especially live game broadcasts can promote interaction between a main broadcast and audiences, and the live broadcast game system has great attraction.
In recent years, with the generation of cloud games, due to the advantages of the cloud games, for example, all games in the cloud games are run on a cloud game server side, and the hardware requirement on terminal devices is low, the cloud games are more and more popular with various large live broadcast platforms and various large broadcasters, that is, live broadcast of the cloud games also becomes a trend, and therefore how to combine the cloud games with live broadcast becomes a key problem.
Disclosure of Invention
The application provides a cloud game live broadcast method, a cloud game server and a computer readable storage medium, which can solve at least one technical problem. The technical scheme is as follows:
in a first aspect, a cloud game live broadcasting method is provided, and the method includes:
receiving a game control instruction sent by a cloud game anchor end;
simulating a game control instruction in a target game instance running at the cloud end to obtain a game control result;
generating a game screen and sound data based on the game manipulation result;
and pushing and streaming the game picture and the sound data to a live streaming server so that the live streaming server provides the game picture and the sound data to each audience terminal in a live broadcast room.
In a possible implementation manner, receiving a game manipulation instruction sent by a cloud-game anchor, previously, the method further includes:
receiving a game starting instruction sent by a cloud game anchor end;
determining a target game based on a game starting instruction, and searching a target game instance corresponding to the target game;
the target game is started in the target game instance.
In another possible implementation manner, simulating a game manipulation instruction in a target game instance running in the cloud to obtain a game manipulation result, including:
and simulating a game control instruction in a target game instance running at the cloud, and acquiring a game control result by capturing game pictures and sounds in the target game instance in real time.
In another possible implementation manner, generating game screen and sound data based on the game manipulation result further includes:
coding the generated game picture and sound data to obtain a video stream and an audio stream;
the method for pushing the generated game picture and the generated sound data to the live streaming server comprises the following steps:
and pushing and streaming the video stream and the audio stream to a live streaming server through a real-time message transfer protocol (RTMP) format.
In another possible implementation manner, the generated game picture and sound data are encoded to obtain a video stream and an audio stream, and then the method further includes:
and pushing the video stream and the audio stream to the cloud broadcasting end through a point-to-point P2P real-time protocol.
In another possible implementation manner, the receiving of the game manipulation instruction sent by the cloud game anchor further includes:
receiving a stream pushing address and a secret key sent by a cloud game anchor end, wherein the stream pushing address and the secret key are obtained when the cloud game anchor end logs in a live broadcasting room;
and sending a connection request carrying a key to the live streaming server based on the received streaming pushing address so as to establish connection between the live streaming server and the cloud server.
In another possible implementation manner, the streaming game picture and sound data to the live streaming server further includes:
receiving multimedia information about a anchor sent by a cloud anchor terminal;
wherein, push-streaming game picture and sound data to the live streaming server includes:
and pushing the game picture, the sound data and the multimedia information about the live broadcast to a live broadcast streaming server.
In another possible implementation, the manner in which the live streaming server provides game video and audio data to each of the viewers in the live room includes at least one of:
the game picture and the sound data are pulled from the live broadcast streaming server by each spectator terminal in the live broadcast room in a stream pulling mode;
and the game pictures and the sound data are pushed to all audience terminals in the live broadcast room by the live broadcast streaming server.
In a second aspect, there is provided a cloud game server, including:
the first receiving module is used for receiving a game control instruction sent by the cloud game anchor end;
the simulation control module is used for simulating a game control instruction in a target game instance running at the cloud end to obtain a game control result;
the generating module is used for generating game pictures and sound data based on the game control result;
and the stream pushing module is used for pushing the game picture and the sound data to the live broadcast stream server so that the live broadcast stream server provides the game picture and the sound data to each audience end in the live broadcast room.
In one possible implementation manner, the cloud server further includes: a second receiving module, a determining module, a searching module and a starting module, wherein,
the second receiving module is used for receiving a game starting instruction sent by the cloud game anchor end;
the determining module is used for determining a target game based on a game starting instruction;
the searching module is used for searching a target game instance corresponding to the target game;
and the starting module is used for starting the target game in the target game instance.
In another possible implementation manner, the simulation control module is specifically configured to, when simulating a game control instruction in a target game instance running in the cloud and obtaining a game control result:
and simulating a game control instruction in a target game instance running at the cloud, and acquiring a game control result by capturing game pictures and sounds in the target game instance in real time.
