CN113163213B - Method, device and storage medium for live game - Google Patents

Method, device and storage medium for live game Download PDF

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Publication number
CN113163213B
CN113163213B CN202010073820.9A CN202010073820A CN113163213B CN 113163213 B CN113163213 B CN 113163213B CN 202010073820 A CN202010073820 A CN 202010073820A CN 113163213 B CN113163213 B CN 113163213B
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message
competition
game
score
live
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CN113163213A (en
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董炎辉
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/21Server components or server architectures
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/23Processing of content or additional data; Elementary server operations; Server middleware
    • H04N21/231Content storage operation, e.g. caching movies for short term storage, replicating data over plural servers, prioritizing data for deletion
    • H04N21/23106Content storage operation, e.g. caching movies for short term storage, replicating data over plural servers, prioritizing data for deletion involving caching operations
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/23Processing of content or additional data; Elementary server operations; Server middleware
    • H04N21/239Interfacing the upstream path of the transmission network, e.g. prioritizing client content requests
    • H04N21/2393Interfacing the upstream path of the transmission network, e.g. prioritizing client content requests involving handling client requests
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers 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
    • H04N21/262Content or additional data distribution scheduling, e.g. sending additional data at off-peak times, updating software modules, calculating the carousel transmission frequency, delaying a video stream transmission, generating play-lists
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/431Generation of visual interfaces for content selection or interaction; Content or additional data rendering
    • H04N21/4312Generation of visual interfaces for content selection or interaction; Content or additional data rendering involving specific graphical features, e.g. screen layout, special fonts or colors, blinking icons, highlights or animations
    • H04N21/4316Generation of visual interfaces for content selection or interaction; Content or additional data rendering involving specific graphical features, e.g. screen layout, special fonts or colors, blinking icons, highlights or animations for displaying supplemental content in a region of the screen, e.g. an advertisement in a separate window
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/437Interfacing the upstream path of the transmission network, e.g. for transmitting client requests to a VOD server
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/475End-user interface for inputting end-user data, e.g. personal identification number [PIN], preference data
    • H04N21/4756End-user interface for inputting end-user data, e.g. personal identification number [PIN], preference data for rating content, e.g. scoring a recommended movie
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/80Generation or processing of content or additional data by content creator independently of the distribution process; Content per se
    • H04N21/85Assembly of content; Generation of multimedia applications
    • H04N21/854Content authoring
    • H04N21/8547Content authoring involving timestamps for synchronizing content

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Human Computer Interaction (AREA)
  • Computer Security & Cryptography (AREA)
  • Business, Economics & Management (AREA)
  • Marketing (AREA)
  • Databases & Information Systems (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The application discloses a method, equipment and a storage medium for live broadcasting of a match, and belongs to the technical field of networks. The method comprises the following steps: receiving a voting request message sent by a spectator terminal, wherein the voting request message carries a competitor identifier and a message identifier, the message identifier is used for identifying the voting request message triggered by the same voting operation in a live broadcast room, and the live broadcast room is used for displaying live videos of off-line games; updating the match score of the under-line match based on the competitor identification and the message identification; the updated competition score is sent to the audience terminal, and the audience terminal root refreshes the competition information displayed in the live broadcasting room, so that the score of the parameter person can be added in real time, and the competition score of the parameter person can be displayed in real time in the live broadcasting room. In addition, by adding a message identifier to the voting request message and using the message identifier to identify the voting request message triggered by the same voting operation, repeated scoring based on the same voting operation can be avoided.

Description

Method, device and storage medium for live game
Technical Field
The present application relates to the field of network technologies, and in particular, to a method, an apparatus, and a storage medium for live broadcasting in a match.
Background
At present, with the rapid development of network technology, live broadcast technology has also been developed rapidly. Based on the live broadcast technology, the host can conveniently conduct live broadcast in the live broadcast room, and audiences can conveniently enter the live broadcast room of the host to watch the performance of the host. Moreover, with the diversification of the live broadcast function, the live broadcast of the game can also be performed.
Current live games are typically live in an online game, which means that multiple anchor plays by performing in their respective live rooms. The playing time of the online game is generally longer, generally one week, half month or one month, etc. During the game, a plurality of anchor plays participating in the game can be respectively live in respective live broadcast rooms, and audiences can vote for favorite anchor plays in the live broadcast rooms of the anchor plays. At the end of the game, the live broadcast server may count the number of votes received by each of the anchors during the game, determine a score for each of the anchors based on the number of votes for each of the anchors, determine a final game result based on the score for each of the anchors, and push the game result to the live broadcast room of each of the anchors. Because the live broadcast of the online competition generally lasts longer, the real-time requirement on the competition result is not high, the competition score is generally calculated by adopting a post-statistics and repair mode, and the competition score calculation logic is simpler.
However, in many scenarios, the audience still wants to watch the live broadcast of some off-line games, such as the live broadcast of an off-line talk show game, but because the live broadcast of the off-line game has a short general live broadcast time and high real-time requirements, the voting and score calculating logic of the on-line game cannot be directly applied to the live broadcast of the off-line game, so how to perform the on-line game live broadcast becomes a current urgent problem to be solved.
Disclosure of Invention
The embodiment of the application provides a live game method, equipment and a storage medium, which can be used for live game of a linear game. The technical scheme is as follows:
in one aspect, a method for live game play is provided, the method comprising:
receiving a first voting request message sent by a viewer terminal, wherein the first voting request message carries a competitor identifier and a first message identifier, the first voting request message is triggered by the viewer terminal based on voting operation in a live broadcast room, the first message identifier is used for identifying the voting request message triggered by the same voting operation, and the live broadcast room is used for displaying live videos of off-line games;
updating the game score of the off-line game based on the competitor identification and the first message identification;
And sending the updated competition score to the audience terminal, and refreshing the competition information displayed in the live broadcasting room by the audience terminal according to the updated competition score, wherein the competition information at least comprises the competition score.
In one aspect, a method for live game play is provided, the method comprising:
displaying a competition state control interface of an offline competition;
receiving a state switching instruction based on the competition state control interface;
and sending a state switching message to a server based on the state switching instruction, wherein the state switching message is used for controlling the competition state information of the off-line competition.
