CN112156478A - Interaction method and device in live broadcast and computer readable storage medium - Google Patents

Interaction method and device in live broadcast and computer readable storage medium Download PDF

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Publication number
CN112156478A
CN112156478A CN202011119154.4A CN202011119154A CN112156478A CN 112156478 A CN112156478 A CN 112156478A CN 202011119154 A CN202011119154 A CN 202011119154A CN 112156478 A CN112156478 A CN 112156478A
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China
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game
party
live broadcast
identifier
target
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Granted
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CN202011119154.4A
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CN112156478B (en
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张舒明
冯汉庚
陈进
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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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
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment

Abstract

The application provides an interaction method, an interaction device and a computer-readable storage medium in live broadcasting, wherein the method comprises the following steps: after game play starts, live broadcasting the game play in live broadcasting rooms corresponding to all anchor players participating in the game play, and receiving audience votes aiming at all anchor players in the live broadcasting rooms, wherein each anchor player corresponds to one play party in the game play; and taking the number of votes voted by the audience of all the anchor corresponding to each game partner as the number of votes obtained by the game partner, and releasing the target prop to the target game partner in the game partner based on the number of votes obtained by each game partner when each voting period is finished. According to the scheme, on the basis of interaction between the audience and the live broadcast platform, interaction between the audience and game play is realized, and interactive experience in live broadcast is improved.

Description

Interaction method and device in live broadcast and computer readable storage medium
Technical Field
The present application relates to the field of computer technologies, and in particular, to a live broadcast interaction method, device, and computer-readable storage medium.
Background
With the development of the live broadcast industry, live game is favored by more and more game players, live game is that the live broadcast plays game pictures of a game terminal in a live broadcast room of a live broadcast platform, and then audiences interact through corresponding interaction functions in the live broadcast room, but the current live broadcast interaction is limited between a user and the live broadcast platform, so that the interaction mode in the live broadcast process is limited.
Disclosure of Invention
The purpose of this application is to solve at least one of the above technical defects, and the technical solution provided by this application embodiment is as follows:
in a first aspect, an embodiment of the present application provides a live broadcast interaction method, including:
after game play starts, live broadcasting the game play in live broadcasting rooms corresponding to all anchor players participating in the game play, and receiving audience votes aiming at all anchor players in the live broadcasting rooms, wherein each anchor player corresponds to one play party in the game play;
and taking the number of votes voted by the audience of all the anchor corresponding to each game partner as the number of votes obtained by the game partner, and releasing the target prop to the target game partner in the game partner based on the number of votes obtained by each game partner when each voting period is finished.
In an optional embodiment of the present application, the method further comprises:
after game play begins, a voting status bar is displayed in each live broadcast room, and the voting status bar displays the number of votes obtained by each party.
In an optional embodiment of the present application, the releasing the target prop to the target counterparty in the game counterparty based on the number of tickets obtained by each counterparty comprises:
sending the ticket obtaining quantity of each party to a live broadcast platform background through the live broadcast platform front end;
acquiring the identification of the target local party and the identification of the target prop through the live broadcast platform background based on the ticket obtaining quantity of each local party, and sending the identification of any live broadcast room corresponding to the game local party, the identification of the target local party and the identification of the target prop to a live broadcast central station background;
and acquiring the identifier of the corresponding game room through the live broadcast middle station background based on the identifier of any live broadcast room, and sending the identifier of the game room, the identifier of the target game party and the identifier of the target prop to a game server, so that the game server releases the target prop in the game room for the target game party.
In an optional embodiment of the present application, the game match includes two match parties, which are a first match party and a second match party, and the obtaining, by the live broadcast platform background, the identifier of the target match party and the identifier of the target prop based on the number of tickets obtained by each match party includes:
if the ticket obtaining quantity of the first counter party is larger than that of the second counter party, taking the identification of the first counter party as the identification of the target counter party, and acquiring the identification of the corresponding rewarding prop from a preset prop identification library as the identification of the target prop, and/or
And taking the identifier of the second party as the identifier of the target party, and acquiring the identifier of the corresponding punishment prop from a preset prop identifier library as the identifier of the target prop.
In an optional embodiment of the present application, the method further comprises:
before the live broadcast of the game match is carried out, the game server sends the identification of each prop in the game match to the live broadcast platform background, and the live broadcast platform background stores the identification of each prop in the preset prop identification library.
In an optional embodiment of the present application, the obtaining, by the live broadcast middlebox background, an identifier of a corresponding game room based on an identifier of any live broadcast room includes:
and acquiring the identifier of the corresponding game room based on a preset binding relation library and the identifier of any live broadcast room, wherein the preset binding relation library stores the binding relation between the live broadcast room identifier and the game room identifier.
