CN113542781A - Live broadcast room game interaction method and related device - Google Patents

Live broadcast room game interaction method and related device Download PDF

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Publication number
CN113542781A
CN113542781A CN202110673478.0A CN202110673478A CN113542781A CN 113542781 A CN113542781 A CN 113542781A CN 202110673478 A CN202110673478 A CN 202110673478A CN 113542781 A CN113542781 A CN 113542781A
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game
live broadcast
live
client
interface
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CN202110673478.0A
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CN113542781B (en
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苏庆辉
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Guangzhou Huya Technology Co Ltd
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Guangzhou Huya Technology 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
    • H04N21/218Source of audio or video content, e.g. local disk arrays
    • H04N21/2187Live feed
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • 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
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/23Processing 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]
    • H04N21/40Client 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
    • H04N21/4318Generation of visual interfaces for content selection or interaction; Content or additional data rendering by altering the content in the rendering process, e.g. blanking, blurring or masking an image region
    • 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
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands

Abstract

The application discloses a live broadcast room game interaction method and a related device, wherein the live broadcast room game interaction method comprises the following steps: the client receives and displays a game live broadcast interface sent by a live broadcast end; receiving a screen control instruction input by a user at a game live broadcast interface; sending the screen control instruction to a live broadcast end so that the live broadcast end updates a game live broadcast interface based on the screen control instruction and distributes the updated game live broadcast interface to a live broadcast audience end; the live audience comprises a client. By the scheme, the game anchor can directly interact with the audience in the game; and extra server cost, broadband cost and game copyright fee are not required to be added; for users who participate in game interaction in the live audience, the participation threshold is lower; the game machine brings great convenience to small game manufacturers for popularizing games and improving the game interaction experience of a live broadcast room.

Description

Live broadcast room game interaction method and related device
Technical Field
The application relates to the technical field of internet, in particular to a live broadcast room game interaction method and a related device.
Background
Along with the coming of the big data era, entertainment activities realized through the internet are greatly enriched, for example, along with the rapid development of the live broadcast industry, live broadcast brings great convenience to daily life and work of people, and especially live broadcast of games greatly enriches the spiritual life of people.
However, in the existing live game process, the interaction experience between the anchor and the audience is relatively deficient compared with that of the live game. The existing cloud game can be played without downloading a game application program, but the corresponding server cost, bandwidth cost, game copyright and the like are high in price and inconvenient to popularize, the audience of the existing cloud game is few, the existing cloud game cannot be directly used in live broadcast, and the threshold is high.
Another way to enable game interaction is: the anchor and the audience enter the same game at the same time, and the real-time game pictures of the players participating in the game interaction in the anchor and the audience are live broadcast in a game live broadcast mode. However, the threshold is also high for the player, and the player is required to have an account number corresponding to the game and the spectator and the anchor are required to be in the same game room.
At present, other live game modes mainly make the game on the anchor side, and the anchor plays and live broadcasts by itself to drive the atmosphere of the live broadcast room, but does not directly interact with the audience.
Disclosure of Invention
The method mainly solves the technical problem of providing a live broadcast room game interaction method and a related device, so as to solve the problem that the live broadcast of the game in the prior art can not directly carry out game interaction with audiences; or, the server cost, the broadband cost and the game copyright fee required by game interaction are higher; or, the problem of high participation threshold for users participating in game interaction among live audiences.
In order to solve the above problem, a first aspect of the present application provides a live-room game interaction method, where the method includes: the client receives and displays a game live broadcast interface sent by a live broadcast end; receiving a screen control instruction input by a user at a game live broadcast interface; sending the screen control instruction to a live broadcast end so that the live broadcast end updates a game live broadcast interface based on the screen control instruction and distributes the updated game live broadcast interface to a live broadcast audience end; the live audience comprises a client.
Before the client receives and displays the game live interface sent by the live broadcast end, the method further comprises the following steps: the client establishes low-delay communication connection with the live broadcast terminal; sending the screen control instruction to a live broadcast terminal, comprising: and sending the screen control instruction to the live broadcast terminal through low-delay communication.