In another possible implementation manner, the cloud server further includes: an encoding processing module, wherein,
the coding processing module is used for coding the generated game pictures and the sound data to obtain video streams and audio streams;
when the generated game picture and sound data are pushed to the live streaming server, the stream pushing module is specifically configured to: and pushing the video stream and the audio stream to a live streaming server through a real-time message transfer protocol (RTMP) format.
In another possible implementation manner, the cloud server further includes: a push module, wherein the push module is provided with a push module,
and the pushing module is used for pushing the video stream and the audio stream to the cloud-game anchor end through a point-to-point P2P real-time protocol.
In another possible implementation manner, the cloud server further includes: a third receiving module and a sending module, wherein,
the third receiving module is used for receiving the streaming address and the key sent by the cloud travel anchor, wherein the streaming address and the key are obtained when the cloud travel anchor logs in a live broadcast room;
and the sending module is used for sending a connection request carrying a key to the live streaming server based on the received stream pushing address so as to establish connection between the live streaming server and the cloud server.
In another possible implementation manner, the cloud server further includes: a fourth receiving module, wherein,
the fourth receiving module is used for receiving the multimedia information about the anchor sent by the cloud anchor terminal;
when the stream pushing module pushes the game picture and the sound data to the live streaming server, the stream pushing module is specifically configured to: and pushing the game picture, the sound data and the multimedia information about the live broadcast to a live broadcast streaming server.
In another possible implementation manner, the manner in which the live streaming server provides the game screen data to each spectator in the live room includes at least one of the following:
the game picture and the sound data are pulled from the live broadcast streaming server by each spectator terminal in the live broadcast room in a stream pulling mode;
and the game pictures and the sound data are pushed to all audience terminals in the live broadcast room by the live broadcast streaming server.
In a third aspect, there is provided a cloud game server, including:
one or more processors;
a memory;
one or more application programs, wherein the one or more application programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs configured to: and executing the operation corresponding to the cloud game live broadcasting method shown in the first aspect or any possible implementation manner of the first aspect.
In a fourth aspect, a computer-readable storage medium is provided, on which a computer program is stored, which when executed by a processor, implements the cloud game live broadcasting method of the first aspect or any possible implementation manner of the first aspect.
The beneficial effect that technical scheme that this application provided brought is:
compared with the prior art, the cloud game live broadcasting method, the cloud game server and the computer readable storage medium are characterized in that a game control instruction sent by a cloud game main broadcasting end is received, the game control instruction is simulated in a target game instance running at the cloud end, game pictures and sound data are generated based on a game control result, and then the game pictures and the sound data are pushed to the live broadcasting streaming server, so that the live broadcasting streaming server provides the game pictures and the sound data to each audience end in a live broadcasting room. Namely, the cloud game server can push and stream game pictures and sound data generated based on game operation instructions of the cloud game anchor to the live streaming server, so that each audience in the live broadcasting room can acquire the generated game pictures and sound data from the live streaming server, the cloud game anchor can live a control result of the cloud game, and the cloud game anchor can live the cloud game.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings used in the description of the embodiments of the present application will be briefly described below.
Fig. 1 is a schematic flow chart of a live cloud game playing method according to an embodiment of the present disclosure;
fig. 2 is a schematic structural diagram of a cloud game server according to an embodiment of the present disclosure;
fig. 3 is a schematic structural diagram of another cloud game server provided in an embodiment of the present application;
fig. 4 is a schematic diagram of a live streaming server performing push streaming and pull streaming on a main broadcasting end and a spectator end;
fig. 5 is a schematic diagram illustrating a connection between a cloud server and a live streaming server in an embodiment of the present application;
fig. 6 is a schematic diagram of a cloud game live broadcast system described in an embodiment of the present application.
Detailed Description
Reference will now be made in detail to embodiments of the present application, 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 exemplary only for the purpose of explaining the present application and are not to be construed as limiting the present invention.
As used herein, the singular forms "a", "an", "the" and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will be further understood that the terms "comprises" and/or "comprising," when used in this specification, specify the presence of stated features, integers, steps, operations, elements, and/or components, but do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, and/or groups thereof. It will be understood that when an element is referred to as being "connected" or "coupled" to another element, it can be directly connected or coupled to the other element or intervening elements may also be present. Further, "connected" or "coupled" as used herein may include wirelessly connected or wirelessly coupled. As used herein, the term "and/or" includes all or any element and all combinations of one or more of the associated listed items.