In one aspect, there is provided a live game device, the device comprising:
the receiving module is used for receiving a first voting request message sent by the audience terminal, wherein the first voting request message carries a competitor identifier and a first message identifier, the first voting request message is triggered by the audience terminal based on voting operation in a live broadcast room, the first message identifier is used for identifying the voting request message triggered by the same voting operation, and the live broadcast room is used for displaying live videos of off-line games;
the updating module is used for updating the competition score of the off-line competition based on the competitor identifier and the first message identifier;
And the sending module is used for sending the updated competition score to the audience terminal, and the audience terminal refreshes the competition information displayed in the live broadcasting room according to the updated competition score, wherein the competition information at least comprises the competition score.
In one aspect, there is provided a live game device, the device comprising:
the display module is used for displaying a competition state control interface of the off-line competition;
the receiving module is used for receiving a state switching instruction based on the competition state control interface;
and the sending module is used for sending a state switching message to the server based on the state switching instruction, wherein the state switching message is used for controlling the competition state information of the off-line competition.
In one aspect, a server is provided, the server comprising a processor and a memory, the memory storing at least one instruction, at least one program, a set of codes, or a set of instructions, the program, the set of codes, or the set of instructions being loaded and executed by the processor to implement any of the live game methods described above.
In one aspect, a terminal is provided, the terminal comprising a processor and a memory, the memory storing at least one instruction, at least one program, a set of codes, or a set of instructions, the program, the set of codes, or the set of instructions being loaded and executed by the processor to implement the live game method described above.
In one aspect, a computer readable storage medium having stored therein at least one instruction, at least one program, code set, or instruction set loaded and executed by a processor to implement any of the above-described live game methods is provided.
In one aspect, a computer program product is provided for implementing any of the above-mentioned live game methods when the computer program product is executed.
The technical scheme provided by the embodiment of the application has the beneficial effects that:
in the embodiment of the application, in the live broadcasting process of the off-line game, the voting request message sent by the audience terminal can be received, then the game score of the off-line game is updated according to the competitor identifier and the message identifier carried in the voting request message, the updated data is sent to the audience terminal, and the audience terminal refreshes the game score displayed in the live broadcasting room according to the updated data, so that the score of the parameter can be added in real time, the game score of the parameter can be displayed in the live broadcasting room in real time, and the real-time requirement of the live broadcasting of the off-line game is met. In addition, by adding the message identifier in the voting request message and using the message identifier to identify the voting request message triggered by the same voting operation, repeated scoring based on the same voting operation can be avoided, and the accuracy of scoring is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for the description of the embodiments will be briefly described below, and it is apparent that the drawings in the following description are only some embodiments of the present application, and other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 is a schematic architecture diagram of a live broadcast system according to an embodiment of the present application;
FIG. 2 is a schematic diagram of another architecture of a live broadcast system according to an embodiment of the present application;
FIG. 3 is a flow chart of a live game provided by an embodiment of the present application;
FIG. 4 is a schematic diagram of a direct broadcast room for an off-line game provided by an embodiment of the present application;
FIG. 5 is a schematic diagram of a rework process provided by an embodiment of the present application;
FIG. 6 is a schematic view of a list displayed in a live room according to an embodiment of the present application;
FIG. 7 is a schematic diagram of a race condition control interface according to an embodiment of the present application;
fig. 8 is a block diagram of a live game device according to an embodiment of the present application;
fig. 9 is a block diagram of another live game device according to an embodiment of the present application;
Fig. 10 is a block diagram of a terminal according to an embodiment of the present application;
fig. 11 is a schematic structural diagram of a server according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the present application more apparent, the embodiments of the present application will be described in further detail with reference to the accompanying drawings.
Before explaining the embodiment of the present application in detail, an application scenario of the embodiment of the present application is described.
The live game method provided by the embodiment of the application is applied to the scene of live broadcasting of the off-line game, such as the off-line game of the off-line show game or the off-line display game and the like. As an example, a viewer may watch a live broadcast of an off-line game through a live room, and the viewer may vote for a competitor of the off-line game within the live room, which may display the game score of the off-line game in real time.
It should be noted that, because the online competition has longer competition time, the requirement on real-time performance is not high, and the competition score does not need to be displayed in real time, so that the competition score does not need to be calculated in real time, the requirement on the accuracy of the real-time score is also not high, and the consistency of data can be ensured by adopting a post-repair mode. In the embodiment of the application, in order to meet the real-time requirement of the off-line game, a user can intuitively see the real-time game score conveniently, and a scheme for displaying the game score of the off-line game in real time in a live broadcasting room is provided. In addition, in order to ensure the accuracy of the real-time score, a scoring logic for updating the score of the competition of the under-line competition based on the competitor identification and the message identification in the voting request message is provided, so that the repeated scoring condition can be avoided, and the scoring accuracy is improved.
In addition, the competition state of the online competition is relatively simple, generally only two states of a starting state and an ending state, and the two states can be judged by a fixed starting time and a fixed ending time which are preset. However, since the off-line competition is performed off-line, competition progress is looped, interference factors are more, and competition state is uncontrollable, so that competition state cannot be judged by fixed time. In the embodiment of the application, in order to accurately determine the competition state of the off-line competition, a guide terminal is added in the live broadcast system, and the guide can control the competition state of the off-line competition through the guide terminal, thereby realizing the close matching of the off-line competition and the on-line living broadcast and ensuring the normal running of the competition.
Next, an implementation environment according to an embodiment of the present application will be described.
Fig. 1 is a schematic architecture diagram of a live broadcast system according to an embodiment of the present application, and as shown in fig. 1, the live broadcast system includes an audience terminal 10, a server 20, and a storage system 30. The viewer terminal 10 and the server 20 may be connected through a wired network or a wireless network, and the server 20 may perform read/write operations with respect to the storage system 30.
The audience terminal 10 is a terminal for watching live events off-line, and may be a mobile phone, a tablet computer, a computer, or the like. The server 20 may be a background server for live off-line games and may be one or more servers in a server cluster.
