CN112076472A - Game system, method, device, computer equipment and storage medium - Google Patents

Game system, method, device, computer equipment and storage medium Download PDF

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Publication number
CN112076472A
CN112076472A CN202010925188.6A CN202010925188A CN112076472A CN 112076472 A CN112076472 A CN 112076472A CN 202010925188 A CN202010925188 A CN 202010925188A CN 112076472 A CN112076472 A CN 112076472A
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China
Prior art keywords
game
anchor
target
server
client
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CN202010925188.6A
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Chinese (zh)
Inventor
李春辉
薛孟飞
张鹏
旷文姣
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Beijing ByteDance Network Technology Co Ltd
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Beijing ByteDance Network Technology Co Ltd
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Priority to CN202010925188.6A priority Critical patent/CN112076472A/en
Publication of CN112076472A publication Critical patent/CN112076472A/en
Pending legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/21Server components or server architectures
    • H04N21/218Source of audio or video content, e.g. local disk arrays
    • H04N21/2187Live feed
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/25Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
    • H04N21/254Management at additional data server, e.g. shopping server, rights management server
    • H04N21/2541Rights Management
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/556Player lists, e.g. online players, buddy list, black list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

Abstract

The present disclosure provides a game system, method, apparatus, computer device and storage medium, the game method comprising: acquiring and displaying game data of a target game in a target live broadcast room; the target live broadcast room is used for live broadcasting game play of the target game; responding to the triggering of the audience to the first game interaction event in the target live broadcast room, generating a join request of game-to-game, and sending the join request to a live broadcast server; and receiving a first game identity mark of the target live broadcast room anchor in the game play, which is fed back by the live broadcast server, and joining the game play based on the first game identity mark. According to the embodiment of the invention, the spectators can participate in the opposite game of the anchor game without establishing the game friend relationship between the spectators and the anchor in advance, so that the operation is more convenient.

Description

Game system, method, device, computer equipment and storage medium
Technical Field
The present disclosure relates to the field of network data transmission methods, and in particular, to a game system, method, apparatus, computer device, and storage medium.
Background
At present, the way that audiences watching live games want to play games together with a main broadcast playing the live games is generally that after friends are added in the games, the audiences enter the same game for game play after being grouped by game clients; this approach is complicated to operate.
Disclosure of Invention
The embodiment of the disclosure at least provides a game system, a method, a device, a computer device and a storage medium.
In a first aspect, the disclosed embodiments provide a game method, applied to a spectator client; the game method comprises the following steps: acquiring and displaying game data of a target game in a target live broadcast room; the target live broadcast room is used for live broadcasting game play of the target game; responding to the triggering of the audience to the first game interaction event, and generating a joining request of the game to the game; and receiving a first game identity of the target live broadcast room anchor in the game play, and joining the game play based on the first game identity.
In a second aspect, the disclosed embodiments provide a game method, applied to a first game client used by a spectator; the game method comprises the following steps: receiving a first game identity of the target live broadcast room anchor in the game play-to-play sent by a spectator client; sending the first game identity and a second game identity of the spectator in the target game to a game server so that the game server determines a target game match-up based on the first game identity and controls a virtual character corresponding to the second game identity to join in the target game match-up; and after receiving a game match joining result fed back by the game server, displaying the game scene in which the virtual character corresponding to the second game identity enters the target game match in a graphical audience interface.
In a third aspect, the present disclosure provides a game method, which is applied to a live client; the game method comprises the following steps: obtaining game data of a target game and displaying the game data in a target live broadcast room; the target live broadcast room is used for live broadcasting game play of the target game; responding to the trigger of the anchor of the target live broadcast room on a second game interaction event, and generating an interaction starting instruction of game play; and the interaction starting instruction is used for determining a target audience client so as to enable the audience of the target audience client to join the game match.
In a fourth aspect, an embodiment of the present disclosure provides a game method, which is applied to a middle server, where the game method includes: receiving a first interaction starting request sent by a game server or a second game client used by a main broadcast; the first interaction starting request carries a first game identity of the anchor in a target game; determining the anchor identification based on the first game identification and a pre-generated association relationship between the anchor identification of the anchor and the first game identification, generating a second interaction starting request based on the anchor identification and the first game identification, and sending the second interaction starting request to the live broadcast server; the anchor identification is used for the live broadcast server to determine a target audience client for watching the anchor live broadcast; and the first game identity is used for the target audience client to join the game play of the anchor.
In a fifth aspect, an embodiment of the present disclosure provides a game method, which is applied to a live broadcast server, where the game method includes: receiving a second interactive starting request sent by a middle station server, wherein the second interactive starting request carries a first game identity of a main player in a target game and a main player identity of the main player; determining a target audience client for watching the anchor live broadcast in a target live broadcast room of the anchor based on the anchor identification; sending the first game identification to the target spectator client; and the first game identity is used for the target audience client to join the game play of the anchor.
In a sixth aspect, an embodiment of the present disclosure provides a game system, including: a middle server and a live server; the system comprises a middle server, a game server and a main broadcast, wherein the middle server is used for receiving a first interaction starting request sent by a second game client used by the game server or the main broadcast; the first interaction starting request carries a first game identity of the anchor in a target game; determining the anchor identification based on the first game identification and a pre-generated association relationship between the anchor identification of the anchor and the first game identification, generating a second interaction starting request based on the anchor identification and the first game identification, and sending the second interaction starting request to the live broadcast server; the live broadcast server is used for receiving a second interaction starting request sent by a middle station server, wherein the second interaction starting request carries a first game identity identifier of a main broadcast in a target game and a main broadcast identifier of the main broadcast; determining a target audience client for watching the anchor live broadcast in a target live broadcast room of the anchor based on the anchor identification; sending the first game identification to the target spectator client; and the first game identity is used for the target audience client to join the game play of the anchor.
In a seventh aspect, an embodiment of the present disclosure provides a game device applied to a spectator client, including: the first acquisition module is used for acquiring and displaying game data of a target game in a target live broadcast room; the target live broadcast room is used for live broadcasting game play of the target game; the first response module is used for responding to the triggering of a spectator on a first game interaction event, generating a joining request of game-to-game and sending the joining request to a live broadcast server; and the joining module is used for joining the game play on the basis of the first game identity after receiving the first game identity of the target live broadcast room anchor in the game play, which is fed back by the live broadcast server.
In an eighth aspect, an embodiment of the present disclosure provides a game device, which is applied to a first game client used by a host; the game device includes: the second acquisition module is used for receiving a first game identity of the target live broadcast room anchor in the game play-to-play sent by the audience client; the sending module is used for sending the first game identity and a second game identity of the spectator in the target game to a game server so that the game server determines a target game play based on the first game identity and controls a virtual character corresponding to the second game identity to join in the target game play; and the display module is used for displaying the game scene in which the virtual character corresponding to the second game identity enters the target game play in a graphical audience interface after receiving the game play joining result fed back by the game server.
In a ninth aspect, an embodiment of the present disclosure provides a game device, applied to a live client, where the game device includes: the third acquisition module is used for acquiring game data of the target game and displaying the game data in the target live broadcast room; the target live broadcast room is used for live broadcasting game play of the target game; the second response module is used for responding to the trigger of the anchor of the target live broadcast room on a second game interaction event, generating an interaction starting instruction of game-to-game, and sending the interaction starting instruction to a live broadcast server; and the interaction starting instruction is used for determining a target audience client so as to enable the audience of the target audience client to join the game match.
In a tenth aspect, an embodiment of the present disclosure provides a game device applied to a middle server, the game device including: the second receiving module is used for receiving a first interaction starting request sent by a second game client used by the game server or the anchor; the first interaction starting request carries a first game identity of the anchor in a target game; the first determining module is used for determining the anchor identification based on the first game identification and a pre-generated association relationship between the anchor identification of the anchor and the first game identification, generating a second interaction starting request based on the anchor identification and the first game identification, and sending the second interaction starting request to the live broadcast server; the anchor identification is used for the live broadcast server to determine a target audience client for watching the anchor live broadcast; and the first game identity is used for the target audience client to join the game play of the anchor.
In an eleventh aspect, an embodiment of the present disclosure provides a game device applied to a live broadcast server, including: the receiving module is used for receiving a second interactive starting request sent by the middle station server, wherein the second interactive starting request carries a first game identity identifier of a main player in a target game and a main player identifier of the main player; a determining module, configured to determine, based on the anchor identifier, a target audience client that watches the anchor live broadcast in a target live broadcast room of the anchor; the sending module is used for sending the first game identity to the target audience client; and the first game identity is used for the target audience client to join the game play of the anchor.
In a twelfth aspect, this disclosure also provides a computer device, a processor, and a memory, where the memory stores machine-readable instructions executable by the processor, and the processor is configured to execute the machine-readable instructions stored in the memory, and when the machine-readable instructions are executed by the processor, the machine-readable instructions are executed by the processor to perform the steps in any one of the possible implementations of the first aspect to the fifth aspect.