In an optional embodiment of the present application, the method further comprises:
before live broadcast of game match, when account binding triggering operation of each anchor is received through a live broadcast platform front end, skipping to an account binding page of a live broadcast middle station front end, and receiving live broadcast platform accounts and game accounts input by each anchor through the account binding page;
when an account binding triggering operation sent by a main broadcast is received through the account binding page, acquiring the identification of the live broadcast room of each main broadcast, and displaying a game room selection page;
when the game room selection triggering operation of each anchor is obtained through the game room selection page, obtaining the binding relationship between the identifier of the game room of each anchor and the identifier of the selected game room;
and sending the binding relationship to the live broadcasting middleware background through the live broadcasting middleware front end, and storing the binding relationship in the preset binding relationship library of the live broadcasting middleware background.
In a second aspect, an embodiment of the present application provides an interactive device in live broadcasting, including:
the live broadcasting and voting module is used for carrying out live broadcasting on game match-making in live broadcasting rooms corresponding to all anchor players participating in the game match-making after the game match-making starts, and receiving audience voting aiming at all anchor players in the live broadcasting rooms, wherein each anchor player corresponds to one match-making party in the game match-making;
and the prop releasing module is used for taking the number of votes voted by the audiences of all the anchor corresponding to each couple of bureaus as the number of votes obtained by the couple of bureaus, and releasing the target prop to the target couple of bureaus in the game play based on the number of votes obtained by the couple of bureaus when each voting period is finished.
In an optional embodiment of the present application, the apparatus further comprises a status bar display module for:
after game play begins, a voting status bar is displayed in each live broadcast room, and the voting status bar displays the number of votes obtained by each party.
In an optional embodiment of the present application, the prop release module is specifically configured to:
sending the ticket obtaining quantity of each party to a live broadcast platform background through the live broadcast platform front end;
acquiring the identification of the target local party and the identification of the target prop through the live broadcast platform background based on the ticket obtaining quantity of each local party, and sending the identification of any live broadcast room corresponding to the game local party, the identification of the target local party and the identification of the target prop to a live broadcast central station background;
and acquiring the identifier of the corresponding game room through the live broadcast middle station background based on the identifier of any live broadcast room, and sending the identifier of the game room, the identifier of the target game party and the identifier of the target prop to a game server, so that the game server releases the target prop in the game room for the target game party.
In an optional embodiment of the present application, the game match includes two match parties, which are a first match party and a second match party, and the prop releasing module is further configured to:
if the ticket obtaining quantity of the first counter party is larger than that of the second counter party, taking the identification of the first counter party as the identification of the target counter party, and acquiring the identification of the corresponding rewarding prop from a preset prop identification library as the identification of the target prop, and/or
And taking the identifier of the second party as the identifier of the target party, and acquiring the identifier of the corresponding punishment prop from a preset prop identifier library as the identifier of the target prop.
In an optional embodiment of the present application, the apparatus further includes a preset prop identifier library construction module, configured to:
before the live broadcast of the game match is carried out, the game server sends the identification of each prop in the game match to the live broadcast platform background, and the live broadcast platform background stores the identification of each prop in the preset prop identification library.
In an optional embodiment of the present application, the prop release module is further configured to:
and acquiring the identifier of the corresponding game room based on a preset binding relation library and the identifier of any live broadcast room, wherein the preset binding relation library stores the binding relation between the live broadcast room identifier and the game room identifier.
In an optional embodiment of the present application, the apparatus further includes a preset binding relationship library constructing module, configured to:
before live broadcast of game match, when account binding triggering operation of each anchor is received through a live broadcast platform front end, skipping to an account binding page of a live broadcast middle station front end, and receiving live broadcast platform accounts and game accounts input by each anchor through the account binding page;
when an account binding triggering operation sent by a main broadcast is received through the account binding page, acquiring the identification of the live broadcast room of each main broadcast, and displaying a game room selection page;
when the game room selection triggering operation of each anchor is obtained through the game room selection page, obtaining the binding relationship between the identifier of the game room of each anchor and the identifier of the selected game room;
and sending the binding relationship to the live broadcasting middleware background through the live broadcasting middleware front end, and storing the binding relationship in the preset binding relationship library of the live broadcasting middleware background.
In a third aspect, an embodiment of the present application provides an electronic device, including a memory and a processor;
the memory has a computer program stored therein;
a processor configured to execute a computer program to implement the method provided in the embodiment of the first aspect or any optional embodiment of the first aspect.
In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and the computer program, when executed by a processor, implements the method provided in the embodiment of the first aspect or any optional embodiment of the first aspect.
In a fifth aspect, embodiments of the present application provide a computer program product or a computer program comprising computer instructions stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device when executing implements the method provided in the embodiment of the first aspect or any optional embodiment of the first aspect.
The beneficial effect that technical scheme that this application provided brought is:
in the live broadcasting process of game play, the system receives audience votes through live broadcasting rooms of all anchor broadcasters, releases target props to target play parties according to the number of votes obtained by all play parties, realizes the interaction between the audience and the game play on the basis of the interaction between the audience and a live broadcasting platform, and improves the interactive experience in the live broadcasting.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings used in the description of the embodiments of the present application will be briefly described below.