The server 20 may transmit live data of the off-line game to the viewer terminal 10, be displayed by the viewer terminal 10 through the live room, and the live room may display the game score of the off-line game in real time. The audience may vote for the parameterer within the living room through the audience terminal 10, triggering the audience terminal 10 to send a vote request message to the server 20. After receiving the voting request message, the server 20 may update the game score based on the voting request message, and transmit the updated game score to the audience terminal 10, and the audience terminal 10 refreshes the displayed game score.
In addition, as shown in fig. 1, the live broadcast system may further include a director terminal 40, where the director terminal 40 is a terminal used for director of an offline game, and may be a mobile phone, a tablet computer, a computer, or the like. The pilot may control the competition status of the off-line competition by using the pilot terminal 40, thereby realizing the close coordination of the off-line competition and the on-line living broadcast and ensuring the normal running of the competition.
As one example, the viewer terminal 10 may access the server 20 through an access system that may implement one or more of multi-network unified access, external network request forwarding, automatic load balancing, mobile connectivity services, and web proxy services.
For example, the access system may include one or more of TGW (Tencent Gateway), WNS (Wireless Network Service ), and Nginx (an open source web server software). The system is characterized in that the TGW is a system capable of realizing unified access of multiple networks, forwarding of external network requests and supporting automatic load balancing, the WNS is used for providing high-connectivity, high-reliability and strong-safety network connection channels for APP (application), and the Nginx is open-source Web server software used for providing proxy services for Web (Web pages).
For example, if the audience terminal 10 views live in-line matches through a live client, the audience terminal 10 may access the server through TGW and WNS. If the audience terminal 10 views the off-line game live through the web page, the audience terminal 10 may access the server through TGW and naginx.
As one example, the server 20 may push game information to the viewer terminal 10 through a message channel. The game information may include at least one of a game score and a game status.
As one example, the logic modules of the server 20 may include an active write service, a Push service, an active read service, and a director service. Wherein the active write service is used to write data to the storage system 30, such as a voting request message to the viewer. The Push service is used to Push game information, such as Push list information, to the audience terminal 10 through a message channel. The active read service is used to read data from the storage system 30, such as information on game scores or game status. The director service is used to switch the game status of the off-line game.
As one example, the storage system 30 may be a distributed storage system, such as Codis (a distributed storage system) or CKV (a distributed storage system), or the like. In addition, the storage system 30 may also include a first storage system for storing game scores and information related thereto, such as a voting request message stream for the audience and game score information. The second storage system is used for storing the competition state and related information thereof, such as state switching message stream and competition state information of the guide broadcast.
Fig. 2 is a schematic architecture diagram of another live broadcast system according to an embodiment of the present application, and as shown in fig. 2, the live broadcast system includes a terminal 21, an access system 22, a server 23, and a storage system 24. The terminal 21 may be a viewer terminal or a director terminal. The terminal 21 may access a server through an access system for storing voting request message stream, status switching message stream, game information, etc., and the server may perform read/write operations with respect to the storage system.
The audience terminal can access the live broadcasting room of the off-line game through the application program, and can also access the live broadcasting room of the off-line game through the user webpage. If the terminal accesses the live broadcasting room of the off-line competition through the application program, the terminal can access the server through the TGW and the WNS; if the user web page is used for accessing the live broadcasting room of the off-line game, the terminal can access the server through the TGW and the Nginx.
The server may provide an active write service, a Push service, an active read service, a director service, and the like. When a voting request message transmitted by the terminal is received, the server may write the voting request message to the storage system through the active write service. In addition, the game information in the storage system may be read by an active read service. When the terminal accesses a live broadcast room of an off-line game through an application program, the server can push game information to the terminal through a message channel; when the terminal accesses the live broadcasting room of the off-line game through the user webpage, the terminal can send an information acquisition request to the server, the server reads the game information in the storage system through the active reading server according to the information acquisition request, and the read game information is returned to the terminal.
In addition, the guide terminal can control the live state of live broadcasting under the line through the guide webpage. For example, the guide may trigger a status switching message in the guide web page, and the server switches the competition status of the under-line competition through the guide service according to the status switching message.
Fig. 3 is a flowchart of a live game provided by an embodiment of the present application, where the method may be applied to the live game system, as shown in fig. 3, and includes the following steps:
step 301: the audience terminal enters a live room for displaying live video of the off-line game.
The live broadcasting room is an off-line live broadcasting room. As one example, the live room of an off-line game may have only one live room, such as an official live room provided by an off-line game live provider.
In some embodiments, the audience terminal may enter the living room through an application, such as an application of an off-line game living provider, or through a web page, such as a browser web page.
As an example, referring to fig. 4, after the viewer terminal enters the living room, a live video 41 of an off-line game as shown in fig. 4 may be displayed.
Step 302: when a voting operation is detected based on the live broadcasting room, the audience terminal sends a first voting request message to the server, wherein the first voting request message carries a competitor identifier and a first message identifier.
The voting operation is triggered by the audience in the live broadcast room, and may be a triggering operation of voting options, an operation of giving away gifts, or the like, which is not limited in the embodiment of the present application.
As an example, the spectator may vote for the contestant by presenting the contestant with the gift, i.e. presenting the gift for a certain contestant, i.e. equivalent to voting for the contestant, and triggering a first voting request message carrying the contestant's contestant identification.
For example, the living broadcast room displays gift options, and when a certain parameter person performs, the audience can trigger the gift options in the living broadcast room to give the gift to the parameter person performing. Alternatively, the living room may display various types of gifts, which correspond one-to-one to different parameter persons, and the viewer may give the parameter person a gift by triggering the gifting of the gift corresponding to the parameter person.
Wherein, the parameter person identification is used for uniquely identifying the parameter person, and can be the name or ID (Identity Document, identity) of the parameter person, and the like. The first message identifier is used for identifying voting request messages triggered by the same voting operation, that is, message identifiers carried by the voting request messages triggered by the same voting operation are the same.
For example, after the terminal sends the voting request message based on the voting operation, if the voting request message is failed to be sent or is delayed to be sent, the terminal may be triggered to resend the voting request message, and the message identifier carried by the resent voting request message is the same as the message identifier carried in the voting request message sent last time, that is, the message identifiers carried in the voting request messages sent two times are the same, which means that the voting request message triggered by the same voting operation.
Step 303: the server receives a first voting request message sent by the audience terminal.