Wherein, the quantity of client is a plurality of, and before the game live broadcast interface that the client received and displayed the live broadcast end and sent, still include: each client sends the corresponding identification name to the live broadcast end so that the live broadcast end can establish a game interaction list according to each identification name; the client receives and displays a game live broadcast interface sent by a live broadcast end, and the game live broadcast interface comprises: and each client receives and displays a game live broadcast interface sent by the live broadcast terminal based on each identification name in the game interaction list.
Wherein, receiving the screen control instruction of user's input at the game live broadcast interface, include: each client receives different control authority instructions sent by the live broadcast end according to preset rules; and each client receives the screen control instruction input by each user on the game live broadcast interface based on the control authority instruction corresponding to the client.
The control authority instruction received by each client corresponds to different control areas in the game live interface respectively.
The control authority instruction received by each client corresponds to different control time periods or control sequences respectively.
Wherein, send screen control instruction to live end to make live end update the live interface of recreation based on screen control instruction, and distribute the live interface of recreation after the update to live spectator's end, include: and sending the screen control instruction to a live broadcast end so that the live broadcast end performs coordinate conversion on the screen control instruction, updating a game live broadcast interface based on the screen control instruction after the coordinate conversion, and distributing the updated game live broadcast interface to a live broadcast audience.
In order to solve the above problem, a second aspect of the present application provides a live broadcast room game interaction method, including: the live broadcast end runs a game live broadcast interface; sending and displaying the game live interface on the client so that the client receives a screen control instruction input by a user on the game live interface; receiving a screen control instruction sent by a client to update a game live broadcast interface based on the screen control instruction; distributing the updated game live interface to a live audience; the live audience comprises a client.
Wherein, after the live broadcast interface of broadcast end operation game, send the live broadcast interface of game and show in the customer end to make the customer end through before the screen control command of receiving user input at the live broadcast interface of game, still include: sending a game interaction request to the client to establish low-delay communication connection with the client when receiving a feedback agreement signal sent by the client; or receiving a game interaction request sent by a client, and establishing low-delay communication connection with the client; the game live interface is sent and displayed on the client, so that the client receives a screen control instruction input by a user on the game live interface, and the method comprises the following steps: and sending and displaying the game live interface on the client through low-delay communication so that the client receives a screen control instruction input by a user on the game live interface.
The number of the clients is multiple, and after the live broadcast interface of the game is run by the live broadcast interface, the live broadcast interface of the game is sent and displayed on the clients, so that the clients further comprise the following steps before the live broadcast interface of the game receives a screen control instruction input by a user: acquiring an identification name corresponding to each client to establish a game interaction list; sending and displaying the game live interface on the client so as to enable the client to perform first screen control operation on the game live interface, wherein the first screen control operation comprises the following steps: and sending and displaying the game live interface on the client corresponding to each identification name in the game interaction list, so that each client receives a screen control instruction input by each user on the game live interface.
Wherein, send the game live broadcast interface and show the client that each identification name corresponds in the game interactive list to make each client receive the screen control instruction of each user input respectively at the game live broadcast interface, include: and sending and displaying the game live interface to the client corresponding to each identification name in the game interaction list, and respectively sending different control authority instructions to each client according to a preset rule, so that each client receives the screen control instruction input by each user on the game live interface based on the control authority instruction corresponding to the client.
In order to solve the above problem, a third aspect of the present application provides an intelligent terminal, including: the acquisition module is used for receiving and displaying a game live broadcast interface sent by a live broadcast end and receiving a screen control instruction input by a user at the game live broadcast interface; and the processing module is used for sending the screen control instruction to the live broadcasting end so that the live broadcasting end updates the game live broadcasting interface based on the screen control instruction and distributes the updated game live broadcasting interface to the live broadcasting audience end.
In order to solve the above problem, a fourth aspect of the present application provides an intelligent terminal, including: the game live broadcast operation module is used for operating a game live broadcast interface; the processing module is used for sending and displaying the game live interface on the client so that the client receives a screen control instruction input by a user on the game live interface and receives the screen control instruction sent by the client so as to update the game live interface based on the screen control instruction; and the recommendation module is used for distributing the updated game live interface to a live audience.
In order to solve the above problem, a fifth aspect of the present application provides an electronic device, including a memory and a processor coupled to each other, where the processor is configured to execute program instructions stored in the memory to implement the live-room game interaction method as described in any one of the above.