Fig. 1 is a schematic structural diagram of an interactive system in live broadcasting according to an embodiment of the present disclosure;
fig. 2 is a schematic flowchart of an interaction method in live broadcasting according to an embodiment of the present disclosure;
FIG. 3a is a schematic view of a game screen after a bonus item is released in an example of an embodiment of the present application;
FIG. 3b is a schematic view of a game screen after a punitive prop is released in an example of an embodiment of the present application;
fig. 4 is a schematic diagram of an HTTP interface protocol window provided by a live middle station and a background in an example of an embodiment of the present application;
FIG. 5a is a diagram of a vote status bar when a vote is started and live in an example of the embodiment of the present application;
FIG. 5b is a diagram illustrating a vote status bar at the end of a vote in an example of an embodiment of the present application;
FIG. 6 is a schematic view of a game room selection page in one example of the present application;
fig. 7 is a specific interaction diagram of an interaction method in live broadcasting according to an embodiment of the present application;
fig. 8 is a block diagram illustrating a structure of an interactive apparatus in live broadcasting according to an embodiment of the present disclosure;
fig. 9 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
Reference will now be made in detail to embodiments of the present application, examples of which are illustrated in the accompanying drawings, wherein like or similar reference numerals refer to the same or similar elements or elements having the same or similar function throughout. The embodiments described below with reference to the drawings are exemplary only for the purpose of explaining the present application and are not to be construed as limiting the present invention.
As used herein, the singular forms "a", "an", "the" and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will be further understood that the terms "comprises" and/or "comprising," when used in this specification, specify the presence of stated features, integers, steps, operations, elements, and/or components, but do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, and/or groups thereof. It will be understood that when an element is referred to as being "connected" or "coupled" to another element, it can be directly connected or coupled to the other element or intervening elements may also be present. Further, "connected" or "coupled" as used herein may include wirelessly connected or wirelessly coupled. As used herein, the term "and/or" includes all or any element and all combinations of one or more of the associated listed items.
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
The interaction method in live broadcasting provided by the embodiment of the application depends on a system shown in fig. 1, and the system can include a live broadcasting platform 101, a live broadcasting middleway 102, a game server 103 and a terminal device 104, wherein the live broadcasting platform 101 includes a live broadcasting platform front end 1011 (a live broadcasting platform client or a web page end, etc.) and a live broadcasting platform background (a live broadcasting platform server) 1012, and the live broadcasting middleway 102 includes a live broadcasting middleway front end 1021 (a live broadcasting middleway client or a web page end, etc.) and a live broadcasting middleway background (a live broadcasting middleway server) 1022.
Specifically, in the live game process, the live platform front end 1011, the live middlebox front end 1012 and the game client may run on the same terminal device 104, and the game server 103 sends and displays the game screen generated in the game running process to the game client. The live platform front end 1101 records game pictures in real time through a video recording function, and displays the game pictures to audiences through a live room, the audiences can perform interactive operation through interactive buttons or pages arranged in the live room, and the live platform background 1012 is used for processing related data uploaded by the live platform front end 1011 and establishing communication connection with the live middle station background 1022. The live broadcasting middling 102 stores relevant information corresponding to various games, and is used as a transfer between the live broadcasting platform 101 and the game server 103 in the game-to-game live broadcasting process, and the live broadcasting middling background 1022 is in communication connection with the live broadcasting platform background 1012 and the game server 103 respectively. A specific implementation of the interaction method in live broadcast provided in the embodiment of the present application will be described in detail below.
Fig. 2 is a schematic flowchart of an interaction method in live broadcasting according to an embodiment of the present application, where an execution subject of the method may be the system shown in fig. 1, and as shown in fig. 2, the method may include:
step S201, after the game match is started, the game match is live broadcast in the live broadcast room corresponding to each anchor participating in the game match, and audience votes aiming at each anchor are received in each live broadcast room, wherein each anchor corresponds to one match party in the game match.
The game play system comprises a live broadcast platform, a game play room.
Specifically, in the process of live broadcasting the game match, the voting of the audience on the anchor corresponding to the live broadcasting room is received through the live broadcasting room. In particular, the audience voting may be accomplished in a number of ways, for example, the audience may send the anchor various gifts in a live room, with each gift corresponding to a different number of votes.
For example, in the game play, two game players are a red player and a blue player respectively, the anchor 1 is a game player of the red player, and the anchor 2 is a game player of the blue player, and in the live broadcast process of the game play, the game play is simultaneously live broadcast in live broadcast rooms of the anchor 1 and the anchor 2. The viewer's vote for the red party is received in the live room of anchor 1 and the viewer's vote for the blue party is received in the live room of anchor 2.
Step S202, the number of votes voted by the audience of all the anchor corresponding to each couple of parties is used as the number of votes obtained by the couple of parties, and when each voting period is finished, the target prop is released to the target couple of parties in the game couple based on the number of votes obtained by each couple of parties.