After receiving the first voting request message sent by the viewer terminal, the server may also first write the first voting request message into the storage system to record the voting request message stream. As one example, the storage system may be a distributed storage system, such as Codis or CKV, or the like.
Step 304: the server updates the competition score of the under-line competition based on the competitor identification and the first message identification carried in the first voting request message.
That is, the game score of the parameterer indicated by the parameterer identifier may be scored based on the competitor identifier and the first message identifier carried in the first voting request message.
As an example, it may be detected whether the first voting request message has been responded based on the first message identification, if the first voting request message is detected as not having been responded based on the first message identification, the competition score of the competitor indicated by the competitor identification is scored, and if the first voting request message is detected as having been responded based on the first message identification, the competition score of the competitor indicated by the competitor identification is not scored.
That is, if a certain first voting request message carrying a first message identifier has been responded, after the first voting request message carrying the first message identifier is subsequently received, it can be judged that the message has been responded according to the first message identifier, and the response is not repeated, so that repeated scoring of the same voting operation can be avoided, less scoring is ensured, and the scoring accuracy is improved.
As an example, it may be detected whether the corresponding first voting request message has been responded by detecting whether a first message identity is present in a message identity list for storing message identities carried by the responded voting request messages.
For example, the message identification list may be detected based on the first message identification; if the fact that the first message identifier does not exist in the message identifier list is detected, scoring the competition score of the competitor indicated by the competitor identifier, and storing the first message identifier in the message identifier list. If the first message identifier exists in the message identifier list, the competition score of the competitor indicated by the competitor identifier is not added.
In another embodiment, in order to ensure no reduction, a backup server can be provided on the basis of the current server, and when the current server fails, the backup server can be switched to, and data during the switching of the servers can be reprocessed through the backup server. The number of backup servers may be 1 or more, which is not limited in the embodiment of the present application. For example, a server system of one primary server and two backup servers may be employed.
Referring to fig. 5, fig. 5 is a logic diagram of a rework process according to an embodiment of the present application. As shown in fig. 5, after receiving the voting request message, the server 51 may write the voting request message into the database and process the game score in addition to the voting request message. When the server 51 fails, a redo service may also be initiated by which data during the failure of the server 51 is reprocessed. For example, the voting request message received during the failure of the server 51 is rewritten to the database, and the addition processing is repeated.
For example, when the current server fails, the current server can be switched to the backup server, and the voting request message received during the switching period of the server is reworked through the backup server, so that the accuracy of data during the switching period is ensured. The redo process may include updating the game score of the under-line game based on the voting request message received during the server switch, and may further include rewriting the voting request message received during the server switch into the storage system.
For example, if the server is down in the process of adding the score, there may be a situation of less score adding, so that in order to avoid the situation of adding the score, the received voting request message may not be confirmed, and it is ensured that the message may be responded by other servers. If the data writing fails, the failure stream can be reworked through the backup server, so that the data can be ensured to be written into the storage system.
In another embodiment, to avoid network delays in the voting request process, which may result in the user's vote not being counted, the audience's vote may be accumulated throughout the course of the game and the game score for each parameter determined by writing a snapshot at each stage of the game. That is, at the end of the game at each game stage, the score of each parameter at the end of the game is determined, and the score of each parameter at the end of the game is a snapshot, and then the score of each parameter at the end of the game is used as the result of the game at the game stage. Further, after the competition is finished, if the competition has votes, competition scoring can be carried out continuously according to the votes.
Step 305: the server transmits the updated game score to the audience terminal.
As one example, the server may push updated game scores to the audience terminal via a message channel.
In the related art, in an online competition live broadcast scene, 1 ten thousand of participating anchor are assumed, and in order to reduce the server pressure, two data caching schemes exist. One is: if there are 20 servers, the 20 servers all buffer the whole amount of anchor data, and the buffer is updated every second, and the buffer amount per second is 20×1w=20w, so that the pressure is doubled instead. The other is: if user routing is done at the NGINX layer, then each server only needs to buffer 500 anchor data per second, and the amount of buffering per second is 20 x 500 = 1W.
The scheme seems to solve the pressure problem, but live broadcasting of the off-line competition is a special scene, and the off-line competition only has one live broadcasting room, so that the number of people in the single live broadcasting room can easily reach more than 10W, the polling pressure falls on the same server, and the server pressure is very high.
In the embodiment of the application, in order to reduce the pressure of the live broadcast of the off-line game, the change of the data in the live broadcast of the off-line game is generally triggered by the voting request message of the audience, and the data volume of the voting request message of the audience is smaller, generally 100/s, and is generally concentrated and continuously transmitted for a period of time, so that the update level of the game information is much lower than the polling frequency. Based on the above, in the embodiment of the application, the changed data can be sent to the terminal only when the voting request message is received, and the data is not pushed when the voting request message is not received, so that the data volume is reduced.
As an example, the voting request message received in the preset time period may be acquired every preset time period; if the current time reaches the expiration time of the preset duration, updating the competition score of the online competition based on the competitor identifiers and the message identifiers carried in all voting request messages received in the preset duration, and then sending the updated competition score obtained by updating the competition score of the online competition in the preset duration to the audience terminal. Wherein all voting request messages carry the first voting request message.
The preset duration may be preset, for example, the preset duration may be 1s or 2s, etc. For ease of distinction, this preset time period may be referred to as a first preset time period.
That is, the unified score update and pushing can be performed every preset time based on the voting request message received in the preset time, so that the update times and the pushing times are reduced, and the data processing amount is reduced.
In addition, in order to prevent data loss or data transmission failure, the audience terminal may further send an information acquisition request to the server when update data of the game score is not received within the second preset time period, so as to request the server to acquire the game score according to the information acquisition request, and send the game score to the audience terminal.
For example, the server may read the game score from the storage system according to the information acquisition request after receiving the information acquisition request, and then transmit the game score to the viewer terminal.
In this way, the audience terminal can actively acquire the update data from the server when the update data is received for a long time, thereby preventing the data loss or the data transmission failure of the server.
The second preset duration may also be preset, for example, may be 30s or one minute.