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
The Live game broadcast adopts a platform consistent with other scenes, such as talent and skill Live broadcast, a Live broadcast system distributes the content of a main broadcast to a plurality of audiences in a Live broadcast room, slicing and caching of videos are required, Real Time Messaging Protocol (RTMP) is generally adopted by the main broadcast stream as an application layer Protocol, that is, an anchor end pushes an RTMP stream to a Live broadcast stream server, and a pull stream generally adopts protocols such as RTMP, HTTP Live Streaming (HLS) or HDL (HTTP delivery) (or HTTP Live Video), wherein the transport layer protocols corresponding to the push stream and the pull stream are both Transmission Control Protocol (TCP) protocols, as shown in fig. 4.
Specifically, the game live broadcast implementation process includes: the process of pushing the live broadcast by the anchor terminal and the process of pulling the stream by the audience to watch the live broadcast are carried out.
Wherein, the live push stream process of the anchor end includes: when a main broadcasting terminal logs in a live broadcasting account and enters a management page to create a live broadcasting room, acquiring a push streaming server address, a push streaming server port, an authorization key and the like; then the anchor terminal opens an Instant Messaging (IM) tool, after logging in a live broadcast account, the anchor terminal enters a live broadcast room to chat with audiences in the live broadcast room by video and image-text; then, running a local-end native game, opening an OBS (open broadcast software) to complete necessary settings of screen recording and stream pushing, and starting stream pushing to a stream pushing server corresponding to a live broadcast room, so that a spectator end can obtain game pictures and sound of a main broadcast end;
the process of the live broadcasting pull stream of the audience end comprises the following steps: when the audience enters the live broadcast room by logging in the live broadcast account (or in the identity of the tourist), the audience can chat with the main broadcast and other audiences in the live broadcast room in video and image-text, and meanwhile, under the condition that the main broadcast performs stream pushing, the audience can also watch the game process which may be in progress by the main broadcast.
Based on the above-mentioned anchor terminal stream pushing process and audience terminal stream pulling process, the audience terminal can watch the process of the anchor control game on the live platform, but on the basis of the above-mentioned scheme, the following technical problems may also exist: (1) the delay of the audio and video of the game is more than 1 second, the synchronization requirement can not be met during the interaction in the game, the streaming live broadcast is realized at the anchor end, the hardware configuration of the anchor end meets certain performance requirements, the game operation, the capturing of the picture and sound of the game, the video and audio coding and the network streaming through protocols such as RTMP and the like can be met, a complete game is live broadcast, at least 3 completely independent running tools are needed to respectively realize the game, the streaming and the live broadcast chat, and the use of the streaming tool can need some professional knowledge as a basis; (2) because the game and the live broadcast system are realized into two entities which need to operate independently, the live broadcast place of the anchor is limited, and the anchor broadcast has a certain threshold; (3) how to keep the number of participants in the live game room (e.g., at least 500 participants in one live game room);
the application provides a cloud game live broadcasting method, a cloud game server and a computer readable storage medium, which aim to solve the technical problems in the prior art.
The following describes the technical solutions of the present application and how to solve the above technical problems with specific embodiments. The following several specific embodiments may be combined with each other, and details of the same or similar concepts or processes may not be repeated in some embodiments. Embodiments of the present application will be described below with reference to the accompanying drawings.
The embodiment of the application provides a cloud game live broadcast method, which is executed by a cloud game server and comprises the following steps as shown in figure 1:
and S101, receiving a game control instruction sent by the cloud game anchor.
For the embodiment of the application, the cloud anchor first receives an anchor Game-oriented control instruction, and then the cloud anchor sends the received anchor Game-oriented control instruction to a Game Server (GS) of the cloud Server in real time in a P2P connection mode inside the cloud Game, that is, the GS receives the Game control instruction sent by the cloud anchor. In the embodiment of the application, the cloud-game anchor terminal is a client terminal corresponding to an anchor for performing cloud game live broadcast.
And S102, simulating a game control instruction in a target game instance running at the cloud end to obtain a game control result.
For the embodiment of the application, the game instance is an actually running game process. Where an instance is a concrete representation of an object, an operation may act on the instance, and the instance may store the operation results statefully.
For the embodiment of the application, after the cloud game server receives the game control instruction sent by the cloud game live broadcast end through the GS, the game instance for running the target game is determined, and further, the game control instruction is simulated in the target game instance correspondingly running at the cloud end.
Step S103, generating game picture and sound data based on the game control result.