Specifically, in the process of live broadcasting game match, the number of votes voted by the audience in all live broadcasting rooms corresponding to each match party is counted and summarized, and the number of votes voted by each match party can be obtained. When a voting period is finished, the system determines which target prop to be released to which game partner in the game partner according to the number of votes obtained by each game partner at the current moment, namely, the system determines the identification of the target partner and the identification of the target prop according to the number of votes obtained by each game partner. The voting period is a preset time length, and can be set according to the expected time length of game play and the interaction requirement, for example, the voting period can be set to 5 minutes.
It can be understood that, in the embodiment of the application, in the process of game match live broadcast, audiences vote corresponding match parties in a live broadcast room, and then the system releases target props to the target match parties according to the number of votes obtained by the match parties, so that the interaction between the audiences and the game match is realized on the basis of the interaction between the audiences and a live broadcast platform.
According to the scheme, in the live broadcasting process of game-play, the system receives audience votes through live broadcasting rooms of all anchor broadcasters, and releases target props to the target game-play according to the number of votes obtained by all game-play parties, so that the interaction between the audience and the game-play is realized on the basis of the interaction between the audience and a live broadcasting platform, and the interactive experience in the live broadcasting is improved.
In an optional embodiment of the present application, the releasing the target prop to the target counterparty in the game counterparty based on the number of tickets obtained by each counterparty comprises:
sending the ticket obtaining quantity of each party to a live broadcast platform background through a live broadcast platform front end;
acquiring an identification of a target local party and an identification of a target prop based on the number of tickets obtained by each local party through a live broadcast platform background, and sending the identification of any live broadcast room corresponding to game local party, the identification of the target local party and the identification of the target prop to a live broadcast middle station background;
and obtaining the identifier of the corresponding game room through the background of the live broadcast middle station based on the identifier of any live broadcast room, and sending the identifier of the game room, the identifier of the target game party and the identifier of the target prop to the game server so that the game server releases the target prop in the game room for the target game party.
Specifically, the ticket obtaining number of each counterparty is sent to a live broadcast platform background through a live broadcast platform front end, and the live broadcast platform background determines a target counterparty and a target prop to be released according to the ticket obtaining number of each counterparty, namely, an identification of the target counterparty and an identification of the target prop are obtained.
After determining the identification of the target to the game party and the identification of the target prop, the live platform background sends a first game tool release request to the game server through the live middle platform background, the first game tool release request comprises the identification of the game room, the identification of the target to the game party and the identification of the target prop, and it needs to be explained that the first game tool release request is sent through live middle platform background transfer in the embodiment of the application, wherein the live middle platform background plays a role of acquiring the corresponding game room identification according to the live room identification, and the game room identification indicates the specific running position of the game to the game in the game server. It should be noted that, sending the first soundtrack release request to the game server through the live middlebox background may substantially include the following processes: and the live broadcast platform background sends a second prop release request to the live broadcast middleware background, wherein the second prop release request comprises an identifier of any live broadcast room, an identifier of a target local party and an identifier of a target prop, then the live broadcast middleware background acquires the identifier of a corresponding game room based on a preset binding relation library and the identifier of any live broadcast room, and sends the first prop release request to the game server.
And after receiving the first channel release request, the game server responds to the first channel release request, releases the target prop to the target game party in the game room, and generates an updated game picture after releasing the target prop, wherein the updated game picture comprises an effect picture released by the target prop.
Specifically, after receiving the first track release request, the game server determines an IP (Internet Protocol) and a corresponding process identifier (PID, process id) of a scene server in which game-to-game play is performed according to the identifier of the game room, performs the above-mentioned item release operation on the game-to-game play in the corresponding process, and finally transmits the updated game picture to terminals shown by each party through TCP long connection, and completes display of the updated game picture in each live broadcast room through video recording for each anchor broadcast of the party.
In an optional embodiment of the present application, the game match includes two match parties, which are a first match party and a second match party, and the target match party identifier and the target item identifier are obtained based on the number of tickets obtained by each match party through the live platform background, including:
if the ticket obtaining quantity of the first counter party is larger than that of the second counter party, taking the identification of the first counter party as the identification of the target counter party, and acquiring the identification of the corresponding rewarding prop from a preset prop identification library as the identification of the target prop, and/or
And taking the identifier of the second party as the identifier of the target party, and acquiring the identifier of the corresponding punishment prop from a preset prop identifier library as the identifier of the target prop.
Specifically, under the condition that the game opponent only comprises two opponents which are respectively a first opponent and a second opponent, comparing the number of votes obtained by the first opponent with the number of votes obtained by the second opponent, if the number of votes obtained by the first opponent is greater than the number of votes obtained by the second opponent, determining the first opponent as the target opponent, determining the first opponent as a spectator voting winner, and determining the second loser as a concerned loser, determining the first opponent as the target opponent, and obtaining an identifier of a target prop for the first opponent, wherein the prop can be a specific rewarding prop, and the punished prop is a prop which is beneficial to the opponented opponents after the prop is released; the second party can also be determined as a target party, and an identifier of a target prop for the second party is obtained, wherein the prop can be a specific punishment prop, and the punishment prop is a prop which is not beneficial to the targeted party after the prop is released; it can be understood that both the first counterparty and the second counterparty may be determined as target counterparties at the same time, and corresponding target props may be obtained at the same time.