In a thirteenth aspect, alternative implementations of the present disclosure also provide a computer-readable storage medium having a computer program stored thereon, where the computer program is executed to perform the steps in any one of the possible implementations of the first to fifth aspects.
For the description of the effects of the above game method, computer device, and computer-readable storage medium, reference is made to the description of the above game system, which is not repeated herein.
The game system, the method, the device, the computer equipment and the storage medium provided by the embodiment of the disclosure have the advantages that the spectator watching the live broadcast of the anchor game can join the game of the anchor after accepting the invitation of game interaction sent by the anchor, and the operation is more convenient.
In order to make the aforementioned objects, features and advantages of the present disclosure more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for use in the embodiments will be briefly described below, and the drawings herein incorporated in and forming a part of the specification illustrate embodiments consistent with the present disclosure and, together with the description, serve to explain the technical solutions of the present disclosure. It is appreciated that the following drawings depict only certain embodiments of the disclosure and are therefore not to be considered limiting of its scope, for those skilled in the art will be able to derive additional related drawings therefrom without the benefit of the inventive faculty.
FIG. 1 illustrates a schematic diagram of a gaming system provided by an embodiment of the present disclosure;
FIG. 2a illustrates an example schematic diagram of a graphical user interface of a spectator client in a gaming system provided by an embodiment of the present disclosure;
FIG. 2b illustrates an example schematic diagram of a graphical user interface of a live client in a gaming system provided by an embodiment of the present disclosure;
FIG. 2c illustrates an example schematic diagram of a graphical user interface of a second game client for use by an anchor in a gaming system provided by an embodiment of the present disclosure;
FIG. 3 illustrates a schematic diagram of a particular example of a gaming system provided by an embodiment of the present disclosure;
FIG. 4 is a flow chart illustrating a method of playing a game provided by an embodiment of the present disclosure when executed in a spectator client;
FIG. 5 is a flow chart illustrating a method of playing a game in a first game client used by a spectator according to an embodiment of the present disclosure;
FIG. 6 is a flow chart illustrating a game method provided by an embodiment of the present disclosure when executed in a live client;
FIG. 7 is a flow chart illustrating a game method provided by an embodiment of the disclosure when executed in a middle server;
FIG. 8 is a flow chart illustrating a game method provided by an embodiment of the present disclosure when executed in a live server;
FIG. 9 illustrates a detailed schematic diagram of a gaming apparatus provided by an embodiment of the present disclosure;
FIG. 10 illustrates a detailed schematic view of another gaming apparatus provided by embodiments of the present disclosure;
FIG. 11 illustrates a detailed schematic view of another gaming apparatus provided by embodiments of the present disclosure;
FIG. 12 illustrates a detailed schematic view of another gaming apparatus provided by embodiments of the present disclosure;
FIG. 13 illustrates a detailed schematic view of another gaming apparatus provided by embodiments of the present disclosure;
fig. 14 shows a schematic diagram of a computer device provided by an embodiment of the present disclosure.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be described clearly and completely with reference to the drawings in the embodiments of the present disclosure, and it is obvious that the described embodiments are only a part of the embodiments of the present disclosure, not all of the embodiments. The components of embodiments of the present disclosure, as generally described and illustrated herein, may be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present disclosure is not intended to limit the scope of the disclosure, as claimed, but is merely representative of selected embodiments of the disclosure. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the disclosure without making creative efforts, shall fall within the protection scope of the disclosure.
Research shows that when a live client is used by a main broadcast to play a game for audiences, the main broadcast generally has the requirement of playing the game together with the audiences watching the live broadcast; the existing methods for allowing viewers watching live to participate in the game play of the anchor game are generally as follows: in the game client or other third-party application programs, firstly, a friend relationship between a main broadcast and audiences is established, then the main broadcast invites the audiences to form a team in the game client in an inviting mode, and the main broadcast enters game play after successfully forming the team with the audiences. The game mode can realize that the audience and the anchor participate in the same game together through a complicated operation process, and the operation is inconvenient.
In addition, in the game play-to-play process of the anchor, the interaction mode of the anchor and the audience watching the live game is mainly that in the audience client, interaction controls are displayed for the audience, and the audience triggers certain effects of the anchor in the game play-to-play by triggering the corresponding interaction controls. For example, when the host plays the racing game, the spectator can increase the speed of the racing game in the racing game play by giving a like message or giving a gift to the item at the spectator client. The interaction mode can not enable the audience to directly participate in game play in the process of playing the game play on the air, and the interactivity is poor.
Based on the research, the present disclosure provides a game system, method, apparatus, computer device and storage medium, which generate a join request for game-to-game by responding to a trigger of a viewer to a first game interaction event in a target live broadcast room, and send the join request to a live broadcast server; the first game identity mark of the target live broadcast room anchor in the game play is fed back by the live broadcast server, and the game play is added based on the first game identity mark, so that the direct operation in the live broadcast room can realize that audiences participate in the anchor game play, and the operation is more convenient.
In addition, in the game system provided by the disclosure, even if the anchor is in game play, the virtual characters of the audience in the live broadcast room can be quickly pulled into the game play in progress of the anchor according to the game system provided by the embodiment of the disclosure, so that the game system has stronger interactivity.
The above-mentioned drawbacks are the results of the inventor after practical and careful study, and therefore, the discovery process of the above-mentioned problems and the solutions proposed by the present disclosure to the above-mentioned problems should be the contribution of the inventor in the process of the present disclosure.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures.
To facilitate understanding of the present embodiment, a detailed description will be given of a game system disclosed in the embodiments of the present disclosure.
Referring to fig. 1, a schematic diagram of a game system provided in an embodiment of the present disclosure is shown, where the game system includes: a middlebox server 10 and a live broadcast server 20;
the middle server 10 is configured to receive a first interaction starting request sent by a second game client used by a game server or a host; the first interaction starting request carries a first game identity of the anchor in a target game; determining the anchor identification based on the first game identification and a pre-generated association relationship between the anchor identification of the anchor and the first game identification, generating a second interaction starting request based on the anchor identification and the first game identification, and sending the second interaction starting request to the live broadcast server;
the live broadcast server 20 is configured to receive a second interaction starting request sent by the middleware server; the second interaction starting request carries a first game identity identifier of a main player in a target game and a main player identifier of the main player; determining a target audience client for watching the anchor live broadcast in a target live broadcast room of the anchor based on the anchor identification; sending the first game identification to the target spectator client; and the first game identity is used for the target audience client to join the game play of the anchor.
The method comprises the steps that a first game identity of a main broadcast in a game is received by a middle station server from a game server or a second game client used by the main broadcast, the main broadcast identity is determined according to a pre-established incidence relation between the first game identity and the main broadcast identity of the main broadcast, a second interaction starting request is generated based on the first game identity and the main broadcast identity, and the second interaction starting request is sent to a live broadcast server; the live broadcast server determines a target audience client by utilizing the anchor identification carried in the second interactive start request, and sends the first game identification to the target audience client, so that the target audience client can be added into the game at the anchor based on the first game identification, and then the audience who can conveniently watch the live broadcast of the anchor can conveniently add into the game at the anchor, therefore, the operation is more convenient, and the interaction is stronger.
In an interaction system provided in another embodiment of the present disclosure, the method further includes: at least one of a game server 30, a spectator client 40, a live client 50, a first game client 60 used by the spectator, and a second game client 70 used by the anchor.
The following describes the middlebox server 10, the live broadcast server 20, the game server 30, the spectator client 40, the live broadcast client 50, the first game client 60 used by the spectator, and the second game client 70 used by the anchor in the game system provided by the embodiment of the present disclosure in detail.
Firstly, the method comprises the following steps: the middle server 10 is configured to receive a first interaction starting request sent by a second game client used by the game server or the anchor. Carrying a first game identity of the anchor in a target game in a first interaction starting request, and determining the anchor identity based on the first game identity and a pre-generated association relationship between the anchor identity of the anchor and the first game identity; and then generating a second interaction starting request according to the first game identity and the determined anchor identification, wherein the second interaction starting request carries the first game identity and the anchor identification, and sending the second interaction starting request to the live broadcast server.
Illustratively, the first game identifier includes, for example, at least one of: the method comprises the steps of accounting numbers of a main player in a target game, virtual character identifications of the main player in the target game, game play-to-play identifications and team identifications of play-to-play teams of the main player.
For different actual situations of the game, the first game identification may be different, and may be specifically set according to actual needs. For example, in a game in which a plurality of virtual game characters can be established under the same game account, the first game identifier may be, for example, an identifier of a virtual character that is hosted in the target game; in a game in which the character identity in the game is identified by the account number of the audience, the account number which is played in the target game can be used as the identity; in a table game such as "langer killer", "three kingdoms killer", etc., a team identification (such as a room number), a game-play identification, etc., which is currently played by a anchor, may be used as an identification.