And step S104, pushing the game picture and the sound data to a live streaming server so that the live streaming server provides the game picture and the sound data to each audience terminal in the live broadcasting room.
For the embodiment of the application, the cloud game server pushes and streams the game picture and the sound data to the live streaming server through the RTMP stream through the GS, so that each audience end in the same live broadcasting room with the cloud game anchor end can watch the game picture controlled by the anchor end, and hear the sound of the game controlled by the anchor end, thereby realizing the live broadcasting of the cloud game.
Compared with the prior art, the cloud game live broadcasting method has the advantages that the cloud game live broadcasting method receives the control instruction of the game sent by the cloud game main broadcasting end, then simulates the game control instruction in the target game instance running at the cloud end, then generates the game picture and the sound data based on the game control result, and then pushes the game picture and the sound data to the live broadcasting streaming server, so that the live broadcasting streaming server provides the game picture and the sound data to each audience end in a live broadcasting room. Namely, the cloud game server can push and stream game pictures and sound data generated based on game operation instructions of the cloud game anchor to the live streaming server, so that each audience in the live broadcasting room can acquire the generated game pictures and sound data from the live streaming server, the cloud game anchor can live a control result of the cloud game, and the cloud game anchor can live the cloud game.
Further, the step of streaming the game picture and the sound data to the live streaming server in step S101, step S102, step S103, and step S104 may be implemented by the prior art, and certainly may be implemented by the manner described in the embodiment of the present application, specifically, the manner in which the live streaming server provides the game picture and the sound data to each audience in the live broadcast room includes at least one of the following: the game picture and the sound data are pulled from the live broadcast streaming server by each spectator terminal in the live broadcast room in a stream pulling mode; and the game pictures and the sound data are pushed to all audience terminals in the live broadcast room by the live broadcast streaming server.
Specifically, after the cloud server pushes and streams the game picture and the sound data to the live streaming server through the GS, each spectator in the live broadcasting room can pull an RTMP stream from the live streaming server, so that each spectator in the live broadcasting room obtains a result picture and a sound of the cloud anchor operating and controlling the game, or after the cloud game server pushes and streams the game picture and the sound data to the live streaming server through the GS, the live streaming server transcodes (transcodes the RTMP stream into an HLS stream or other protocol streams), and then each spectator in the live broadcasting room pulls an HLS stream or other protocol streams from the live streaming server, so that each spectator in the live broadcasting room obtains a result of the cloud anchor operating and controlling the game, and thus, the picture and the sound of the anchor operating and controlling the cloud game are obtained; further, after the cloud game server pushes the game picture and the sound data to the live streaming server through the GS, the live streaming server can also push the game picture and the sound data to each spectator, so that each spectator can obtain the result of the game controlled by the cloud game anchor, that is, the picture and the sound of the anchor controlled cloud game can be obtained.
Furthermore, through the mode, each audience terminal in the live broadcast room can acquire the pictures and the sounds of the cloud game anchor terminal control game, so that the cloud game live broadcast is realized.
In the above embodiment, the cloud game and live broadcast are combined, but before the cloud game is live broadcast, the cloud game needs to be started, that is, before step S101, the method may further include: receiving a game starting instruction sent by a cloud game anchor end; determining a target game based on a game starting instruction, and searching a target game instance corresponding to the target game; the target game is started in the target game instance.
For the embodiment of the application, the cloud game server receives a game starting instruction sent by the cloud game anchor through the GS, the game starting instruction is generated according to a selection operation of a user acting on a game list displayed on the terminal or in response to a game name input to the terminal by the user, a target game is determined based on the game starting instruction, after the target game is determined, a game instance in which the target game is installed is searched, that is, the searched game instance can be referred to as a target game instance, and then the target game is started in the target game instance. In the embodiment of the application, based on the operation instruction, the simulation of the anchor in the game instance in the cloud server for the game can be realized subsequently, and then the game picture and the sound data corresponding to the operation result can be pushed to the live streaming server, so that the combination of live broadcasting and cloud game is realized.