For example, as shown in fig. 3a and 3b, an effect screen 301, a prompt letter 302 and a target prop icon 303 after the target prop is released may be displayed in the updated game screen, as shown in fig. 3a, for the party who the audience votes for winning, the awarded target prop is "heavy surge" (the skill cooling time of the game character can be reduced after the prop is released), the prompt information 302 prompts the party who the winning party is in "the team (the party) PK to win (the number of tickets is large)," heavy surge of water "is obtained, the effect screen 301 after the target prop is released is displayed, and the target prop icon 303 is displayed in a preset area. As shown in fig. 3b, for the opponent who has failed the audience voting, the target item of incentive is "god sanction" (the item can reduce the moving speed of the game character after being released), and the prompt message 302 prompts that the team (opponent) PK of the opponent who has failed "fails (the number of tickets obtained is small), and the opponent will suffer" god sanction "after 3 s.
In an optional embodiment of the present application, the method may further comprise:
before the live broadcast of game match, the game server sends the identification of each prop in the game match to the live broadcast platform background, and the live broadcast platform background stores the identification of each prop in a preset prop identification library.
Each item identifier in the preset item library identifiers is obtained by the live platform background from the game provider in advance, for example, the obtained item a identifier is 10, and the item B identifier is 13.
In an optional embodiment of the present application, obtaining, by a live broadcast middlebox background, an identifier of a corresponding game room based on an identifier of any live broadcast room includes:
and acquiring the identifier of the corresponding game room based on the preset binding relation library and the identifier of any live broadcast room, wherein the preset binding relation library stores the binding relation between the live broadcast room identifier and the game room identifier.
Specifically, in order to implement instruction intercommunication, account intercommunication, data intercommunication and guarantee data security, in the embodiment of the application, the live broadcasting middlebox serves as a relay, and the live broadcasting middlebox mainly functions to realize conversion and forwarding of the second item release request to the first item release request.
Specifically, the live middle stage background may expose a secure HTTP interface protocol to the live platform background for receiving the second prop release request sent by the live platform background, as shown in fig. 4, a flow with a flow ID 601 of "ix 8 kanyu" in the interface protocol corresponds to sending a prop release request corresponding to target prop 602 "rough seas". Specifically, the live platform background uses a flow with a flow number of "ix 8 kanyu" in the HTTP GET request interface to complete the sending of the second prop release request.
In an optional embodiment of the present application, the method may further comprise:
before live broadcast of game match, after the front end of the live broadcast platform acquires corresponding match party selection information through each live broadcast room, the match party selection information sent by the front end of the live broadcast platform is received, and the identification of the corresponding match party is acquired based on the match party selection information.
Specifically, before live broadcasting of game-to-game, after a live broadcasting room is opened by an anchor of a game-to-game party, the live broadcasting room displays a game-to-game party selection page, the anchor sends out trigger operation for the game-to-game party to be selected, namely, game-to-game party selection information is sent out, a live broadcasting platform front end sends the game-to-game party selection information to a live broadcasting platform background, the live broadcasting platform background acquires a corresponding game-to-game party identifier based on the game-to-game party selection information, and after the live broadcasting platform background acquires the game-to-game party identifier selected by the anchor, the identifier of the live broadcasting room of the anchor is determined, so that a second prop release request can be generated subsequently.
In an optional embodiment of the present application, the method further comprises:
after game play begins, a voting status bar is displayed in each live broadcast room, and the voting status bar displays the number of votes obtained by each party.
The voting state bar can display the number of votes obtained by each party, and the longer the votes obtained by the parties are, the longer the corresponding length of the votes obtained by the parties on the voting state bar is, so that the audience can more intuitively know the current vote obtaining condition of each party.
For example, as shown in fig. 5a, the voting status bar is shown as 503 when the voting starts within a predetermined time period (i.e. within a voting period), and at this time, the length 501 of the status bar corresponding to the red square is equal to the length 502 of the status bar corresponding to the blue square. As the voting of the audience progresses, the length 501 and the length 502 of the status bar change in real time, and when a preset time length ends, that is, when the voting ends, the voting result in the preset time length is obtained, as shown in fig. 5b, the length 501 of the status bar corresponding to the red side is greater than the length 502 of the status bar corresponding to the blue side, specifically, the number of the tickets obtained for the red side is 10000000, and the number of the tickets obtained for the blue side is 90000.
In an optional embodiment of the present application, the method may further comprise:
before live broadcast of game match, when account binding triggering operation of each anchor is received through a live broadcast platform front end, skipping to an account binding page of a live broadcast middle station front end, and receiving live broadcast platform accounts and game accounts input by each anchor through the account binding page;
when an account binding triggering operation sent by a main broadcast is received through the account binding page, acquiring the identification of the live broadcast room of each main broadcast, and displaying a game room selection page;
when the game room selection triggering operation of each anchor is obtained through the game room selection page, obtaining the binding relationship between the identifier of the game room of each anchor and the identifier of the selected game room;
and sending the binding relationship to the live broadcasting middleware background through the live broadcasting middleware front end, and storing the binding relationship in the preset binding relationship library of the live broadcasting middleware background.