Specifically, in a specific implementation:
(1): for the case that the middle server 10 obtains the first interaction start request from the game server 30, the game system provided in the embodiment of the present disclosure further includes: a game server 30.
a 1: in one possible embodiment, the anchor actively triggers the first interactive start request: the game server 30 is configured to receive the first game identifier sent by the second game client 70 used by the anchor, and send the first game identifier to the staging server 10.
Here, the second game client 70 refers to a game client used by the anchor in playing a game. The anchor performs data interaction between the second game client 70 and the game server 30 during the process of playing the game by using the second game client 70, and the game server 30 provides the second game client 70 with corresponding game service.
The second game client 70 can provide a first control for the anchor; the first control is used for the anchor to start a playing method for pulling audiences from the audiences watching the live broadcast to participate in a game. When the first control is triggered by the anchor, the second game client 70 sends the anchor's first game identification to the game server 30. After receiving the first game identifier sent by the second game client 70, the game server 30 generates a first interaction start request based on the first game identifier, and sends the first interaction start request to the middle server 10.
a 2: in another possible implementation, the game server 30 triggers the first interaction start request by status detection: at this time, the game server 30 is configured to generate and send the first interaction start request to the middle server in response to the trigger of the third game interaction event corresponding to the first game identifier.
Here, the third game interaction event includes at least one of:
receiving a game interaction request sent by a second game client;
the game server detects that the number of virtual characters in the game play in which the anchor is located is unbalanced;
the game server detects that any virtual character is in an off-line state in the game play of the anchor;
the game server detects that any virtual character is in a passive game state in a game play where the anchor is;
and the game server detects that the game play of the anchor reaches a preset game stage.
Here, the game server 30 can, for example, periodically detect a game play at which the anchor is present; after detecting that the game play of the anchor meets any one of the third game interaction events, that is, the third game interaction event is triggered, a first interaction starting request is generated based on the first game identity of the anchor in the target game, and the first interaction starting request is sent to the middlebox server 10.
(2) For the case that the middlebox server 10 obtains the first game identifier from the second game client 70, the game system provided in the embodiment of the present disclosure further includes: a second game client 70.
The second game client 70 is capable of data interaction with the middlebox server 10.
The secondary game client 70 provides the anchor with a secondary control for the anchor to initiate play of a game session by pulling the spectators from the spectators watching the live broadcast. When the second control is triggered by the anchor, the second game client 70 generates a first interaction start request based on the first game identifier of the anchor, and sends the first interaction start request carrying the first game identifier to the middlebox server 10.
In addition, the second game client 70 may also periodically detect the game play of the anchor as in the game server, and after detecting that the game play of the anchor satisfies the third game interaction event in (1), generate a first interaction start request based on the first game identifier of the anchor in the target game, and send the first interaction start request to the middlebox server 10.
In another embodiment of the present disclosure, the middlebox server 10 is further configured to: and establishing an association relation between the first game identity identifier of the anchor in the target game and the anchor identifier.
Exemplary anchor identifications include, for example: one or more of an identity of the anchor in the live server 20, an account number of the anchor registered in the anchor server, a live room identity of the anchor at the time of live broadcasting, and the like.
For example, the middlebox server 10 can receive a binding request sent by the game server or the second game client; wherein, the binding request carries the association authorization code issued by the live broadcast server and the first game identity; sending the association authorization code to a live broadcast server, and receiving the anchor identification fed back by the live broadcast server based on the association authorization code; and establishing an association relation between the first game identity identification and the anchor identification.
(3): in a possible implementation manner, in the case that the middlebox server 10 receives the binding request from the second game client used by the anchor, the game system provided by the embodiment of the present disclosure further includes the second game client 70 and the live client 50.
The second game client 70 is configured to respond to a trigger of a main broadcast, generate an authorization request, and send the authorization request to the live broadcast client 50; receiving an associated authorization code fed back by the live client 50 according to the authorization request; generating the binding request based on the association authorization code, and sending the binding request to the middlebox server 10;
or sending the binding request to the game server so that the game server forwards the binding request to the middle server;
the live client 50 is configured to send an authorization code acquisition request to the live server after receiving the authorization request sent by the second game client; and receiving the associated authorization code which is fed back by the live broadcast server according to the authorization code acquisition request.
In this case, the secondary game client 70 can, for example, provide a secondary control for the anchor. After the second control is triggered, an authorization request is generated, the live client 50 located in the same device as the second game client 70 is pulled up, and the authorization request is sent to the live client 50. After being pulled up and receiving the authorization request sent by the second game client 70, the live client 50 sends an authorization code acquisition request to the live server 20.
The live broadcast server 20 generates an association authorization code after receiving the authorization code acquisition request sent by the second game client 70, stores the association authorization code in association with the anchor identifier of the anchor, and sends the association authorization code to the live broadcast client 50. After receiving the association authorization code sent by the second game client 70, the live client 50 returns the association authorization code to the second game client 70.
After receiving the association authorization code fed back by the live client 50 based on the authorization request, the second game client 70 generates a binding request according to the association authorization code, and sends the binding request to the middleware server 10. The binding request also comprises a first game identity of the anchor in the target game.
After receiving the binding request sent by the second game client 70, the middlebox server 10 parses the binding request to obtain the association authorization code, and then sends the association authorization code to the live broadcast server 20.
After receiving the association authorization code, the live broadcast server 20 matches the received association authorization code with a pre-stored association authorization code; in the case of successful matching, the anchor identification stored in association with the association authorization code saved in advance is returned to the middlebox server 10.
After receiving the anchor identifier returned by the live broadcast server 20 according to the association authorization code, the middlebox server 10 establishes an association relationship between the first game identity identifier carried in the binding request and the anchor identifier.
(4) In another possible embodiment, the staging server 10 may also receive a binding request from the game server 30. In this case, the second game client 70 used live may acquire the association authorization code from the live client 50 and then transmit the association authorization code to the game server 30, for example, based on a method similar to that in (3) described above. After receiving the association authorization code, the game server 30 generates an authorization request based on the association authorization code and the second game identifier of the anchor in the target game, and sends the authorization request to the console server 10.
The middlebox server 10, after receiving the authorization request sent by the game server 30, may establish an association between the first game identifier of the anchor in the target game and the anchor identifier, for example, in a similar manner as described in (3) above.
II, secondly: the live broadcast server 20 is capable of receiving a second interaction starting request sent by the middlebox server 10, and determining a target audience client for watching the anchor live broadcast in a target live broadcast room of the anchor based on an anchor identifier carried by the second interaction starting request; sending the first game identification to the target spectator client; and the first game identity is used for the target audience client to join the game play of the anchor.
In a specific implementation, after receiving the second interaction start request sent by the middlebox server, the live broadcast server 20 parses the anchor identifier carried in the second interaction start request, and determines, based on the anchor identifier, a target audience client that watches the anchor live broadcast in the target live broadcast room.
Specifically, the live server 20 is configured to determine a target viewer client based on the anchor identification in the following manner: determining, based on the anchor identification, a plurality of viewer clients that watch the anchor live in a target live room of the anchor; sending a third interaction starting request to a plurality of the audience clients; and after receiving a joining request fed back by at least one audience client based on the third interaction starting request, determining the target audience client from the at least one audience client.
In an implementation, the live server 20 sends a third interaction initiation request to the plurality of viewer clients 40.
Each spectator client 40 in the spectator clients can acquire and display game data of the target game in the target live broadcast room; the target live broadcast room is used for live broadcasting game play of the target game.
The viewer client 40, after receiving the third interaction initiation request sent by the live server 20, can, for example, receive a viewer trigger.
In this case, the spectator client 40 can, for example, generate a join request for the game-to-game in response to the triggering of the first game interaction event by the spectator in the target live broadcast room, and send the join request to the live broadcast server;
and receiving a first game identity mark of the target live broadcast room anchor in the game play, which is fed back by the live broadcast server, and joining the game play based on the first game identity mark.
Illustratively, the viewer client 40, upon receiving the third interaction initiation request, can, for example, provide the viewer with an interaction trigger control.
Spectators can select whether to participate in the interactive game playing method through the interactive trigger control; if the spectator triggers participation in the interactive game play through the interactive trigger control, the spectator client 40 determines that the first game interaction event is triggered, generates a game-to-game join request for the player to participate in the interactive game play, and sends the interactive join request to the live server 20.
After receiving the join request fed back by the viewer client 40, the live broadcast server 20 takes the viewer client 40 receiving the join request as an alternative viewer client, and screens a target viewer client from the alternative viewer client.
The target spectator client may be randomly selected from the alternative spectator clients, or selected based on attribute information of the spectators corresponding to the alternative spectator clients, such as ranking of the spectators in the game, scores of the spectators in the game, historical awards of the spectators, and live watching time of the spectators.