In order to solve the above problem, a sixth aspect of the present application provides a computer-readable storage medium having stored thereon program instructions that, when executed by a processor, implement the live-room game interaction method as described in any one of the above.
The invention has the beneficial effects that: different from the situation of the prior art, the live broadcast room game interaction method can receive a screen control instruction input by a user on the game live broadcast interface after a client receives and displays the game live broadcast interface sent by the live broadcast end, so that the screen control instruction is sent to the live broadcast end, the live broadcast end updates the game live broadcast interface based on the screen control instruction and distributes the updated game live broadcast interface to the live broadcast audience end, wherein the client and the live broadcast end respectively correspond to a live broadcast audience and a game main broadcast participating in game interaction, and therefore the game main broadcast can directly perform game interaction with the live broadcast audience; the game only needs to be run at the main player end, and the additional increase of server cost, broadband cost and game copyright fee caused by the participation of audiences in game interaction is not needed; for users participating in game interaction in live audiences, application programs of the interactive game do not need to be downloaded and operated, so that the participation threshold of the live audiences is low; the game machine brings great convenience to small game manufacturers for popularizing games and improving the game interaction experience of a live broadcast room.
Drawings
FIG. 1 is a schematic flow chart diagram illustrating a first embodiment of a live room game interaction method according to the present application;
FIG. 2 is a schematic flow chart of one embodiment of S12 of FIG. 1;
FIG. 3 is a flowchart illustrating a second embodiment of a method for game interaction in a live broadcast room according to the present application;
FIG. 4 is a schematic flowchart of a game interaction method in a live broadcast room according to a third embodiment of the present application;
FIG. 5 is a schematic flowchart of a fourth embodiment of a live room game interaction method according to the present application;
FIG. 6 is a schematic flow chart diagram illustrating one embodiment of S44 of FIG. 5;
FIG. 7 is a schematic flowchart of a fifth embodiment of a live room game interaction method according to the present application;
FIG. 8 is a flowchart illustrating a sixth embodiment of a method for game interaction in a live broadcast room according to the present application;
FIG. 9 is a block diagram of an embodiment of a client of the present application;
FIG. 10 is a block diagram of an embodiment of a live end of the present application;
FIG. 11 is a block diagram of an embodiment of an electronic device of the present application;
FIG. 12 is a block diagram of an embodiment of a computer-readable storage medium of the present application.
Detailed Description
The following describes in detail the embodiments of the present application with reference to the drawings attached hereto.
In the following description, for purposes of explanation and not limitation, specific details are set forth such as particular system structures, interfaces, techniques, etc. in order to provide a thorough understanding of the present application.
The terms "system" and "network" are often used interchangeably herein. The term "and/or" herein is merely an association describing an associated object, meaning that three relationships may exist, e.g., a and/or B, may mean: a exists alone, A and B exist simultaneously, and B exists alone. In addition, the character "/" herein generally indicates that the former and latter related objects are in an "or" relationship. Further, the term "plurality" herein means two or more than two.
Referring to fig. 1, fig. 1 is a schematic flowchart illustrating a game interaction method in a live broadcast room according to a first embodiment of the present application. Specifically, the method may include the steps of:
s11: the client receives and displays a game live broadcast interface sent by the live broadcast end.
With the rapid development of the live broadcast industry, live broadcast brings great convenience to daily life and work of people. For a live game platform, how to realize interaction between a main broadcast and a user who wants to participate in a game in a spectator in a game interface to increase enjoyment and participation is a key point influencing user experience, a key factor influencing user watching frequency and duration and enthusiasm of participation interaction, and the factor greatly influences development of the live game platform. In this embodiment, the live broadcast room game interaction method may be applied to a terminal device for live broadcast, and the live broadcast in this embodiment may be in various live broadcast forms. In the game live broadcast, a user can directly participate in a game running at a live broadcast end when watching the live broadcast so as to interact with a game anchor in a game interface, and the game interface is updated in real time in the interaction process so as to be distributed to live broadcast audiences.
It can be understood that the client is a terminal device corresponding to a live audience aiming at participating in game interaction, and the live end corresponds to a terminal device of a game anchor. When the live broadcast end runs the corresponding live broadcast application program and the game interface, the game live broadcast interface can be correspondingly generated, so that the game live broadcast interface can be distributed to terminal equipment of live broadcast audiences participating in game interaction.