Furthermore, the update data sent to the audience terminal by the server can also carry a message time stamp, and the message time stamp is used as a version number, so that the audience terminal can update the data according to the version number, and data rebound is avoided. For example, if the message time stamp of the received update data is earlier than the message time stamp of the currently received update data, the data update is not needed according to the update data, so that data rebound can be avoided.
Furthermore, the front end is also protected, the competition score is only increased and not reduced, and even if the time stamps are disordered in the extreme case, the display of the user is not affected.
Step 306: and the audience terminal receives the updated competition score and refreshes the competition information displayed in the live broadcasting room according to the updated competition score.
The audience terminal can display new games in the living broadcast room, and the game information at least comprises game scores and other information such as game states.
For example, the game score may include a game score of each competitor, and may also include a game score of a portion of the competitors, where the competitor corresponding to the displayed game score is related to the current game progress. The score of the game may be the number of votes or a score obtained by converting the number of votes.
For example, the live room may display a list and display the contest scores of the contestants in the list. For example, the list may display the game score of the competitor with the highest current game score in the current game stage, as well as the game score of the current competitor. As one example, the competitor with the highest current competition score in the current competition stage may be referred to as a competitor, the current competitor may be referred to as a challenger, and the competition score of the competitor and the competition score of the challenger may then be displayed in the list. For example, the live room may display any of the sheets shown in FIG. 6 according to the progress of the game. For example, the list 61, the list 62, the list 63, and the list 64 may be the list displayed in the first-round 1V1 competition stage, and the list 65, the list 66, and the list 67 may be the list displayed in the second-round competition stage.
As one example, after the audience terminal receives the updated game score, the list of the live room may be refreshed based on the updated game score.
As an example, the server may further store list information in the storage system, update the list based on the voting request message of the audience, and transmit the updated list to the audience terminal for display by the audience terminal.
Step 307: the guiding terminal displays a competition state control interface of the off-line competition.
In order to control the competition state of the under-line competition, the embodiment of the application adds a guide terminal in the live broadcast system, and the guide terminal can be used for controlling the competition state of the under-line competition.
The race status of the offline race may include race progress status, such as a start status, a race status, and an end status. In addition, the method can also comprise the presence condition of each competitor in the competition process, and the presence condition can comprise the presence condition of no-presence, presence and the like.
In addition, the off-line game may further include a game of a plurality of stages, and the game state may further include a current stage and a game progress state of the current stage. By way of example, the plurality of phases may include a 1-to-1 phase, a revival phase, a halfproof phase, a resolution phase, and the like. For example, the 1-to-1 stage can determine the fight sequence through the lottery before the competition, stop the counting of the on-the-spot competition after the competition is finished, the winner enters the resolution, and the loser enters the reviving stage. And in the reviving stage, each person performs a section to obtain the most voted entry into the jeopardizing, and the reviving is successful. The final stage adopts the form of wheel battle, two pairs are in turn in the battle, and the winner obtains the total champion.
As one example, the lead terminal may display a race status control interface for a cable down race. For example, the race condition control interface may be used to control one or more of race progress status, the presence of a competitor, the stage at which the race is located, and the race progress status of each race stage. By way of example, the race condition control interface may include at least one of a race phase control panel 71, a 1-to-1 race phase control panel 72, and a general resolution phase control panel 73, as shown in fig. 7.
Step 308: and the multicast guiding terminal receives the state switching instruction based on the competition state control interface.
The state switching instruction can be triggered by the guide broadcast through a designated operation, and the designated operation can be triggered by a triggering operation of a state switching option in the competition state control interface or by a command line.
For example, if the game state control interface is not available, the director terminal may also receive a state switching instruction triggered based on the command line, so as to direct control of the game state by the command line.
Step 309: and the multicast guiding terminal sends a first state switching message to the server based on the state switching instruction.
The first state switching message is used for controlling competition state information of the offline competition.
As an example, the first state switch message may also carry a message timestamp, which may be used to indicate a time of generation or time of transmission of the first state switch message, or the like.
As an example, the first status switching message may also carry target status information to be switched to, so that the server switches the game status information to the target status information.
Step 310: the server receives a first state switching message sent by the multicast guiding terminal, and switches the competition state information of the competition under the line based on the first state switching message.
As one example, the storage system may include m storage devices, so that the server may store data in a multi-storage manner, thereby improving accuracy of the data. Where m is an integer greater than 1, and m may be preset, for example, m is 3 or 4, etc.
Further, after receiving the first state switching message, the first state switching message may be written into the m storage devices, respectively, so as to record the state switching message pipeline through the m storage devices.
As one example, based on the first status switching message, the ensuring of switching the game status information of the under-line game includes: writing the first state switching message into m storage devices, and respectively acquiring the state switching message which is written recently after the first state switching message is received from the m storage devices to obtain n second state switching messages; if n is greater than or equal to a preset threshold value, determining a target state switching message from n second state switching messages, wherein the target state switching message is the second state switching message with the earliest carried message time stamp; and then switching the competition state information of the competition under the line based on a switching instruction carried by the target state switching message.
Wherein n is a positive integer, and n is less than or equal to m. If a write fails or a write error occurs when a certain storage device writes a first state switch message, a failure may be obtained when the newly written state switch message is obtained from the storage device. In the embodiment of the application, n second state switching messages can be successfully acquired, n is greater than or equal to the preset threshold value, the successful acquisition is determined, and the competition state information of the competition under the line is switched.
In addition, when the competition state information is read from the storage system, the competition state information can be respectively read from m storage devices, and if n pieces of competition state information are successfully read and n is greater than or equal to a preset threshold value, the competition state information with the highest version number is obtained from the read competition state information and is used as the latest state information. Wherein the version number of the game state information may be a time stamp of the game state information.
Further, after the server switches the competition state information of the offline competition, the server may also send the switching data of the competition state information of the offline competition to the audience terminal, and the audience terminal refreshes the competition state information displayed in the live broadcasting room based on the switching data.
Further, in the live broadcast process, the flexibility degradation strategy of adding points can be stopped by stopping music in the playing process of the match, so that complaints of users are reduced.
Further, the competition score in the competition process can be determined by writing a snapshot, so that reentrant operation in each time is ensured, and the influence caused by uncertain problems such as network delay and the like is solved.