After determining the target audience client, the live broadcast server 20 sends the first game identifier of the anchor carried in the second interaction start request sent by the middlebox server to the target audience client.
After receiving the first game id of the target live broadcast room anchor in the game play, which is fed back by the live broadcast server 20, any viewer client 40 joins the game play in which the anchor is located, based on the first game id.
Illustratively, when joining a game pair based on the first game identifier, for example, includes:
and pulling up a first game client which is positioned in the same equipment as the spectator client, and sending the first game identity to the first game client so as to enable the first game client to control the virtual role of the spectator to be added into the game play of the main player.
In addition, in another embodiment, the first play indication information can also be carried in the join request of the game to the game. The first marketing indicating information is used for indicating that the same game marketing as the main broadcasting is added or the game marketing different from the main broadcasting is added. Taking a shooting game as an example, when a spectator requests to join a game, the spectator may select a team joining the anchor, or may select a team joining an enemy of the anchor.
In another embodiment of the present disclosure, the spectator client 40, prior to generating the game-to-game join request in response to the spectator's trigger for the first game-interaction event, is further configured to:
acquiring audience interaction data related to the audience and the target game, wherein the audience interaction data are determined based on the interaction behavior of the audience with the anchor in the target live broadcast room;
and sending the audience interaction data to the live broadcast server to determine whether an interaction starting condition is met.
Here, the viewer interaction data may include, for example, a ranking of the viewer in the game, a score of the viewer in the game, a historical appreciation of the viewer, a live viewing time period of the viewer, and the like.
When determining the target spectator client, the live broadcast server may receive the spectator interaction data, and then determine whether the spectator at the corresponding spectator client 40 satisfies the start-up condition of the game interaction based on the spectator interaction data. If the spectator client 40 satisfies the game-interaction-start condition, a third-interaction-start request is sent to the spectator client 40 that satisfies the game-interaction-start condition.
The viewer client 40 provides the viewer with an interactive trigger control after receiving the third interactive start request sent by the live broadcast server 20, so that the viewer can trigger the interactive trigger control to join the game session of the main broadcast.
In another embodiment, the live server 20, before determining, based on the anchor identification, a plurality of viewer clients viewing the anchor live in a target live room of the anchor, may be further configured to:
sending a fourth interactive start request to the live client 50 based on the anchor identifier;
and receiving an interaction starting instruction fed back by the live client 50 based on the fourth interaction starting request.
In this case, the game system provided by the embodiment of the present disclosure may further include a live client 50 used by the anchor.
The live client 50 can obtain game data of a target game and display the game data in a target live room; the target live broadcast room is used for live broadcasting game play of the target game.
After receiving the fourth interaction start request sent by the live broadcast server 20, the live broadcast client 50 can respond to the trigger of the anchor of the target live broadcast room on the second game interaction event, generate an interaction start instruction for game-to-game, and send the interaction start instruction to the game server; and the interaction starting instruction is used for determining a target audience client so as to enable the audience of the target audience client to join the game match.
After receiving the interaction start instruction sent by the live broadcast client 50, the live broadcast server 20 determines, based on the anchor identifier, a plurality of audience clients that watch the anchor live broadcast in a target live broadcast room of the anchor.
In another possible implementation, the interactive start request further includes audience filtering conditions; here, the audience filter condition is, for example, triggered by the anchor at the live client 50.
The audience filter criteria are used by the live server 20 to determine the target audience client from a plurality of audience clients.
The audience filtering condition includes, for example, at least one of:
the watching duration of the audience watching the anchor reaches the preset duration, the time difference between the time when the audience pays attention to the anchor and the current time is larger than the preset time difference threshold, the gifts given by the audience to the anchor reach a certain number, the times of the audience agreeing with the anchor reach the preset times, and the like, and the setting can be specifically carried out according to the actual requirement.
In this case, the live broadcast server 20, after receiving the interaction start instruction sent by the live broadcast client 50, determines a plurality of audience clients watching the live broadcast in the target live broadcast room of the anchor based on the anchor identifier, and after receiving the join request sent by at least one audience client 40, determines the target audience clients from the audience clients that have initiated the join request based on the screening condition.
In addition, when the live broadcast client 50 responds to the trigger of the second game interaction event, generates and sends an interaction start instruction to the live broadcast server 20, the interaction start instruction may also carry second marketing indication information, where the second marketing indication information is used to indicate that the target audience joins a game marketing same as the anchor or a game marketing opposite to the anchor.
Here, the second marketing indication information is different from the first marketing indication information; the second marketing indication information is, for example, marketing indication information determined for the anchor, and is used for representing game marketing which the anchor expects audience to join. The first marketing indication information, for example, marketing indication information determined for the spectators, is used for representing the gaming marketing expected to be added by the spectators.
In another embodiment, the live client 50 may also generate resource allocation information in response to the trigger of the anchor for a resource allocation event; the resource allocation information is used for allocating virtual resources to virtual roles associated with audiences in the game play;
sending the resource allocation information to a game server through a live broadcast server; to cause the game server to allocate the virtual resource.
Here, the anchor may assign certain virtual resources to the audience's virtual characters in the target game through the live client 50, the virtual resources including, for example, at least one of: game properties, character skin, gain state, loss state, etc.
And after the virtual character of the audience enters the game play of the main broadcast, the game server allocates the corresponding virtual resource to the virtual character of the audience.
In another embodiment, when the live client 50 triggers the second game interaction event, the anchor may further determine a spectator screening condition, and send the spectator screening condition to the live server along with the interaction start instruction. And after receiving an interaction starting instruction triggered by the anchor at the live broadcast client, the live broadcast server determines the target audience client from the plurality of audience clients based on the screening condition carried in the interaction starting instruction. The specific determination method can be referred to the above description, and is not repeated herein.
In another embodiment, the live broadcast client may further obtain result information of the virtual character corresponding to the target audience client joining the game match and display the result information.
The spectator client 40, after receiving the first game id, which is sent by the live server 20 and is hosted in the game play, joins the game play based on the first game id.
At this time, the spectator client 40 may, for example, pull up the first game client 60 that is the same device as the spectator client, and send the first game identifier to the first game client 60.
A first game client 60 used by the spectator for receiving a first game identity of the target live room anchor in the game play sent by the spectator client; the first game id and the second game id of the spectator in the target game are sent to the game server 30.
After receiving the join request sent by the first game client 60, the game server 30 determines a target game match based on the first game id, and controls the virtual character corresponding to the second game id to join the target game match.
The game server 30 feeds back the game match joining result to the first game client after controlling the virtual character corresponding to the second game identification in the target game to join the target game match.
After receiving the game match joining result fed back by the game server 30, the first game client 60 displays, in a graphical viewer interface, the game scene where the virtual character corresponding to the second game identifier enters the target game match.
Here, for example, the virtual character corresponding to the second game identifier may be shown in a game scene in an airdrop manner.
For example, a special effect of a parachute is installed above the virtual character corresponding to the second game identifier, and the special effect is airdropped into a game scene where the anchor is located.
Wherein, the virtual character and the main play belong to the same game formation or different game formations.
Through the game system, the virtual character of the audience in the target game is added into the game play of the virtual character of the anchor.
Referring to fig. 2a, a specific example of a graphical viewer interface in a viewer client is provided. In the graphical spectator interface shown in fig. 2a (1), a display area a1 with game pairs is included, and the game pairs with the target game are displayed in the display area a 1; wherein the anchor avatar a3 is included in the game pair; also included in the graphical spectator interface is a first game-interaction-event-triggering area a 2; in the first game interaction event trigger area a2, a trigger control a4 is shown; the spectator may trigger the first game interaction event through the trigger control a4 to participate in the game play of the anchor.
In addition, prompt information such as the name of the audience of the anchor, whether to accept the interactive play invitation of the anchor and the like can be displayed in the graphical audience interface.
In the graphical spectator interface shown in fig. 2a (2), including a presentation area a1 with game pairings, a game pairing with a target game is presented in the presentation area a 1; wherein the anchor avatar a3 is included in the game pair; the graphical audience interface also comprises another trigger control a5 displayed to the audience by the audience client after the live broadcast server sends the first game identity to the audience client; the spectator may join the anchor's game play by triggering the trigger control a5, pulling up the first game client, which is located in the same device as the spectator client. Taking a shooting game as an example, the spectator sees the game match in progress of the anchor in the graphical interface of the client, requests to join the game match, and after obtaining the join permission, the spectator can open the game client corresponding to the game match, enter the joined game client, and play the game together with the anchor.