Optionally, the game interface may be a game service provided by a third-party game platform, so that when the live interface is displayed, the game interface runs in the background, and when the game interface is switched to the live interface, the live interface runs in the background, and at this time, the game live interface corresponds to the game interface displayed on the live-end screen; in other embodiments, the game interface may be directly run in the live application program without switching back and forth between the live interface and the game interface, for example, in a live scene of a show venue, a mini game carried by the game interface can be directly run in the live application program, so that the game interface can be directly displayed in the live interface to jointly form a corresponding live game interface.
Specifically, the client receives a game live broadcast interface sent by the live broadcast end, and displays the game live broadcast interface on a screen of the client, that is, an interface and a game live broadcast interface correspondingly displayed on the screen of the live broadcast end are displayed on the screen of the client, and the client and the interface correspondingly displayed by the live broadcast end are kept synchronous.
Optionally, the client and the live broadcast terminal may be any one of a computer, a tablet computer, a smart phone, a smart watch, and any reasonable intelligent terminal, and the application does not limit the same.
S12: and receiving a screen control instruction input by a user at the game live interface.
Specifically, after the client displays a game live broadcast interface sent by the live broadcast end correspondingly, a screen control instruction input by a user can be received in the game live broadcast interface, for example, the user can directly click and/or type data in the game live broadcast interface displayed on the screen of the client through a mouse and/or a keyboard to input a corresponding screen control instruction to the game live broadcast interface.
S13: and sending the screen control instruction to the live broadcast end so that the live broadcast end updates the game live broadcast interface based on the screen control instruction and distributes the updated game live broadcast interface to the live broadcast audience end.
Further, the client sends the screen control instruction correspondingly input by the user to the live broadcast end so as to be further converted into the screen control instruction corresponding to the live broadcast end, for example, a series of coordinate conversions are performed on the screen control instruction correspondingly input by the user so as to convert the screen control instruction into the screen control instruction adaptive to the live broadcast end.
It can be understood that the client can remotely control the live broadcast end by pulling the screen display interface on the live broadcast end.
The live broadcast terminal can update the game live broadcast interface based on the screen control instruction so as to distribute the updated game live broadcast interface to the live broadcast audience terminal.
It can be understood that the live audience corresponds to the terminal device corresponding to the live audience watching the live image, and specifically includes the client participating in the game interaction and the other live audience which does not participate in the game interaction but only selects to watch.
According to the scheme, after the client receives and displays the game live broadcast interface sent by the live broadcast end, the game live broadcast interface displayed on the client can receive the screen control instruction input by a user so as to send the screen control instruction to the live broadcast end, so that the live broadcast end can update the game live broadcast interface based on the screen control instruction and distribute the updated game live broadcast interface to the live broadcast audience end, wherein the client and the live broadcast end respectively correspond to a live broadcast audience participating in game interaction and a game main broadcast, and the game main broadcast can directly perform game interaction with the live broadcast audience; the game only needs to be run at the main player end, and the additional increase of server cost, broadband cost and game copyright fee caused by the participation of audiences in game interaction is not needed; for users participating in game interaction in live audiences, application programs of the interactive game do not need to be downloaded and operated, so that the participation threshold of the live audiences is low; the game machine brings great convenience to small game manufacturers for popularizing games and improving the game interaction experience of a live broadcast room.
Referring to fig. 2, fig. 2 is a schematic flowchart illustrating an embodiment of S12 in fig. 1. In one embodiment, the live-room game interaction method of the present application further includes some more specific steps in addition to the steps S11-S13 described above. Specifically, the step S12 may further include the following steps:
s121: and each client receives different control authority instructions sent by the live broadcast end according to preset rules.
It can be understood that, in a scene, when the number of the clients is multiple, that is, multiple clients participate in game interaction running on the live broadcast end, it can be known that a game live broadcast interface running on the live broadcast end is correspondingly pulled and displayed on a screen of each client, so that screen control instructions can be respectively input through the same game live broadcast interface, and in order to avoid that multiple clients synchronously operate, conflicts between the control instructions and the control priorities are caused, control permissions of multiple clients need to be managed.