In the embodiment of the application, in the live broadcasting process of the off-line game, the voting request message sent by the audience terminal can be received, then the game score of the off-line game is updated according to the competitor identifier and the message identifier carried in the voting request message, the updated data is sent to the audience terminal, and the audience terminal refreshes the game score displayed in the live broadcasting room according to the updated data, so that the score of the parameter can be added in real time, the game score of the parameter can be displayed in the live broadcasting room in real time, and the real-time requirement of the live broadcasting of the off-line game is met. In addition, by adding the message identifier in the voting request message and using the message identifier to identify the voting request message triggered by the same voting operation, repeated scoring based on the same voting operation can be avoided, and the accuracy of scoring is improved. In addition, the embodiment of the application completes a live broadcast system scheme of the off-line competition with high availability, flexible degradation and extremely high fault tolerance and real-time performance through the realization logic of the modules such as the active writing service, the Push service, the active reading service, the guide broadcasting service and the like, and effectively ensures the playability and the reliability of the live broadcast of the off-line competition.
Fig. 8 is a block diagram of a live game device according to an embodiment of the present application, where the live game device may be integrated in a server, and as shown in fig. 8, the device includes a receiving module 801, an updating module 802, and a sending module 803.
A receiving module 801, configured to receive a first voting request message sent by a viewer terminal, where the first voting request message carries a competitor identifier and a first message identifier, the first voting request message is triggered by the viewer terminal based on a voting operation in a live broadcast room, and the first message identifier is used to identify the voting request message triggered by the same voting operation, and the live broadcast room is used to display live video of an off-line game;
an updating module 802, configured to update a game score of the off-line game based on the competitor identifier and the first message identifier;
and the sending module 803 is configured to send the updated match score to the audience terminal, and the audience terminal refreshes the match information displayed in the live broadcast room according to the updated match score, where the match information at least includes the match score.
Optionally, the updating module 802 is configured to:
detecting a message identifier list based on the first message identifier, wherein the message identifier list is used for storing a message identifier carried by the responded voting request message;
And if the fact that the first message identifier does not exist in the message identifier list is detected, scoring the competition score of the competitor indicated by the competitor identifier, and storing the first message identifier in the message identifier list.
Optionally, the updating module 802 is further configured to:
and if the first message identifier exists in the message identifier list, not adding points to the competition score of the competitor indicated by the competitor identifier.
Optionally, the updating module 802 is configured to:
acquiring voting request messages received in preset time intervals;
if the current time reaches the expiration time of the preset duration, updating the competition score of the off-line competition based on the competitor identifiers and the message identifiers carried in all the voting request messages received in the preset duration, wherein all the voting request messages carry the first voting request message;
the sending module 803 is configured to:
and transmitting the updated match score obtained by updating the match score of the off-line match within the preset duration to the audience terminal.
Optionally, the competition information further includes competition status information;
The apparatus further comprises:
the receiving module is used for receiving a first state switching message sent by the multicast guiding terminal, wherein the first state switching message is used for controlling the competition state information of the off-line competition;
the switching module is used for switching the competition state information of the off-line competition based on the first state switching message;
the sending module 803 is further configured to send switching data of the game status information of the off-line game to the audience terminal, where the audience terminal refreshes the game status information displayed in the living broadcast room based on the switching data.
Optionally, the first state switching message carries a switching instruction and a message timestamp;
the switching module is used for:
writing the first state switching message into m storage devices, wherein m is an integer greater than 1;
respectively acquiring the latest written state switching messages after the first state switching messages are received from the m storage devices to obtain n second state switching messages, wherein n is a positive integer, and n is smaller than or equal to m;
if n is greater than or equal to a preset threshold value, determining a target state switching message from the n second state switching messages, wherein the target state switching message is the second state switching message with the earliest carried message time stamp;
And switching the competition state information of the off-line competition based on the switching instruction carried by the target state switching message.
In the embodiment of the application, in the live broadcasting process of the off-line game, the voting request message sent by the audience terminal can be received, then the game score of the off-line game is updated according to the competitor identifier and the message identifier carried in the voting request message, the updated data is sent to the audience terminal, and the audience terminal refreshes the game score displayed in the live broadcasting room according to the updated data, so that the score of the parameter can be added in real time, the game score of the parameter can be displayed in the live broadcasting room in real time, and the real-time requirement of the live broadcasting of the off-line game is met. In addition, by adding the message identifier in the voting request message and using the message identifier to identify the voting request message triggered by the same voting operation, repeated scoring based on the same voting operation can be avoided, and the accuracy of scoring is improved.
Fig. 9 is a block diagram of a live game device according to an embodiment of the present application, where the live game device is integrated in a terminal, and as shown in fig. 9, the device includes a display module 901, a receiving module 902, and a transmitting module 903.
The display module 901 is used for displaying a competition state control interface of an off-line competition;
a receiving module 902, configured to receive a state switching instruction based on the race state control interface;
a sending module 903, configured to send a status switching message to a server based on the status switching instruction, where the status switching message is used to control game status information of the offline game
It should be noted that: in the live game device provided in the above embodiment, only the division of the above functional modules is used for illustration when live game is performed, and in practical application, the above functional allocation may be completed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules, so as to complete all or part of the functions described above. In addition, the live game device and the live game method provided in the foregoing embodiments belong to the same concept, and detailed implementation processes of the live game device and the live game method are shown in the method embodiments, which are not repeated herein.
Fig. 10 is a block diagram of a terminal 1000 according to an embodiment of the present application. The terminal may be a viewer terminal or a director terminal. The terminal 1000 may be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, motion picture expert compression standard audio plane 3), an MP4 (Moving Picture Experts Group Audio Layer IV, motion picture expert compression standard audio plane 4) player, a notebook computer, or a desktop computer. Terminal 1000 can also be referred to by other names of user equipment, portable terminal, laptop terminal, desktop terminal, etc.
In general, terminal 1000 can include: a processor 1001 and a memory 1002.
The processor 1001 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so on. The processor 1001 may be implemented in at least one hardware form of DSP (Digital Signal Processing ), FPGA (Field-Programmable Gate Array, field programmable gate array), PLA (Programmable Logic Array ). The processor 1001 may also include a main processor, which is a processor for processing data in an awake state, also referred to as a CPU (Central Processing Unit ), and a coprocessor; a coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1001 may integrate a GPU (Graphics Processing Unit, image processor) for rendering and drawing of content required to be displayed by the display screen. In some embodiments, the processor 1001 may also include an AI (Artificial Intelligence ) processor for processing computing operations related to machine learning.