Referring to fig. 2b, a specific example of a graphical viewer interface in a live client is provided. In the graphical spectator interface shown in this example, a show area b1 with game pairs is included, with the game pairs being shown in the show area b1 as being hosted in the target game; wherein the anchor avatar b3 is included in the game pair; the graphical spectator interface also includes a second game interaction event trigger area b 2; in the second game interaction event trigger area b2, a trigger control b4 is shown; the spectator may trigger a second game interaction event via the trigger control b4, inviting the spectator watching the live broadcast to participate in the game play session in which the anchor is located.
In addition, in the graphical audience interface, prompting information such as the name of the audience of the anchor, whether the audience is invited to start interactive play and the like can be displayed.
Taking a shooting game as an example, the game match in progress of the anchor is displayed in the graphical interface of the live broadcast client, and the anchor can invite audiences to join the game match through the graphical user interface of the anchor client. After the anchor invitation, the spectator can see the invitation of the anchor from the spectator client and request to join the game play, and after obtaining the join permission, the spectator can open the game client corresponding to the game play, enter the joined game client and play the game together with the anchor.
Referring to FIG. 2c, a specific example of a graphical spectator interface in a second game client for use by a host is provided. The anchor virtual character c1 is displayed in the graphical audience interface in fig. 2c (1), and the audience virtual character is aircast into the game scene in which the anchor virtual character is located, in the manner of the parachute-aircast audience virtual character c 2.
In the graphical viewer interface of fig. 2c (2), the anchor avatar c1 and the viewer avatar c2 are shown. At this time, the virtual character of the spectator in the target game has already joined the game play of the anchor.
Referring to fig. 3, an embodiment of the present disclosure further provides a specific example of a game system, including:
a middlebox server 10, a live server 20, a game server 30, a spectator client 40, a live client 50, a first game client 60 used by spectators, and a second game client 70 used by a host.
The establishment process of the association relationship between the first game identity of the anchor in the target game and the anchor identity comprises the following steps:
the second game client 70 responds to the trigger of the anchor, pulls up the live client 50 located in the same device, and sends an authorization request to the live client 50.
After receiving the authorization request sent by the second game client 70, the live broadcast client 50 sends an authorization code acquisition request to the live broadcast server 20.
The live broadcast server 20 generates an association authorization code according to the authorization code acquisition request, and stores the association authorization code and the anchor identifier of the anchor in an association manner.
The live server 20 feeds back the associated authorization code to the live client 50.
The live client 50 generates an association request according to the association authorization code and the first game identity of the anchor in the target game.
The live client 50 sends a binding request to the middlebox server 10.
The middlebox server 10 sends the association authorization code carried in the binding request to the live broadcast server 20.
The direct broadcast server 20 matches the association authorization code sent by the middlebox server 10 with the generated association authorization code, and determines the anchor identifier stored in association with the association authorization code.
The live server 20 sends the anchor identification to the middlebox server 10.
The middlebox server 10 establishes an association between the anchor identification and the first game identification.
The game interaction process comprises the following steps:
the second game client 70 sends the first game id, which was hosted in the target game, to the game server 30 in response to the host's trigger.
The game server 30 generates a first interaction start request according to the first game identifier, and sends the first interaction start request to the middle server 10. The first interaction starting request carries a first game identity of the anchor.
After receiving the first interaction start request, the middlebox server 10 determines an anchor identifier according to a first game identifier of an anchor carried in the first interaction start request and a pre-established association relationship between the anchor identifier and the first game identifier, and generates a second interaction start request.
The middlebox server 10 sends a second interaction start request to the live server 20.
After receiving the second interaction start request, the live broadcast server 20 sends a fourth interaction start request to the live broadcast client 50 corresponding to the anchor identifier.
After receiving the fourth interaction start request, the live broadcast client 50 generates an interaction start instruction for game-to-game in response to the trigger of the anchor to the second game interaction event, and sends the interaction start instruction to the live broadcast server 20. And carrying a second screening condition determined by the anchor in the interactive starting instruction.
After receiving the interaction start instruction sent by the live broadcast client 50, the live broadcast server 20 determines a plurality of audience clients 40 watching the live broadcast in the target live broadcast room, and sends a third interaction start request to the determined plurality of audience clients 40 respectively.
The spectator client 40, after receiving the third interaction start request, generates a join request for game-to-game in response to the triggering of the spectator on the first game interaction event, and sends the join request to the live broadcast server 20.
The live server 20 screens a target viewer client from among the at least one viewer client that has transmitted the join request, according to the screening condition.
The live broadcast server 20 sends the first game identification which is hosted in the target game to the screened target audience client.
After receiving the first game identifier of the target live broadcast room anchor in the game match-up, which is fed back by the live broadcast server, the spectator client 40 pulls up the first game client 60 located in the same device as the spectator client, and sends the first game identifier to the first game client 60.
The first game client 60 sends the first game identifier and the second game identifier of the spectator in the target game to the game server 30.
The game server 30 determines a target game play based on the first game identifier, controls the virtual character corresponding to the second game identifier to join the game play of the anchor, and sends a game play joining result to the first game client 60 and the second game client 70.
The first game client 60 displays, in a graphical viewer interface, a game scene in which the virtual character corresponding to the second game identifier enters the target game match.
The second game client 70 displays the game scene in which the virtual character corresponding to the second game identity enters the target game play in the graphical audience interface.
Through the process, the audience is added into the game play of the anchor.
Those skilled in the art will understand that in the above method of the specific embodiment, the logical processing relationship between the end devices does not mean a strict execution sequence, but constitutes any limitation to the implementation process, and the specific execution sequence of each step should be determined by its function and possible inherent logic.
Based on the same inventive concept, the embodiment of the present disclosure further provides a game method corresponding to the game system, and as the principle of solving the problem of the method in the embodiment of the present disclosure is similar to that of the game system in the embodiment of the present disclosure, the implementation of the method can refer to the implementation of the method, and repeated details are not repeated.
Referring to fig. 4, a schematic flow chart of a game method provided in an embodiment of the present disclosure, the game method is applied to a spectator client, and the game method includes:
s401: acquiring and displaying game data of a target game in a target live broadcast room; the target live broadcast room is used for live broadcasting game play of the target game;
s402: responding to the triggering of the audience to the first game interaction event, and generating a joining request of the game to the game;
s403: and receiving a first game identity of the target live broadcast room anchor in the game play, and joining the game play based on the first game identity.
In an alternative embodiment, the first game identifier comprises at least one of: the game play method comprises the steps of recording a game play list, a game play list and a play order list, wherein the game play list comprises a game play list, a game play order list and a play order list, wherein the game play list comprises a game play order list, a game play order list and a play order list.
In an alternative embodiment, said joining said game play based on said first game identification comprises: and pulling up a first game client which is positioned in the same equipment as the spectator client, and sending the first game identity to the first game client so as to enable the first game client to control the virtual role of the spectator to be added into the game play of the main player.
In an optional embodiment, before generating the join request for game play in response to the trigger of the spectator to the game interaction event, the method further includes: acquiring audience interaction data related to the audience and the target game, wherein the audience interaction data are determined based on the interaction behavior of the audience with the anchor in the target live broadcast room; and sending the audience interaction data to the live broadcast server to determine whether an interaction starting condition is met.
In an optional implementation mode, the game-to-game joining request further includes first marketing indication information; and the first marketing indicating information is used for indicating that the same game marketing as the main broadcasting is added or the game marketing different from the main broadcasting is added.
Referring to fig. 5, an embodiment of the present disclosure further provides a flow chart of another game method, which is applied to a first game client used by a spectator; the game method comprises the following steps:
s501: receiving a first game identity of the target live broadcast room anchor in the game play-to-play sent by a spectator client; sending the first game identity and a second game identity of the spectator in the target game to a game server so that the game server determines a target game match-up based on the first game identity and controls a virtual character corresponding to the second game identity to join in the target game match-up;
s502: and after receiving a game match joining result fed back by the game server, displaying the game scene in which the virtual character corresponding to the second game identity enters the target game match in a graphical audience interface.
In an optional implementation manner, the displaying, in a graphical viewer interface, a game scene in which the virtual character corresponding to the second game identifier enters the target game match includes: and displaying the virtual character corresponding to the second game identity in the game scene in an airdrop mode.
In an alternative embodiment, the virtual character is in the same gaming lineup as the anchor, or in a different gaming lineup.
Referring to fig. 6, an embodiment of the present disclosure further provides a flow chart of another game method, where the game method is applied to a live client; the game method comprises the following steps:
s601: obtaining game data of a target game and displaying the game data in a target live broadcast room; the target live broadcast room is used for live broadcasting game play of the target game;
s602: responding to the trigger of the anchor of the target live broadcast room on a second game interaction event, and generating an interaction starting instruction of game play; and the interaction starting instruction is used for determining a target audience client so as to enable the audience of the target audience client to join the game match.
In an optional embodiment, the method further comprises: and acquiring and displaying result information of the virtual role corresponding to the target audience client end added into the game match.