Specifically, the live broadcast terminal can correspondingly send different control authority instructions to each client terminal according to preset rules, so that each client terminal can send corresponding screen control instructions to the live broadcast terminal based on the control authority instructions received by the client terminal.
In an optional embodiment, the control authority instruction received by each client corresponds to different control areas in the game live interface respectively. It can be understood that each client can only input an effective screen control instruction to the corresponding area on the game live interface with the control authority, and input an on-screen control instruction to other areas without the control authority, and the effective screen control instruction is determined to be an invalid control instruction and cannot be sent to the live interface, so that the control priority conflict caused when a plurality of clients synchronously send the screen control instruction to the same game live interface can be avoided by correspondingly dividing the plurality of clients into the control authorities with different control areas.
In an alternative embodiment, the control authority command received by each client corresponds to different control periods respectively. It can be understood that each client can only send the screen control command to the live broadcast end in the control time period with the control authority, and cannot correspondingly generate the screen control command in other time periods or send the effective screen control command to the live broadcast end. For example, the control permission instructions that the live broadcast end synchronously sends to the multiple clients correspondingly may correspond to control permission instructions that each client may respectively perform any reasonable control duration of 30 minutes or 25 minutes and the like in a certain sequence with the sending time as the starting time, until one round is finished, any reasonable control duration of 30 minutes or 25 minutes and the like is reallocated, and each client can only send the screen control instruction within the allocated control duration.
In an alternative embodiment, the control authority commands received by each client correspond to different control sequences respectively. It can be understood that the control permission instructions synchronously sent to the multiple clients at the live broadcast end correspondingly can be screen control instructions sent to the live broadcast end by the multiple clients according to a set sequence, that is, after one of the clients confirms that the screen control instruction is sent, the next client is allowed to generate and send an effective screen control instruction.
S121: and each client receives a screen control instruction input by each user on the game live broadcast interface based on the corresponding control authority instruction.
Furthermore, after each client receives a control authority instruction sent by the live broadcast end, a corresponding screen control instruction can be sent to the live broadcast end in an area or time period with control authority based on the received specific control authority instruction; or, sending corresponding screen control instructions to the live broadcast terminal in sequence according to a preset control sequence.
Further, in an embodiment, the step S13 may specifically include: and sending the screen control instruction to a live broadcast end so that the live broadcast end performs coordinate conversion on the screen control instruction, updating a game live broadcast interface based on the screen control instruction after the coordinate conversion, and distributing the updated game live broadcast interface to a live broadcast audience.
It can be understood that the screen parameters corresponding to different intelligent terminals are usually different, for example, the screens of different intelligent terminals usually have different lengths, widths, sizes, resolutions, etc., so that after receiving a screen control instruction input by a user through a client and sending the screen control instruction to a live broadcast end, the live broadcast end also needs to perform coordinate conversion on the screen control instruction to convert the screen control instruction into a screen control instruction adapted to the live broadcast end, and then the live broadcast interface of a game can be updated according to the screen control instruction, so as to distribute the updated live broadcast interface of the game to live broadcast audience ends.
In an embodiment, taking a mobile phone with a client as a game player as an example, it can be known that, when a user participating in a game participates in game interaction, the aspect ratio of the game live broadcast picture of the live broadcast end pulled by the user needs to be adjusted according to the aspect ratio of the own mobile phone screen so as to be consistent with the aspect ratio of the client screen. The corresponding coordinate transformation program may specifically be as follows:
Figure BDA0003120167490000091
Figure BDA0003120167490000101
wherein originScreenH is the original height of the system before resolution conversion; rawx and rawy are the specific coordinates (x, y) of the viewer screen event; the mClientWidth mClientHeight is the width and height of the mobile phone at the viewing end; maxx and maxy are the width and height of the anchor side; and if the client is a horizontal screen, the y coordinate of the client needs to be matched with the x coordinate of the live broadcast end.
Understandably, when a game player pulls a game live broadcast interface sent by a live broadcast end through a mobile phone of the game player to receive a screen control instruction sent by the game player through the game live broadcast interface and send the screen control instruction to the live broadcast end, the live broadcast end needs to perform coordinate conversion on the screen control instruction in the same manner as above so as to update the game live broadcast interface according to the screen control instruction after the coordinate conversion.