Memory 1002 may include one or more computer-readable storage media, which may be non-transitory. Memory 1002 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1002 is used to store at least one instruction for execution by processor 1001 to implement the live game method provided by the method embodiments of the present application.
In some embodiments, terminal 1000 can optionally further include: a peripheral interface 1003, and at least one peripheral. The processor 1001, the memory 1002, and the peripheral interface 1003 may be connected by a bus or signal line. The various peripheral devices may be connected to the peripheral device interface 1003 via a bus, signal wire, or circuit board. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1004, touch display 1005, camera 1006, audio circuitry 1007, and power supply 1009.
Peripheral interface 1003 may be used to connect I/O (Input/Output) related at least one peripheral to processor 1001 and memory 1002. In some embodiments, processor 1001, memory 1002, and peripheral interface 1003 are integrated on the same chip or circuit board; in some other embodiments, either or both of the processor 1001, memory 1002, and peripheral interface 1003 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
Radio Frequency circuit 1004 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. Radio frequency circuitry 1004 communicates with a communication network and other communication devices via electromagnetic signals. The radio frequency circuit 1004 converts an electrical signal into an electromagnetic signal for transmission, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1004 includes: antenna systems, RF transceivers, one or more amplifiers, tuners, oscillators, digital signal processors, codec chipsets, subscriber identity module cards, and so forth. Radio frequency circuitry 1004 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to: metropolitan area networks, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and/or WiFi (Wireless Fidelity ) networks. In some embodiments, the radio frequency circuitry 1004 may also include NFC (Near Field Communication ) related circuitry, which is not limiting of the application.
The display screen 1005 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display 1005 is a touch screen, the display 1005 also has the ability to capture touch signals at or above the surface of the display 1005. The touch signal may be input to the processor 1001 as a control signal for processing. At this time, the display 1005 may also be used to provide virtual buttons and/or virtual keyboards, also referred to as soft buttons and/or soft keyboards. In some embodiments, display 1005 may be one, providing a front panel of terminal 1000; in other embodiments, display 1005 may be provided in at least two, separately provided on different surfaces of terminal 1000 or in a folded configuration; in still other embodiments, display 1005 may be a flexible display disposed on a curved surface or a folded surface of terminal 1000. Even more, the display 1005 may be arranged in a non-rectangular irregular pattern, i.e., a shaped screen. The display 1005 may be made of LCD (Liquid Crystal Display ), OLED (Organic Light-Emitting Diode) or other materials.
The camera assembly 1006 is used to capture images or video. Optionally, camera assembly 1006 includes a front camera and a rear camera. Typically, the front camera is disposed on the front panel of the terminal and the rear camera is disposed on the rear surface of the terminal. In some embodiments, the at least two rear cameras are any one of a main camera, a depth camera, a wide-angle camera and a tele camera, so as to realize that the main camera and the depth camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize a panoramic shooting and Virtual Reality (VR) shooting function or other fusion shooting functions. In some embodiments, camera assembly 1006 may also include a flash. The flash lamp can be a single-color temperature flash lamp or a double-color temperature flash lamp. The dual-color temperature flash lamp refers to a combination of a warm light flash lamp and a cold light flash lamp, and can be used for light compensation under different color temperatures.
The audio circuit 1007 may include a microphone and a speaker. The microphone is used for collecting sound waves of users and environments, converting the sound waves into electric signals, and inputting the electric signals to the processor 1001 for processing, or inputting the electric signals to the radio frequency circuit 1004 for voice communication. For purposes of stereo acquisition or noise reduction, the microphone may be multiple, each located at a different portion of terminal 1000. The microphone may also be an array microphone or an omni-directional pickup microphone. The speaker is used to convert electrical signals from the processor 1001 or the radio frequency circuit 1004 into sound waves. The speaker may be a conventional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, not only the electric signal can be converted into a sound wave audible to humans, but also the electric signal can be converted into a sound wave inaudible to humans for ranging and other purposes. In some embodiments, audio circuit 1007 may also include a headphone jack.
Power supply 1009 is used to power the various components in terminal 1000. The power source 1009 may be alternating current, direct current, disposable battery or rechargeable battery. When the power source 1009 includes a rechargeable battery, the rechargeable battery may support wired or wireless charging. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, terminal 1000 can further include one or more sensors 1010. The one or more sensors 1010 include, but are not limited to: acceleration sensor 1011, gyro sensor 1012, pressure sensor 1013, optical sensor 1015, and proximity sensor 1016.
The acceleration sensor 1011 can detect the magnitudes of accelerations on three coordinate axes of the coordinate system established with the terminal 1000. For example, the acceleration sensor 1011 may be used to detect components of gravitational acceleration in three coordinate axes. The processor 1001 may control the touch display 1005 to display a user interface in a landscape view or a portrait view according to the gravitational acceleration signal acquired by the acceleration sensor 1011. The acceleration sensor 1011 may also be used for the acquisition of motion data of a game or a user.
The gyro sensor 1012 may detect the body direction and the rotation angle of the terminal 1000, and the gyro sensor 1012 may collect the 3D motion of the user to the terminal 1000 in cooperation with the acceleration sensor 1011. The processor 1001 may implement the following functions according to the data collected by the gyro sensor 1012: motion sensing (e.g., changing UI according to a tilting operation by a user), image stabilization at shooting, game control, and inertial navigation.
Pressure sensor 1013 may be disposed on a side frame of terminal 1000 and/or on an underlying layer of touch display 1005. When the pressure sensor 1013 is provided at a side frame of the terminal 1000, a grip signal of the terminal 1000 by a user can be detected, and the processor 1001 performs right-and-left hand recognition or quick operation according to the grip signal collected by the pressure sensor 1013. When the pressure sensor 1013 is provided at the lower layer of the touch display 1005, the processor 1001 controls the operability control on the UI interface according to the pressure operation of the user on the touch display 1005. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
The optical sensor 1015 is used to collect ambient light intensity. In one embodiment, the processor 1001 may control the display brightness of the touch display 1005 based on the ambient light intensity collected by the optical sensor 1015. Specifically, when the intensity of the ambient light is high, the display brightness of the touch display screen 1005 is turned up; when the ambient light intensity is low, the display brightness of the touch display screen 1005 is turned down. In another embodiment, the processor 1001 may dynamically adjust the shooting parameters of the camera module 1006 according to the ambient light intensity collected by the optical sensor 1015.