Before live broadcast of game-to-game, account binding and game room selection operation are required for an anchor of a game party, specifically, a skip button or a link can be arranged at the front end of a live broadcast platform, after the anchor clicks the skip button or the link, the anchor jumps to the front end of a live broadcast middling station, and the front end of the live broadcast middling station displays a corresponding account binding page and a game room selection page.
Specifically, the front end of a live broadcast center station firstly displays an account binding page, and the anchor of each counterparty inputs a live broadcast platform account and a game account in the account page respectively to execute binding operation of two accounts. And when the account binding page receives a binding confirmation triggering operation, displaying a game room selection page, and selecting a corresponding game room and a game role through the game room selection page by the anchor. The identification of the corresponding live broadcast room can be obtained based on the account number of the live broadcast platform of the anchor of the bureau, and the binding relationship between the identification of the live broadcast room of the bureau and the identification of the selected game room can be obtained by the selection of the game room performed by the anchor after the account number is bound. And finally, the front end of the live broadcast middling station sends the binding relationship to the background of the live broadcast middling station and stores the binding relationship in a preset binding relationship library. For example, as shown in fig. 6, for a game room selection page in a game play, the host selects "guangdong telecom" and "guangdong telecom zone", i.e. the selected game room is determined, and can further select a game character to be used in the game play.
Fig. 7 is a specific interaction diagram of an interaction method in live broadcasting provided in an embodiment of the present application, and the scheme is specifically described with reference to the interaction diagram, where the method may include the following steps:
(1) before live broadcast, a live broadcast room is established by a main broadcast of a certain office party, an account number is clicked at the front end of the live broadcast to bind a skip button or link, and the live broadcast room jumps to the front end of a live broadcast middling station;
(2) receiving the binding relationship at the front end of the live broadcast middling station;
(3) the front end of the live broadcast middle station sends the binding relation to the background of the live broadcast middle station;
(4) in the live broadcast process, a live broadcast room receives audience voting and sends audience voting information to a live broadcast platform background;
(5) the live broadcast platform background acquires a voting result according to the audience voting information;
(6) the live broadcast platform background sends a second prop release request to the live broadcast middle platform background based on the voting result;
(7) the background of the live broadcast middle station converts the received second prop release request to obtain a first prop release request;
(8) the background of the live broadcast middle station sends a first channel release request to a game server;
(9) the game server releases the props based on the first prop request to generate an updated game picture;
(10) the game server sends the updated game picture to the game client;
(11) and the front end of the live broadcast platform acquires the updated game picture through a video recording function.
Fig. 8 is a block diagram illustrating a structure of an interactive apparatus in live broadcasting according to an embodiment of the present disclosure, and as shown in fig. 8, the apparatus 800 may include: live broadcast and voting module 801 and prop release module 802, wherein:
the live broadcasting and voting module 801 is configured to, after a game match starts, live broadcast the game match in live broadcasting rooms corresponding to anchor players participating in the game match, and receive audience votes for the anchor players in the live broadcasting rooms, where each anchor player corresponds to one match party in the game match;
the item releasing module 802 is configured to use the number of votes voted by the audience of all anchor broadcasters corresponding to each couple of parties as the number of votes voted by the couple of parties, and release the target item to the target couple of parties in the game couple based on the number of votes voted by each couple of parties when each voting period is finished.
According to the scheme, in the live broadcasting process of game-play, the system receives audience votes through live broadcasting rooms of all anchor broadcasters, and releases target props to the target game-play according to the number of votes obtained by all game-play parties, so that the interaction between the audience and the game-play is realized on the basis of the interaction between the audience and a live broadcasting platform, and the interactive experience in the live broadcasting is improved.
In an optional embodiment of the present application, the apparatus further comprises a status bar display module for:
after game play begins, a voting status bar is displayed in each live broadcast room, and the voting status bar displays the number of votes obtained by each party.
In an optional embodiment of the present application, the prop release module is specifically configured to:
sending the ticket obtaining quantity of each party to a live broadcast platform background through the live broadcast platform front end;
acquiring the identification of the target local party and the identification of the target prop through the live broadcast platform background based on the ticket obtaining quantity of each local party, and sending the identification of any live broadcast room corresponding to the game local party, the identification of the target local party and the identification of the target prop to a live broadcast central station background;
and acquiring the identifier of the corresponding game room through the live broadcast middle station background based on the identifier of any live broadcast room, and sending the identifier of the game room, the identifier of the target game party and the identifier of the target prop to a game server, so that the game server releases the target prop in the game room for the target game party.
In an optional embodiment of the present application, the game match includes two match parties, which are a first match party and a second match party, and the prop releasing module is further configured to:
if the ticket obtaining quantity of the first counter party is larger than that of the second counter party, taking the identification of the first counter party as the identification of the target counter party, and acquiring the identification of the corresponding rewarding prop from a preset prop identification library as the identification of the target prop, and/or
And taking the identifier of the second party as the identifier of the target party, and acquiring the identifier of the corresponding punishment prop from a preset prop identifier library as the identifier of the target prop.