Further, step S102 may specifically include: and simulating a game control instruction in a target game instance running at the cloud, and acquiring a game control result by capturing game pictures and sounds in the target game instance in real time. In the embodiment of the application, a game control instruction is simulated in a target game instance running at the cloud, and a game picture and sound in the target game instance are captured in real time in a screen recording mode to obtain a game control result. Further, after capturing a game picture and a sound simulating a game manipulation instruction manipulation by means of screen recording, generating corresponding game picture and sound data based on the captured game picture and sound, and further, generating the game picture and sound data based on a game manipulation result may further include: coding the generated game picture and sound data to obtain a video stream and an audio stream; further, the streaming of the generated game screen and sound data to the live streaming server includes: and pushing the video stream and the audio stream to a live streaming server through a real-time message transfer protocol (RTMP) format. Further, the generated game picture and sound data are encoded to obtain a video stream and an audio stream, and then the method further comprises the following steps: and pushing the video stream and the audio stream to the cloud broadcasting end through a point-to-point P2P real-time protocol.
Specifically, after the game picture and the sound data are obtained, the generated game picture and the sound data are encoded to obtain a video stream and an audio stream, the generated video stream and the generated audio stream are pushed to a live streaming server through RTMP, and the generated video stream and the generated audio stream are pushed to a cloud game main broadcast end through a P2P real-time protocol of a cloud game system, so that a live broadcast platform and a cloud game are combined, and the cloud game can be run by the cloud game live broadcast end.
In the above embodiment, the generated game pictures and sound data are streamed to the cloud cast terminal and the generated game pictures and sound data are streamed to the live streaming server, but in addition to the game pictures and sound data, multimedia information about the cast may be included, for example, video and audio information about the cast recorded by the cloud cast terminal, that is, the game pictures and sound data are streamed to the live streaming server, the method further includes: and receiving multimedia information about the anchor sent by the cloud anchor terminal. Further, the method for pushing and streaming the game picture and the sound data to the live streaming server comprises the following steps: and pushing the game picture, the sound data and the multimedia information about the live broadcast to a live broadcast streaming server.
Specifically, the GS of the cloud server receives multimedia information about the anchor sent by the cloud anchor through the P2P real-time stream. After receiving the multimedia information about the anchor transmitted by the cloud travel anchor through the P2P real-time streaming, the multimedia information about the anchor, the game pictures and the sound data may be subjected to preset processing, and then pushed to the live streaming server, for example, the multimedia information and the game pictures and the sound data are subjected to image superposition processing.
In the above embodiment, the cloud server pushes the live streaming server through the GS, so that the live streaming server needs to establish a connection with the cloud server in advance, that is, the cloud server actually establishes a connection with the GS, and a specific connection establishing manner is described in detail in the following embodiment.
In another possible implementation manner of the embodiment of the present application, before the step S101, the method may further include: receiving a stream pushing address and a secret key sent by a cloud game anchor end, wherein the stream pushing address and the secret key are obtained when the cloud game anchor end logs in a live broadcasting room; and sending a connection request carrying a key to the live streaming server based on the received streaming pushing address so as to establish connection between the live streaming server and the cloud server. In the embodiment of the application, after receiving the streaming address and the key sent by the cloud travel anchor, the stored streaming address may be updated, and then a connection request carrying the key is sent to the live streaming server based on the updated streaming address. The embodiments of the present application are not limited.
Specifically, when the anchor logs in the live broadcasting room, the anchor acquires a streaming address and a key, then the cloud anchor receives the streaming address and the key input by a user (the anchor) at a page end, and transmits the streaming address and the key to the GS of the cloud server when a game is started, the GS updates the stored streaming address, and transmits a connection request carrying the key to the live streaming server based on the received streaming address, so that the live streaming server performs verification based on the key, and after the verification is passed, the connection between the live streaming server and the cloud server GS is established, which is specifically shown in fig. 5.
Further, after the connection between the live streaming server and the cloud server GS is established based on the above manner, the cloud server GS may perform streaming pushing on the live streaming server.
The above embodiment introduces the cloud game live broadcast only from the perspective of the steps of the cloud game live broadcast method, and the following embodiment introduces a specific scene of the cloud game live broadcast, and includes the cloud game live broadcast described in the above embodiment and a manner of transmitting a main broadcast image and a chat message during the cloud game live broadcast.