In an optional implementation manner, the interactive start instruction further includes second marketing indication information; and the second marketing indication information is used for indicating the target audience to join the same game marketing as the anchor or join the game marketing which is enemy to the anchor.
In an optional embodiment, the method further comprises: responding to the trigger of the anchor to the resource allocation event, and generating resource allocation information; the resource allocation information is used for allocating virtual resources to virtual roles associated with audiences in the game play; sending the resource allocation information to a game server through a live broadcast server; to cause the game server to allocate the virtual resource.
In an optional implementation manner, the interaction starting instruction carries audience screening conditions; the audience screening condition is used for determining the target audience client from a plurality of audience clients based on a preset condition.
Referring to fig. 7, an embodiment of the present disclosure further provides a flowchart of another game method, where the game method is applied to a middle server, and the game method includes:
s701: receiving a first interaction starting request sent by a game server or a second game client used by a main broadcast; the first interaction starting request carries a first game identity of the anchor in a target game;
s702: determining the anchor identification based on the first game identification and a pre-generated association relationship between the anchor identification of the anchor and the first game identification, generating a second interaction starting request based on the anchor identification and the first game identification, and sending the second interaction starting request to the live broadcast server;
the anchor identification is used for the live broadcast server to determine a target audience client for watching the anchor live broadcast; and the first game identity is used for the target audience client to join the game play of the anchor.
In an optional embodiment, the method further comprises: receiving a binding request sent by a game server or a second game client; wherein, the binding request carries the association authorization code issued by the live broadcast server and the first game identity; sending the association authorization code to a live broadcast server, and receiving the anchor identification fed back by the live broadcast server based on the association authorization code; and establishing an association relation between the first game identity identification and the anchor identification.
Referring to fig. 8, an embodiment of the present disclosure further provides a flowchart of another game method, where the game method is applied to a live broadcast server, and the game method includes:
s801: receiving a second interactive starting request sent by a middle station server, wherein the second interactive starting request carries a first game identity of a main player in a target game and a main player identity of the main player;
s802: determining a target audience client for watching the anchor live broadcast in a target live broadcast room of the anchor based on the anchor identification;
s803: sending the first game identification to the target spectator client; and the first game identity is used for the target audience client to join the game play of the anchor.
In an optional embodiment, the determining, based on the anchor identification, a target viewer client that viewed the anchor live in a target live room of the anchor includes: determining, based on the anchor identification, a plurality of viewer clients that watch the anchor live in a target live room of the anchor; sending a third interaction starting request to a plurality of the audience clients; and after receiving a joining request fed back by at least one audience client based on the third interaction starting request, determining the target audience client from the at least one audience client.
In an optional embodiment, before determining, based on the anchor identification, a plurality of viewer clients that view the anchor live in a target live room of the anchor, the method further includes: sending a fourth interaction starting request to the live broadcast client based on the anchor identification; receiving an interaction starting instruction fed back by the live broadcast client based on the fourth interaction starting request; the determining, based on the anchor identification, a plurality of viewer clients that view the anchor live in a target live room of the anchor includes: and after the interaction starting instruction is received, determining a plurality of audience clients watching the anchor live broadcast in a target live broadcast room of the anchor based on the anchor identification.
In an optional embodiment, the interactive start instruction further includes an audience filtering condition; said determining said target viewer client from said at least one viewer client comprises: determining the target audience client from the at least one audience client based on the audience filtering condition.
Referring to fig. 9, an embodiment of the present disclosure further provides a game device, which is applied to a spectator client, where the game device includes: the first obtaining module 91 is configured to obtain and display game data of a target game in a target live broadcast room; the target live broadcast room is used for live broadcasting game play of the target game; a first response module 92, configured to generate a join request for the game play in response to a trigger of the spectator on a first game interaction event; a first receiving module 93, configured to receive a first game identifier of the target live broadcast in the game play, and join the game play based on the first game identifier.
In an alternative embodiment, the first game identifier comprises at least one of: the game play method comprises the steps of recording a game play list, a game play list and a play order list, wherein the game play list comprises a game play list, a game play order list and a play order list, wherein the game play list comprises a game play order list, a game play order list and a play order list.
In an alternative embodiment, the first receiving module 93, when joining the game pair based on the first game identifier, is configured to: and pulling up a first game client which is positioned in the same equipment as the spectator client, and sending the first game identity to the first game client so as to enable the first game client to control the virtual role of the spectator to be added into the game play of the main player.
In an alternative embodiment, the first receiving module 93, before generating the join request of the game to the game in response to the trigger of the spectator to the game interaction event, is further configured to: acquiring audience interaction data related to the audience and the target game, wherein the audience interaction data are determined based on the interaction behavior of the audience with the anchor in the target live broadcast room; and sending the audience interaction data to the live broadcast server to determine whether an interaction starting condition is met.
In an optional implementation mode, the game-to-game joining request further includes first marketing indication information; and the first marketing indicating information is used for indicating that the same game marketing as the main broadcasting is added or the game marketing different from the main broadcasting is added.
Referring to fig. 10, an embodiment of the present disclosure further provides a game device, which is applied to a first game client used by a spectator; the game device includes: a second obtaining module 101, configured to receive a first game identity, sent by a viewer client, of the target live broadcast room anchor in the game play; a sending module 102, configured to send the first game identifier and a second game identifier of the spectator in the target game to a game server, so that the game server determines a target game match-up based on the first game identifier, and controls a virtual character corresponding to the second game identifier to join in the target game match-up; the display module 103 is configured to display, in a graphical viewer interface, a game scene in which the virtual character corresponding to the second game identity enters the target game match after receiving the game match joining result fed back by the game server.
In an optional implementation manner, when the display module 103 displays, in a graphical viewer interface, that the virtual character corresponding to the second game identifier enters a game scene where the target game play is located, the display module is configured to: and displaying the virtual character corresponding to the second game identity in the game scene in an airdrop mode.
In an alternative embodiment, the virtual character is in the same gaming lineup as the anchor, or in a different gaming lineup.
Referring to fig. 11, an embodiment of the present disclosure further provides a game device, where the game device is applied to a live client; the game device includes: a third obtaining module 111 and a second responding module 112; wherein:
a third obtaining module 111, configured to obtain game data of the target game and display the game data in the target live broadcast room; the target live broadcast room is used for live broadcasting game play of the target game;
a second response module 112, configured to respond to a trigger of the anchor of the target live broadcast room on a second game interaction event, generate an interaction start instruction for game-to-game, and send the interaction start instruction to a live broadcast server; and the interaction starting instruction is used for determining a target audience client so as to enable the audience of the target audience client to join the game match.
In an optional embodiment, the method further comprises: a fourth obtaining module 113, configured to obtain result information of the virtual character corresponding to the target spectator client joining the game match and displaying the result information.
In an optional implementation manner, the interactive start instruction further includes second marketing indication information; and the second marketing indication information is used for indicating the target audience to join the same game marketing as the anchor or join the game marketing which is enemy to the anchor.
In an optional embodiment, the method further includes an allocating module 114, configured to:
responding to the trigger of the anchor to the resource allocation event, and generating resource allocation information; the resource allocation information is used for allocating virtual resources to virtual roles associated with audiences in the game play;
sending the resource allocation information to a game server through a live broadcast server; to cause the game server to allocate the virtual resource.
In an optional implementation manner, the interaction starting instruction carries audience screening conditions; the audience filter condition is used to determine the target audience client from a plurality of audience clients.
Referring to fig. 12, an embodiment of the present disclosure further provides a game device, which is applied to a middle server; the game device includes: a second receiving module 121, configured to receive a first interaction starting request sent by a second game client used by a game server or a host; the first interaction starting request carries a first game identity of the anchor in a target game; a first determining module 122, configured to determine the anchor identifier based on the first game identifier and a pre-generated association relationship between the anchor identifier of the anchor and the first game identifier, generate a second interaction start request based on the anchor identifier and the first game identifier, and send the second interaction start request to the live broadcast server; the anchor identification is used for the live broadcast server to determine a target audience client for watching the anchor live broadcast; and the first game identity is used for the target audience client to join the game play of the anchor.
In a possible implementation manner, the third receiving module 123 is further included, configured to: receiving a binding request sent by a game server or a second game client; wherein, the binding request carries the association authorization code issued by the live broadcast server and the first game identity; sending the association authorization code to a live broadcast server, and receiving the anchor identification fed back by the live broadcast server based on the association authorization code; and establishing an association relation between the first game identity identification and the anchor identification.
Referring to fig. 13, an embodiment of the present disclosure further provides a game device, where the game device is applied to a live broadcast server; the game device includes: a fourth receiving module 131, configured to receive a second interaction starting request sent by the middlebox server, where the second interaction starting request carries a first game identity identifier of a anchor in a target game and an anchor identifier of the anchor; a second determining module 132, configured to determine, based on the anchor identification, a target viewer client that watches the anchor live in a target live room of the anchor; a sending module 133, configured to send the first game identifier to the target audience client; and the first game identity is used for the target audience client to join the game play of the anchor.