In an optional embodiment of the present application, the apparatus further includes a preset prop identifier library construction module, configured to:
before the live broadcast of the game match is carried out, the game server sends the identification of each prop in the game match to the live broadcast platform background, and the live broadcast platform background stores the identification of each prop in the preset prop identification library.
In an optional embodiment of the present application, the prop release module is further configured to:
and acquiring the identifier of the corresponding game room based on a preset binding relation library and the identifier of any live broadcast room, wherein the preset binding relation library stores the binding relation between the live broadcast room identifier and the game room identifier.
In an optional embodiment of the present application, the apparatus further includes a preset binding relationship library constructing module, configured to:
before live broadcast of game match, when account binding triggering operation of each anchor is received through a live broadcast platform front end, skipping to an account binding page of a live broadcast middle station front end, and receiving live broadcast platform accounts and game accounts input by each anchor through the account binding page;
when an account binding triggering operation sent by a main broadcast is received through the account binding page, acquiring the identification of the live broadcast room of each main broadcast, and displaying a game room selection page;
when the game room selection triggering operation of each anchor is obtained through the game room selection page, obtaining the binding relationship between the identifier of the game room of each anchor and the identifier of the selected game room;
and sending the binding relationship to the live broadcasting middleware background through the live broadcasting middleware front end, and storing the binding relationship in the preset binding relationship library of the live broadcasting middleware background.
Based on the same principle, an embodiment of the present application further provides an electronic device, where the electronic device includes a memory, a processor, and a computer program stored in the memory and executable on the processor, and when the processor executes the computer program, the method provided in any optional embodiment of the present application is implemented, and specifically, the following situations are implemented:
after game play starts, all anchor players participating in the game play are subjected to live broadcast in corresponding live broadcast rooms, and audience votes aiming at all anchor players are received in all live broadcast rooms, wherein each anchor player corresponds to one game play party in the game play; and taking the number of votes voted by the audience of all the anchor corresponding to each game partner as the number of votes obtained by the game partner, and releasing the target prop to the target game partner in the game partner based on the number of votes obtained by each game partner when each voting period is finished.
The embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored, and the computer program, when executed by a processor, implements the method shown in any embodiment of the present application.
It is understood that the medium may store a computer program corresponding to the interactive method in the live broadcast.
Fig. 9 is a schematic structural diagram of an electronic device to which the embodiment of the present application is applied, and as shown in fig. 9, the electronic device 900 shown in fig. 9 includes: a processor 901 and a memory 903. Wherein the processor 901 is coupled to the memory 903, such as via a bus 902. Further, the electronic device 900 may also include a transceiver 904, and the electronic device 900 may interact with other electronic devices through the transceiver 904. It should be noted that the transceiver 904 is not limited to one in practical applications, and the structure of the electronic device 900 is not limited to the embodiment of the present application.
The processor 901, applied in the embodiment of the present application, may be used to implement the function of the interactive apparatus in live broadcast shown in fig. 8.
The processor 901 may be a CPU, general purpose processor, DSP, ASIC, FPGA or other programmable logic device, transistor logic device, hardware component, or any combination thereof. Which may implement or perform the various illustrative logical blocks, modules, and circuits described in connection with the disclosure. The processor 901 may also be a combination of computing functions, e.g., comprising one or more microprocessors, DSPs, and microprocessors, among others.
Bus 902 may include a path that transfers information between the above components. The bus 902 may be a PCI bus or an EISA bus, etc. The bus 902 may be divided into an address bus, a data bus, a control bus, and the like. For ease of illustration, only one thick line is shown in FIG. 9, but this does not indicate only one bus or one type of bus.
The memory 903 may be, but is not limited to, a ROM or other type of static storage device that can store static information and instructions, a RAM or other type of dynamic storage device that can store information and instructions, an EEPROM, a CD-ROM or other optical disk storage, optical disk storage (including compact disk, laser disk, optical disk, digital versatile disk, blu-ray disk, etc.), a magnetic disk storage medium or other magnetic storage device, or any other medium that can be used to carry or store desired program code in the form of instructions or data structures and that can be accessed by a computer.
The memory 903 is used for storing application program codes for executing the scheme of the application, and the execution is controlled by the processor 901. The processor 901 is configured to execute application program code stored in the memory 903 to implement the actions of the interactive device in live broadcast provided by the embodiment shown in fig. 8.
Embodiments of the present application provide a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device realizes the following when executed:
after game play starts, all anchor players participating in the game play are subjected to live broadcast in corresponding live broadcast rooms, and audience votes aiming at all anchor players are received in all live broadcast rooms, wherein each anchor player corresponds to one game play party in the game play; and taking the number of votes voted by the audience of all the anchor corresponding to each game partner as the number of votes obtained by the game partner, and releasing the target prop to the target game partner in the game partner based on the number of votes obtained by each game partner when each voting period is finished.