The cloud game live broadcasting method provided by the above embodiment is applicable to a cloud game live broadcasting system, as shown in fig. 6, the cloud game live broadcasting system includes: cloud owner plays end, cloud server, live streaming server, live IM server to and each spectator end, wherein, contain GS and the Game instance that corresponds in the cloud server, wherein, cloud server, live streaming server and live IM server all set up in the high in the clouds, specifically: the cloud game anchor terminal and each audience terminal push chat information (namely the chat information input by the audience terminal and the live broadcast terminal on a public screen can comprise image-text chat and appreciation information) through a live broadcast IM server, a game picture and sound are pushed to the cloud game anchor terminal through P2P real-time flow by a GS (service gateway) in the cloud game server, a control instruction aiming at the game is pushed to the GS of the cloud game server through P2P real-time flow by the cloud game anchor terminal, simulating corresponding control by the Game instance control in the cloud Game server, acquiring a Game control result by capturing and coding the picture and the sound of the corresponding Game instance in real time, pushing the video stream and the audio stream of the control result to a live streaming server through the RTMP stream, pulling the corresponding RTMP stream by each viewer end in the live broadcasting room, or pulling an HLS stream (or other protocol streams) obtained by transcoding by the live streaming server; further, the cloud-tour anchor terminal obtains anchor image information (audio information and video information) through a camera or a microphone, where the anchor image information may also be referred to as multimedia information about the anchor, and streams the anchor image information to the live streaming server through the RTMP, so that each viewer terminal pulls the anchor image information from the live streaming server, where transmission of chat information, transmission of the anchor image, and transmission of a game picture may be performed simultaneously, and is not limited to a sequence. Certainly, when each of the spectators pulls the anchor image information, the game picture and the sound data from the live streaming server, the spectators can still obtain the multimedia information (audio information and video information) of the spectators in a live conference or a multi-player conference through the camera or the microphone, and the multimedia information, the game picture and the sound data are not mutually influenced by the pulling of the anchor image information, the game picture and the sound data from the live streaming server.
Further, in the embodiment of the present application, the GS establishing P2P connection with the anchor may be integrated into the game instance, or may exist separately. This is not limited in the embodiments of the present application.
The foregoing embodiments describe a cloud game live broadcast method from the perspective of a method flow, and the following embodiments describe a cloud game server from the perspective of a virtual module or a virtual unit, which may be used to execute the cloud game live broadcast method shown in the foregoing method embodiments, and specifically refer to the following embodiments.
An embodiment of the present application provides a cloud game server, as shown in fig. 2, the cloud game server 20 may include: a first receiving module 21, an analog manipulation module 22, a generating module 23, and a plug flow module 24, wherein,
the first receiving module 21 is configured to receive a game control instruction sent by the cloud-game anchor;
the simulation control module 22 is configured to simulate a game control instruction in a target game instance running at the cloud end to obtain a game control result;
a generating module 23 for generating a game screen and sound data based on the game manipulation result;
and the plug-flow module 24 is configured to plug-flow the game picture and the sound data to the live streaming server, so that the live streaming server provides the game picture and the sound data to each audience in the live broadcast room.
In a possible implementation manner of the embodiment of the present application, the cloud server 20 further includes: a second receiving module, a determining module, a searching module and a starting module, wherein,
the second receiving module is used for receiving a game starting instruction sent by the cloud game anchor end;
the determining module is used for determining a target game based on a game starting instruction;
the searching module is used for searching a target game instance corresponding to the target game;
and the starting module is used for starting the target game in the target game instance.
In a possible implementation manner of the embodiment of the application, the simulation control module 22 is specifically configured to, when simulating a game control instruction in a target game instance running in a cloud and obtaining a game control result:
and simulating a game control instruction in a target game instance running at the cloud, and acquiring a game control result by capturing game pictures and sounds in the target game instance in real time.
In a possible implementation manner of the embodiment of the present application, the cloud server 20 further includes: an encoding processing module, wherein,
the coding processing module is used for coding the generated game pictures and the sound data to obtain video streams and audio streams;
when the stream pushing module 24 pushes the generated game screen data to the live streaming server, the stream pushing module is specifically configured to: and pushing the video stream and the audio stream to a live streaming server through a real-time message transfer protocol (RTMP) format.
In a possible implementation manner of the embodiment of the present application, the cloud server 20 further includes: a push module, wherein the push module is provided with a push module,
and the pushing module is used for pushing the video stream and the audio stream to the cloud-game anchor end through a point-to-point P2P real-time protocol.
In a possible implementation manner of the embodiment of the present application, the cloud server 20 further includes: a third receiving module and a sending module, wherein,
and the third receiving module is used for receiving the stream pushing address and the secret key sent by the cloud travel anchor terminal.
The stream pushing address and the key are obtained when the cloud travel anchor logs in a live broadcast room;
and the sending module is used for sending a connection request carrying a key to the live streaming server based on the received stream pushing address so as to establish connection between the live streaming server and the cloud server.