In an alternative embodiment, the second determining module 132, when determining to watch a target viewer client of the anchor live in a target live room of the anchor based on the anchor identification, is configured to: determining, based on the anchor identification, a plurality of viewer clients that watch the anchor live in a target live room of the anchor; sending a third interaction starting request to a plurality of the audience clients;
and after receiving a joining request fed back by at least one audience client based on the third interaction starting request, determining the target audience client from the at least one audience client.
In an optional embodiment, the second determining module 132, before determining, based on the anchor identification, a plurality of viewer clients viewing the anchor live in a target live room of the anchor, is further configured to: sending a fourth interaction starting request to the live broadcast client based on the anchor identification; receiving an interaction starting instruction fed back by the live broadcast client based on the fourth interaction starting request; the determining, based on the anchor identification, a plurality of viewer clients that view the anchor live in a target live room of the anchor includes: and after the interaction starting instruction is received, determining a plurality of audience clients watching the anchor live broadcast in a target live broadcast room of the anchor based on the anchor identification.
In an optional embodiment, the interactive start instruction further includes an audience filtering condition; the determining, based on the anchor identification, a plurality of viewer clients that view the anchor live in a target live room of the anchor includes: and determining a plurality of audience clients watching the anchor live broadcast in a target live broadcast room of the anchor based on the audience screening conditions and the anchor identification.
The description of the processing flow of each module in the device and the interaction flow between the modules may refer to the related description in the above method embodiments, and will not be described in detail here.
An embodiment of the present disclosure further provides a computer device, as shown in fig. 14, which is a schematic structural diagram of the computer device provided in the embodiment of the present disclosure, and includes:
a processor 141 and a memory 142; the memory 142 stores machine-readable instructions executable by the processor 141, the processor 141 is configured to execute the machine-readable instructions stored in the memory 142, when the machine-readable instructions are executed by the processor 141, the processor 141 performs the following steps: acquiring and displaying game data of a target game in a target live broadcast room; the target live broadcast room is used for live broadcasting game play of the target game; responding to the triggering of the audience to the first game interaction event, and generating a joining request of the game to the game; and receiving a first game identity of the target live broadcast room anchor in the game play, and joining the game play based on the first game identity.
Alternatively, processor 141 performs the following steps: receiving a first game identity of the target live broadcast room anchor in the game play-to-play sent by a spectator client; sending the first game identity and a second game identity of the spectator in the target game to a game server so that the game server determines a target game match-up based on the first game identity and controls a virtual character corresponding to the second game identity to join in the target game match-up; and after receiving a game match joining result fed back by the game server, displaying the game scene in which the virtual character corresponding to the second game identity enters the target game match in a graphical audience interface.
Alternatively, processor 141 performs the following steps: obtaining game data of a target game and displaying the game data in a target live broadcast room; the target live broadcast room is used for live broadcasting game play of the target game; responding to the trigger of the anchor of the target live broadcast room on a second game interaction event, and generating an interaction starting instruction of game play; and the interaction starting instruction is used for determining a target audience client so as to enable the audience of the target audience client to join the game match.
Alternatively, processor 141 performs the following steps: receiving a first interaction starting request sent by a game server or a second game client used by a main broadcast; the first interaction starting request carries a first game identity of the anchor in a target game; determining the anchor identification based on the first game identification and a pre-generated association relationship between the anchor identification of the anchor and the first game identification, generating a second interaction starting request based on the anchor identification and the first game identification, and sending the second interaction starting request to the live broadcast server; the anchor identification is used for the live broadcast server to determine a target audience client for watching the anchor live broadcast; and the first game identity is used for the target audience client to join the game play of the anchor.
Alternatively, processor 141 performs the following steps: receiving a second interactive starting request sent by a middle station server, wherein the second interactive starting request carries a first game identity of a main player in a target game and a main player identity of the main player; determining a target audience client for watching the anchor live broadcast in a target live broadcast room of the anchor based on the anchor identification; sending the first game identification to the target spectator client; and the first game identity is used for the target audience client to join the game play of the anchor.
The memory 142 includes a memory 1421 and an external memory 1422; the memory 1421 is also referred to as an internal memory, and temporarily stores operation data in the processor 141 and data exchanged with the external memory 1422 such as a hard disk, and the processor 141 exchanges data with the external memory 1422 via the memory 1421.
The specific execution process of the instruction may refer to the steps of the game method described in the embodiments of the present disclosure, and details are not repeated here.
The embodiments of the present disclosure also provide a computer-readable storage medium, on which a computer program is stored, where the computer program is executed by a processor to perform the steps of the game method described in the above method embodiments. The storage medium may be a volatile or non-volatile computer-readable storage medium.
The computer program product of the game method provided in the embodiment of the present disclosure includes a computer-readable storage medium storing a program code, where instructions included in the program code may be used to execute steps of the game method described in the above method embodiment, which may be referred to specifically in the above method embodiment, and are not described herein again.
The embodiments of the present disclosure also provide a computer program, which when executed by a processor implements any one of the methods of the foregoing embodiments. The computer program product may be embodied in hardware, software or a combination thereof. In an alternative embodiment, the computer program product is embodied in a computer storage medium, and in another alternative embodiment, the computer program product is embodied in a Software product, such as a Software Development Kit (SDK), or the like.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the system and the apparatus described above may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again. In the several embodiments provided in the present disclosure, it should be understood that the disclosed system, apparatus, and method may be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions when actually implemented, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present disclosure may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such understanding, the technical solution of the present disclosure may be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present disclosure. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
Finally, it should be noted that: the above-mentioned embodiments are merely specific embodiments of the present disclosure, which are used for illustrating the technical solutions of the present disclosure and not for limiting the same, and the scope of the present disclosure is not limited thereto, and although the present disclosure is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive of the technical solutions described in the foregoing embodiments or equivalent technical features thereof within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the embodiments of the present disclosure, and should be construed as being included therein. Therefore, the protection scope of the present disclosure shall be subject to the protection scope of the claims.

Claims (28)

1. A gaming method, for application to a spectator client; the game method comprises the following steps:
acquiring and displaying game data of a target game in a target live broadcast room; the target live broadcast room is used for live broadcasting game play of the target game;
responding to the triggering of the audience to the first game interaction event, and generating a joining request of the game to the game;
and receiving a first game identity of the target live broadcast room anchor in the game play, and joining the game play based on the first game identity.
2. A gaming method according to claim 1, wherein the first gaming identity comprises at least one of: the game play method comprises the steps of recording a game play list, a game play list and a play order list, wherein the game play list comprises a game play list, a game play order list and a play order list, wherein the game play list comprises a game play order list, a game play order list and a play order list.
3. A gaming method according to claim 1 or 2, wherein said joining the game pair based on the first game identity comprises:
and pulling up a first game client which is positioned in the same equipment as the spectator client, and sending the first game identity to the first game client so as to enable the first game client to control the virtual role of the spectator to be added into the game play of the main player.
4. A gaming method according to claim 1, wherein, prior to generating the join request for the game play in response to the triggering of the first game interaction event by the spectator, further comprising:
acquiring audience interaction data related to the audience and the target game, wherein the audience interaction data are determined based on the interaction behavior of the audience with the anchor in the target live broadcast room;
and sending the audience interaction data to a live broadcast server to determine whether an interaction starting condition is met.
5. A gaming method according to claim 1, wherein the game play joining request further includes a first play indication;
and the first marketing indicating information is used for indicating that the same game marketing as the main broadcasting is added or the game marketing different from the main broadcasting is added.
6. A gaming method, applied to a first game client for use by a spectator; the game method comprises the following steps:
receiving a first game identity of the target live broadcast room anchor in the game play-to-play sent by a spectator client; sending the first game identity and a second game identity of the spectator in the target game to a game server so that the game server determines a target game match-up based on the first game identity and controls a virtual character corresponding to the second game identity to join in the target game match-up;
and after receiving a game match joining result fed back by the game server, displaying the game scene in which the virtual character corresponding to the second game identity enters the target game match in a graphical audience interface.
7. The game method of claim 6, wherein the displaying, in the graphical spectator interface, the game scenario where the virtual character corresponding to the second game identifier enters the target game session comprises:
and displaying the virtual character corresponding to the second game identity in the game scene in an airdrop mode.
8. The game method according to claim 6 or 7, wherein the virtual character belongs to the same game lineup as the anchor or belongs to a different game lineup.
9. A game method is characterized in that the game method is applied to a live client; the game method comprises the following steps:
obtaining game data of a target game and displaying the game data in a target live broadcast room; the target live broadcast room is used for live broadcasting game play of the target game;
responding to the trigger of the anchor of the target live broadcast room on a second game interaction event, and generating an interaction starting instruction of game play; and the interaction starting instruction is used for determining a target audience client so as to enable the audience of the target audience client to join the game match.