It should be understood that, although the steps in the flowcharts of the figures are shown in order as indicated by the arrows, the steps are not necessarily performed in order as indicated by the arrows. The steps are not performed in the exact order shown and may be performed in other orders unless explicitly stated herein. Moreover, at least a portion of the steps in the flow chart of the figure may include multiple sub-steps or multiple stages, which are not necessarily performed at the same time, but may be performed at different times, which are not necessarily performed in sequence, but may be performed alternately or alternately with other steps or at least a portion of the sub-steps or stages of other steps.
The foregoing is only a partial embodiment of the present application, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present application, and these modifications and decorations should also be regarded as the protection scope of the present application.

Claims (10)

1. An interactive method in live broadcasting, comprising:
after game play starts, live broadcasting the game play in live broadcasting rooms corresponding to all anchor players participating in the game play, and receiving audience votes aiming at all anchor players in the live broadcasting rooms, wherein each anchor player corresponds to one play party in the game play;
and taking the number of votes voted by the audience of all the anchor corresponding to each game partner as the number of votes obtained by the game partner, and releasing the target prop to the target game partner in the game partner based on the number of votes obtained by each game partner when each voting period is finished.
2. The method of claim 1, further comprising:
after game play begins, a voting status bar is displayed in each live broadcast room, and the voting status bar displays the number of votes obtained by each party.
3. The method of claim 1, wherein releasing the target prop to the target counterparty in the game counterparty based on the number of tickets received by each counterparty comprises:
sending the ticket obtaining quantity of each party to a live broadcast platform background through a live broadcast platform front end;
acquiring the identification of the target local party and the identification of the target prop through the live broadcast platform background based on the ticket obtaining quantity of each local party, and sending the identification of any live broadcast room corresponding to the game local party, the identification of the target local party and the identification of the target prop to a live broadcast central station background;
and acquiring the identifier of the corresponding game room through the live broadcast middle station background based on the identifier of any live broadcast room, and sending the identifier of the game room, the identifier of the target game party and the identifier of the target prop to a game server, so that the game server releases the target prop in the game room for the target game party.
4. The method according to claim 3, wherein the game match includes two match parties, which are a first match party and a second match party, and the obtaining, by the live platform background, the target match party identifier and the target item identifier based on the number of tickets received by each match party includes:
if the ticket obtaining quantity of the first counter party is larger than that of the second counter party, taking the identification of the first counter party as the identification of the target counter party, and acquiring the identification of the corresponding rewarding prop from a preset prop identification library as the identification of the target prop, and/or
And taking the identifier of the second party as the identifier of the target party, and acquiring the identifier of the corresponding punishment prop from a preset prop identifier library as the identifier of the target prop.
5. The method of claim 4, further comprising:
before the live broadcast of the game match is carried out, the game server sends the identification of each prop in the game match to the live broadcast platform background, and the live broadcast platform background stores the identification of each prop in the preset prop identification library.
6. The method of claim 3, wherein the obtaining, by the live middlebox background, an identifier of a corresponding game room based on the identifier of any live room comprises:
and acquiring the identifier of the corresponding game room based on a preset binding relation library and the identifier of any live broadcast room, wherein the preset binding relation library stores the binding relation between the live broadcast room identifier and the game room identifier.
7. The method of claim 6, further comprising:
before live broadcast of game match, when account binding triggering operation of each anchor is received through a live broadcast platform front end, skipping to an account binding page of a live broadcast middle station front end, and receiving live broadcast platform accounts and game accounts input by each anchor through the account binding page;
when an account binding triggering operation sent by a main broadcast is received through the account binding page, acquiring the identification of the live broadcast room of each main broadcast, and displaying a game room selection page;
when the game room selection triggering operation of each anchor is obtained through the game room selection page, obtaining the binding relationship between the identifier of the game room of each anchor and the identifier of the selected game room;
and sending the binding relationship to the live broadcasting middleware background through the live broadcasting middleware front end, and storing the binding relationship in the preset binding relationship library of the live broadcasting middleware background.
8. An interactive device in live broadcasting, comprising:
the live broadcasting and voting module is used for carrying out live broadcasting on game match-making in live broadcasting rooms corresponding to all anchor players participating in the game match-making after the game match-making starts, and receiving audience voting aiming at all anchor players in the live broadcasting rooms, wherein each anchor player corresponds to one match-making party in the game match-making;
and the prop releasing module is used for taking the number of votes voted by the audiences of all the anchor corresponding to each couple of bureaus as the number of votes obtained by the couple of bureaus, and releasing the target prop to the target couple of bureaus in the game play based on the number of votes obtained by the couple of bureaus when each voting period is finished.
9. An electronic device comprising a memory and a processor;
the memory has stored therein a computer program;
the processor for executing the computer program to implement the method of any one of claims 1 to 7.
10. A computer-readable storage medium, characterized in that a computer program is stored on the computer-readable storage medium, which computer program, when being executed by a processor, carries out the method of any one of claims 1 to 7.
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