In a possible implementation manner of the embodiment of the present application, the cloud server 20 further includes: a fourth receiving module, wherein,
the fourth receiving module is used for receiving the multimedia information about the anchor sent by the cloud anchor terminal;
when the stream pushing module 24 pushes the game picture and the sound data to the live streaming server, it is specifically configured to: and pushing the game picture, the sound data and the multimedia information about the live broadcast to a live broadcast streaming server.
Another possible implementation manner of the embodiment of the application, a manner in which the live streaming server provides the game picture and the sound data to each audience in the live broadcast room includes at least one of the following:
the game picture and the sound data are pulled from the live broadcast streaming server by each spectator terminal in the live broadcast room in a stream pulling mode;
and the game pictures and the sound data are pushed to all audience terminals in the live broadcast room by the live broadcast streaming server.
For the embodiment of the present application, the first receiving module 21, the second receiving module, the third receiving module, and the fourth receiving module may all be the same receiving module, or all be different receiving modules, or may be combined into the same receiving module at will; the embodiments of the present application are not limited.
Compared with the prior art, the cloud game server receives a game control instruction sent by a cloud game main broadcasting end, then simulates the game control instruction in a target game instance running at the cloud end, then generates a game picture and sound data based on a game control result, and then pushes the game picture and the sound data to a live broadcasting streaming server, so that the live broadcasting streaming server provides the game picture and the sound data for each audience end in a live broadcasting room. Namely, the cloud game server can push and stream game pictures and sound data generated based on game operation instructions of the cloud game anchor to the live streaming server, so that each audience in the live broadcasting room can acquire the generated game pictures and sound data from the live streaming server, the cloud game anchor can live a control result of the cloud game, and the cloud game anchor can live the cloud game.
The above embodiments describe a live cloud game method from the perspective of a method flow, and describe a cloud game server from the perspective of a virtual module or a virtual unit, and describe a cloud game server from the perspective of a physical device, which may also perform the above method embodiments, and the following embodiments are described in detail.
An embodiment of the present application provides a cloud game server, as shown in fig. 3, a cloud game server 3000 shown in fig. 3 includes: a processor 3001 and a memory 3003. The processor 3001 is coupled to the memory 3003, such as via a bus 3002. Optionally, the cloud server 3000 may further include a transceiver 3004. It should be noted that the transceiver 3004 is not limited to one in practical applications, and the structure of the cloud server 3000 is not limited to the embodiment of the present application.
The processor 3001 may be a CPU, general purpose processor, DSP, ASIC, FPGA or other programmable logic device, transistor logic device, hardware component, or any combination thereof. Which may implement or perform the various illustrative logical blocks, modules, and circuits described in connection with the disclosure. The processor 3001 may also be a combination of computing functions, e.g., comprising one or more microprocessors, a combination of a DSP and a microprocessor, or the like.
Bus 3002 may include a path that conveys information between the aforementioned components. The bus 3002 may be a PCI bus or an EISA bus, etc. The bus 3002 may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one thick line is shown in FIG. 3, but this does not mean only one bus or one type of bus.
Memory 3003 may be, but is not limited to, a ROM or other type of static storage device that can store static information and instructions, a RAM or other type of dynamic storage device that can store information and instructions, an EEPROM, a CD-ROM or other optical disk storage, optical disk storage (including compact disk, laser disk, optical disk, digital versatile disk, blu-ray disk, etc.), magnetic disk storage media or other magnetic storage devices, or any other medium that can be used to carry or store desired program code in the form of instructions or data structures and that can be accessed by a computer.
The memory 3003 is used for storing application program codes for performing the present scheme, and is controlled to be executed by the processor 3001. The processor 3001 is configured to execute application program code stored in the memory 3003 to implement any of the method embodiments shown above.
The embodiment of the application provides a cloud game server, and the cloud game server in the embodiment of the application comprises: a memory and a processor; at least one program stored in the memory for execution by the processor, which when executed by the processor, implements: the method and the device for playing the cloud game receive the game control instruction sent by the cloud game anchor, then simulate the game control instruction in the target game instance running at the cloud end, then generate game pictures and sound data based on a game control result, and then push-stream the game pictures and the sound data to the live streaming server, so that the live streaming server provides the game pictures and the sound data for all audience terminals in a live broadcast room. Namely, the cloud game server can push and stream game pictures and sound data generated based on game operation instructions of the cloud game anchor to the live streaming server, so that each audience in the live broadcasting room can acquire the generated game pictures and sound data from the live streaming server, the cloud game anchor can live a control result of the cloud game, and the cloud game anchor can live the cloud game.