Proximity sensor 1016, also referred to as a distance sensor, is typically located on the front panel of terminal 1000. Proximity sensor 1016 is used to collect the distance between the user and the front of terminal 1000. In one embodiment, when proximity sensor 1016 detects a gradual decrease in the distance between the user and the front face of terminal 1000, processor 1001 controls touch display 1005 to switch from the bright screen state to the off screen state; when proximity sensor 1016 detects a gradual increase in the distance between the user and the front face of terminal 1000, processor 1001 controls touch display 1005 to switch from the off-screen state to the on-screen state.
Those skilled in the art will appreciate that the structure shown in fig. 10 is not limiting and that terminal 1000 can include more or fewer components than shown, or certain components can be combined, or a different arrangement of components can be employed.
Fig. 11 is a schematic structural diagram of a server 1100 according to an embodiment of the present application, where the server 1100 may have a relatively large difference due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 1101 and one or more memories 1102, where at least one instruction is stored in the memories 1102, and the at least one instruction is loaded and executed by the processor 1101 to implement the playing method provided in the foregoing embodiments of the present application. Of course, the server 1100 may also have a wired or wireless network interface, a keyboard, an input/output interface, etc. for performing input/output, and the server 1100 may also include other components for implementing device functions, which are not described herein.
In an exemplary embodiment, a computer readable storage medium having instructions stored thereon that when executed by a processor implement the above-described live game method is also provided.
In an exemplary embodiment, a computer program product is also provided, which, when executed, is adapted to carry out the above-described live game method.
It should be understood that references herein to "a plurality" are to two or more. "and/or", describes an association relationship of an association object, and indicates that there may be three relationships, for example, a and/or B, and may indicate: a exists alone, A and B exist together, and B exists alone. The character "/" generally indicates that the context-dependent object is an "or" relationship.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program for instructing relevant hardware, where the program may be stored in a computer readable storage medium, and the storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The foregoing description of the preferred embodiments of the present application is not intended to limit the application, but rather, the application is to be construed as limited to the appended claims.

Claims (7)

1. A method of live game play, the method comprising:
receiving a first voting request message sent by a viewer terminal, wherein the first voting request message carries a competitor identifier and a first message identifier, the first voting request message is triggered by the viewer terminal based on voting operation in a live broadcast room, the first message identifier is used for identifying the voting request message triggered by the same voting operation, and the live broadcast room is used for displaying live videos of off-line games; wherein, audience votes for the competitors of the off-line competition in the live broadcasting room through the audience terminal, the live broadcasting room displays the competition score of the off-line competition in real time, and only one of the live broadcasting rooms is provided;
updating the game score of the off-line game based on the competitor identification and the first message identification; wherein the updating the game score of the off-line game based on the competitor identifier and the first message identifier includes: acquiring voting request messages received in a first preset time period every first preset time period; if the current time reaches the expiration time of the first preset duration, updating the competition score of the off-line competition based on the competitor identifier and the message identifier carried in the received voting request message in the first preset duration, wherein the voting request message carries the first voting request message;
Transmitting the updated competition score to the audience terminal, and refreshing competition information displayed in the live broadcasting room by the audience terminal according to the updated competition score, wherein the competition information at least comprises the competition score; wherein the sending the updated game score to the audience terminal comprises: the updated match score obtained by updating the match score of the off-line match in the first preset duration is sent to the audience terminal;
and receiving an information acquisition request sent by the audience terminal when the updated competition score is not received within a second preset time period, acquiring the competition score according to the information acquisition request, and sending the competition score to the audience terminal.
2. The method of claim 1, wherein the updating the game score for the off-line game based on the competitor identification and the first message identification comprises:
detecting a message identifier list based on the first message identifier, wherein the message identifier list is used for storing a message identifier carried by the responded voting request message;
and if the fact that the first message identifier does not exist in the message identifier list is detected, scoring the competition score of the competitor indicated by the competitor identifier, and storing the first message identifier in the message identifier list.
3. The method according to claim 2, wherein the method further comprises:
and if the first message identifier exists in the message identifier list, not adding points to the competition score of the competitor indicated by the competitor identifier.
4. The method of claim 1, wherein the race information further includes race status information; the method further comprises the steps of:
receiving a first state switching message sent by a multicast-guiding terminal, wherein the first state switching message is used for controlling the competition state information of the off-line competition;
switching the competition state information of the off-line competition based on the first state switching message;
and transmitting switching data of the competition state information of the off-line competition to the audience terminal, and refreshing the competition state information displayed in the live broadcasting room by the audience terminal based on the switching data.
5. The method of claim 4, wherein the first state switch message carries a switch instruction and a message timestamp;
the switching the game state information of the off-line game based on the first state switching message includes:
Writing the first state switching message into m storage devices, wherein m is an integer greater than 1;
respectively acquiring the latest written state switching messages after the first state switching messages are received from the m storage devices to obtain n second state switching messages, wherein n is a positive integer, and n is smaller than or equal to m;
if n is greater than or equal to a preset threshold value, determining a target state switching message from the n second state switching messages, wherein the target state switching message is the second state switching message with the earliest carried message time stamp;
and switching the competition state information of the off-line competition based on the switching instruction carried by the target state switching message.
6. A server comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a set of codes, or a set of instructions, the program, the set of codes, or the set of instructions being loaded and executed by the processor to implement the live game method of any of claims 1-5.
7. A computer readable storage medium having stored therein at least one instruction, at least one program, code set, or instruction set, the instruction, program, code set, or instruction set being loaded and executed by a processor to implement a live game method as claimed in any one of claims 1 to 5.
CN202010073820.9A 2020-01-22 2020-01-22 Method, device and storage medium for live game Active CN113163213B (en)

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