10. A gaming method according to claim 9, further comprising:
and acquiring and displaying result information of the virtual role corresponding to the target audience client end added into the game match.
11. A game method according to claim 9 or 10, wherein the interactive start instruction further includes second marketing instruction information;
and the second marketing indication information is used for indicating the target audience to join the same game marketing as the anchor or join the game marketing which is enemy to the anchor.
12. A gaming method according to claim 9 or 10, further comprising:
responding to the trigger of the anchor to the resource allocation event, and generating resource allocation information; the resource allocation information is used for allocating virtual resources to virtual roles associated with audiences in the game play;
sending the resource allocation information to a game server through a live broadcast server; to cause the game server to allocate the virtual resource.
13. The game method of claim 9, wherein the interactive start command carries audience filtering conditions;
the audience filter condition is used to determine the target audience client from a plurality of audience clients.
14. A game method applied to a middle server, the game method comprising:
receiving a first interaction starting request sent by a game server or a second game client used by a main broadcast; the first interaction starting request carries a first game identity of the anchor in a target game;
determining the anchor identification based on the first game identification and a pre-generated association relationship between the anchor identification of the anchor and the first game identification, generating a second interaction starting request based on the anchor identification and the first game identification, and sending the second interaction starting request to the live broadcast server;
the anchor identification is used for the live broadcast server to determine a target audience client for watching the anchor live broadcast; and the first game identity is used for the target audience client to join the game play of the anchor.
15. A gaming method according to claim 14, further comprising:
receiving a binding request sent by a game server or a second game client; wherein, the binding request carries the association authorization code issued by the live broadcast server and the first game identity;
sending the association authorization code to a live broadcast server, and receiving the anchor identification fed back by the live broadcast server based on the association authorization code;
and establishing an association relation between the first game identity identification and the anchor identification.
16. A game method is applied to a live broadcast server, and comprises the following steps:
receiving a second interaction starting request sent by the middle server; the second interaction starting request carries a first game identity identifier of a main player in a target game and a main player identifier of the main player;
determining a target audience client for watching the anchor live broadcast in a target live broadcast room of the anchor based on the anchor identification;
sending the first game identification to the target spectator client; and the first game identity is used for the target audience client to join the game play of the anchor.
17. A gaming method according to claim 16, wherein said determining a target spectator client viewing the anchor live in a target live room of the anchor based on the anchor identification comprises:
determining, based on the anchor identification, a plurality of viewer clients that watch the anchor live in a target live room of the anchor;
sending a third interaction starting request to a plurality of the audience clients;
and after receiving a joining request fed back by at least one audience client based on the third interaction starting request, determining the target audience client from the at least one audience client.
18. A gaming system, comprising: a middle server and a live server;
the system comprises a middle server, a game server and a main broadcast, wherein the middle server is used for receiving a first interaction starting request sent by a second game client used by the game server or the main broadcast; the first interaction starting request carries a first game identity of the anchor in a target game; determining the anchor identification based on the first game identification and a pre-generated association relationship between the anchor identification of the anchor and the first game identification, generating a second interaction starting request based on the anchor identification and the first game identification, and sending the second interaction starting request to the live broadcast server;
the live broadcast server is used for receiving a second interaction starting request sent by a middle station server, wherein the second interaction starting request carries a first game identity identifier of a main broadcast in a target game and a main broadcast identifier of the main broadcast; determining a target audience client for watching the anchor live broadcast in a target live broadcast room of the anchor based on the anchor identification; sending the first game identification to the target spectator client; and the first game identity is used for the target audience client to join the game play of the anchor.
19. The game system according to claim 18, wherein the game system further comprises, for a case where the middlebox server receives the first interaction start request sent by the game server: a game server;
and the game server is used for responding to the triggering of a third game interaction event corresponding to the first game identity, and generating and sending the first interaction starting request to the middle server.
20. The gaming system of claim 19, wherein said third game interaction event comprises at least one of:
receiving a game interaction request sent by a second game client;
the game server detects that the number of virtual characters in the game play in which the anchor is located is unbalanced;
the game server detects that any virtual character is in an off-line state in the game play of the anchor;
the game server detects that any virtual character is in a passive game state in a game play where the anchor is;
and the game server detects that the game play of the anchor reaches a preset game stage.
21. The gaming system of any of claims 18-20, wherein said staging server is further configured to: receiving an association request sent by a game server or a second game client; wherein, the association request carries an association authorization code issued by the live broadcast server and the first game identity; sending the association authorization code to a live broadcast server, and receiving a main broadcast identifier fed back by the live broadcast server based on the association authorization code; and generating an association relation between the first game identity identification and the anchor identification.
22. A gaming apparatus, for use in a spectator client, comprising:
the first acquisition module is used for acquiring and displaying game data of a target game in a target live broadcast room; the target live broadcast room is used for live broadcasting game play of the target game;
the first response module is used for responding to the triggering of the audience to the first game interaction event and generating a joining request of the game to the game;
and the joining module is used for receiving a first game identity of the target live broadcast room anchor in the game play and joining the game play based on the first game identity.
23. A gaming apparatus, adapted for use with a first game client for use by a spectator; the game device includes:
the second acquisition module is used for receiving a first game identity of the target live broadcast room anchor in the game play-to-play sent by the audience client;
the sending module is used for sending the first game identity and a second game identity of the spectator in the target game to a game server so that the game server determines a target game play based on the first game identity and controls a virtual character corresponding to the second game identity to join in the target game play;
and the display module is used for displaying the game scene in which the virtual character corresponding to the second game identity enters the target game play in a graphical audience interface after receiving the game play joining result fed back by the game server.
24. A gaming apparatus, for application to a live client, the gaming apparatus comprising:
the third acquisition module is used for acquiring game data of the target game and displaying the game data in the target live broadcast room; the target live broadcast room is used for live broadcasting game play of the target game;
the second response module is used for responding to the trigger of the anchor of the target live broadcast room on a second game interaction event and generating an interaction starting instruction of game-to-game; and the interaction starting instruction is used for determining a target audience client so as to enable the audience of the target audience client to join the game match.
25. A game device applied to a middle server, the game device comprising:
the second receiving module is used for receiving a first interaction starting request sent by a second game client used by the game server or the anchor; the first interaction starting request carries a first game identity of the anchor in a target game;
the first determining module is used for determining the anchor identification based on the first game identification and a pre-generated association relationship between the anchor identification of the anchor and the first game identification, generating a second interaction starting request based on the anchor identification and the first game identification, and sending the second interaction starting request to the live broadcast server;
the anchor identification is used for the live broadcast server to determine a target audience client for watching the anchor live broadcast; and the first game identity is used for the target audience client to join the game play of the anchor.
26. A game device applied to a live server, the game device comprising:
the receiving module is used for receiving a second interactive starting request sent by the middle station server, wherein the second interactive starting request carries a first game identity identifier of a main player in a target game and a main player identifier of the main player;
a determining module, configured to determine, based on the anchor identifier, a target audience client that watches the anchor live broadcast in a target live broadcast room of the anchor;
the sending module is used for sending the first game identity to the target audience client; and the first game identity is used for the target audience client to join the game play of the anchor.
27. A computer device, comprising: a processor, a memory storing machine-readable instructions executable by the processor, the processor for executing machine-readable instructions stored in the memory, the machine-readable instructions, when executed by the processor, the processor performing the steps of the gaming method of any of claims 1 to 17.
28. A computer-readable storage medium, characterized in that a computer program is stored on the computer-readable storage medium, which computer program, when executed by a computer device, performs the steps of the gaming method according to any of claims 1 to 17.
CN202010925188.6A 2020-09-06 2020-09-06 Game system, method, device, computer equipment and storage medium Pending CN112076472A (en)

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CN113230655A (en) * 2021-06-21 2021-08-10 腾讯科技(深圳)有限公司 Virtual object control method, device, equipment, system and readable storage medium
CN113810732A (en) * 2021-09-17 2021-12-17 腾讯数码(深圳)有限公司 Live content display method, device, terminal, storage medium and program product
CN113810732B (en) * 2021-09-17 2024-03-29 腾讯数码(深圳)有限公司 Live content display method, device, terminal, storage medium and program product
JP2023046371A (en) * 2021-09-23 2023-04-04 北京達佳互▲れん▼信息技術有限公司 Game live stream interaction method, device, electronic equipment and storage medium
CN114327182A (en) * 2021-12-21 2022-04-12 广州博冠信息科技有限公司 Special effect display method and device, computer storage medium and electronic equipment
CN114327182B (en) * 2021-12-21 2024-04-09 广州博冠信息科技有限公司 Special effect display method and device, computer storage medium and electronic equipment

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