The present application provides a computer-readable storage medium, on which a computer program is stored, which, when running on a computer, enables the computer to execute the corresponding content in the foregoing method embodiments. Compared with the prior art, the method and the device for playing the cloud game receive the game control instruction sent by the cloud game anchor, then simulate the game control instruction in the target game instance running at the cloud end, then generate the game picture and the sound data based on the game control result, and then push-stream the game picture and the sound data to the live streaming server, so that the live streaming server provides the game picture and the sound data to each audience in the live broadcasting room. Namely, the cloud game server can push and stream game pictures and sound data generated based on game operation instructions of the cloud game anchor to the live streaming server, so that each audience in the live broadcasting room can acquire the generated game pictures and sound data from the live streaming server, the cloud game anchor can live a control result of the cloud game, and the cloud game anchor can live the cloud game.
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.
The foregoing is only a partial embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.

Claims (11)

1. A cloud game live broadcasting method is executed by a cloud game server and comprises the following steps:
receiving a game control instruction sent by a cloud game anchor end;
simulating the game control instruction in a target game instance running at the cloud end to obtain a game control result;
generating a game screen and sound data based on the game manipulation result;
and pushing and streaming the game picture and the sound data to a live streaming server so that the live streaming server provides the game picture and the sound data to each audience terminal in a live broadcast room.
2. The method of claim 1, wherein the receiving of the game manipulation instruction sent by the cloud-game anchor further comprises:
receiving a game starting instruction sent by the cloud game anchor terminal;
determining a target game based on the game starting instruction, and searching a target game instance corresponding to the target game;
the target game is started in the target game instance.
3. The method according to claim 1 or 2, wherein simulating the game manipulation instruction in the target game instance running in the cloud end to obtain a game manipulation result comprises:
and simulating the game control instruction in a target game instance operated by the cloud, and acquiring the game control result by capturing game pictures and sounds in the target game instance in real time.
4. The method according to any one of claims 1 to 3, wherein the generating of the game screen and sound data based on the game manipulation result further comprises:
coding the generated game picture and sound data to obtain a video stream and an audio stream;
wherein said streaming said game frames and audio data to a live streaming server comprises:
and pushing the video stream and the audio stream to the live streaming server through a real-time message transfer protocol (RTMP) format.
5. The method according to claim 4, wherein the generated game picture and sound data are encoded to obtain a video stream and an audio stream, and then further comprising:
and pushing the video stream and the audio stream to the cloud cast terminal through a point-to-point P2P real-time protocol.
6. The method of claim 1, wherein the receiving the game manipulation instruction sent by the cloud host, previously further comprises:
receiving a stream pushing address and a secret key sent by the cloud travel anchor, wherein the stream pushing address and the secret key are obtained when the cloud travel anchor logs in a live broadcasting room;
and sending a connection request carrying the key to the live streaming server based on the received streaming pushing address so as to establish connection between the live streaming server and the cloud server.
7. The method of claim 1, wherein said streaming the game visuals and sound data to a live streaming server further comprises:
receiving multimedia information about a main broadcast sent by the cloud travel main broadcast end;
wherein said streaming said game frames and audio data to a live streaming server comprises:
and pushing the game picture, the sound data and the multimedia information about the live broadcast to the live broadcast streaming server.
8. The method of claim 1, wherein the manner in which the live streaming server provides game video and audio data to each spectator in the live room comprises at least one of:
the game picture and the sound data are pulled from the live broadcast streaming server by each spectator terminal in the live broadcast room in a streaming pulling mode;
and the game picture and the sound data are pushed to each audience end in the live broadcast room by the live broadcast streaming server.
9. A cloud server, comprising:
the first receiving module is used for receiving a game control instruction sent by the cloud game anchor end;
the simulation control module is used for simulating the game control instruction in a target game instance running at the cloud end to obtain a game control result;
the generating module is used for generating game pictures and sound data based on the game control result;
and the stream pushing module is used for pushing the game picture and the sound data to a live broadcast stream server so that the live broadcast stream server provides the game picture and the sound data to each audience terminal in a live broadcast room.
10. A cloud server, comprising:
one or more processors;
a memory;
one or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the one or more processors, the one or more programs configured to: performing the cloud game live broadcasting method according to any one of claims 1-8.
11. A computer-readable storage medium, on which a computer program is stored, wherein the program, when executed by a processor, implements the cloud game live broadcasting method of any one of claims 1 to 8.
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