Referring to fig. 3, fig. 3 is a flowchart illustrating a game interaction method in a live broadcast room according to a second embodiment of the present application. The live broadcast room game interaction method of the embodiment is a flow diagram of a detailed embodiment of the live broadcast room game interaction method in fig. 1, and includes the following steps:
s21: and the client establishes low-delay communication connection with the live broadcast terminal.
Understandably, in order to ensure that the game can be smoothly carried out in the process of game interaction between the client and the live broadcast end, particularly when the interactive transmission of corresponding screen control instructions is carried out, the game has better delay characteristics, and the client can establish low-delay communication connection when being in communication connection with the live broadcast end.
And different from the transmission of the screen control instruction, the live video stream is specifically transmitted by adopting WIFI (wireless fidelity) communication, and the low-delay communication channel can be only used for the transmission of the subsequent screen control instruction. That is, when the client establishes the low-latency communication connection with the live broadcast end, the method further includes: WIFI communication connection is established between the client side and the live broadcast side, and communication connection channels corresponding to the WIFI communication and the low-delay communication are mutually independent so as to independently send corresponding data information and cannot generate mutual interference.
S22: the client receives and displays a game live broadcast interface sent by the live broadcast end through low-delay communication.
Further, after the client establishes the low-delay communication connection with the live broadcast end, the client can receive the game live broadcast interface sent by the live broadcast end through the low-delay communication channel, so that the game live broadcast interface is displayed on the screen of the client.
S23: and receiving a screen control instruction input by a user at the game live interface.
S23 is the same as S12 in fig. 1, and please refer to S12 and the related text description, which are not repeated herein.
S24: and sending the screen control instruction to the live broadcast end through low-delay communication, so that the live broadcast end updates the game live broadcast interface based on the screen control instruction and distributes the updated game live broadcast interface to the live broadcast audience end.
Specifically, the client sends a screen control instruction input by a user correspondingly to the live broadcast terminal through low-delay communication, so that the screen control instruction is converted into a screen control instruction corresponding to the live broadcast terminal. For example, a series of coordinate conversions are performed on a screen control instruction input by a user correspondingly so as to convert the screen control instruction into a screen control instruction adaptive to the live broadcast terminal, and then the live broadcast terminal can update a game live broadcast interface based on the screen control instruction and distribute the updated game live broadcast interface to a live broadcast audience terminal through another communication channel, for example, a WIFI communication channel. Wherein, the live audience comprises a client.
Referring to fig. 4, fig. 4 is a schematic flowchart illustrating a game interaction method in a live broadcast room according to a third embodiment of the present application. The live broadcast room game interaction method of the embodiment is a flow diagram of a detailed embodiment of the live broadcast room game interaction method in fig. 1, and includes the following steps:
s31: and each client sends the corresponding identification name to the live broadcast end so that the live broadcast end establishes a game interaction list according to each identification name.
In this embodiment, the number of the clients is multiple, that is, there are multiple spectator terminals participating in the game interaction, and the live broadcast terminal needs to distribute the game live broadcast interface operated by the live broadcast terminal to each client. In order to distinguish from other audience terminals which do not participate in game interaction and facilitate synchronous distribution of the live broadcast interface of the game on the live broadcast terminal, a game interaction list can be established on the live broadcast interface of the live broadcast terminal according to the identification name of each client terminal.
The game interaction list is obtained by sending the corresponding identification name of each client to the live broadcast end through the corresponding establishment of the live broadcast end.
S32: and each client receives and displays a game live broadcast interface sent by the live broadcast terminal based on each identification name in the game interaction list.
It can be understood that each identification name included in the game interaction list established by the live broadcast end uniquely corresponds to a client participating in game interaction, and the live broadcast end can send a game live broadcast interface synchronous group running on the basis of the game interaction list to each intelligent terminal in the game interaction list, so that each client can be displayed on a screen of each client when receiving the game live broadcast interface.
S33: and receiving a screen control instruction input by a user at the game live interface.
S34: and sending the screen control instruction to the live broadcast end so that the live broadcast end updates the game live broadcast interface based on the screen control instruction and distributes the updated game live broadcast interface to the live broadcast audience end.
S33 and S34 are the same as S12 and S13 in fig. 1, respectively, and please refer to S12 and S13 and the related text description thereof, which are not repeated herein.
Referring to fig. 5, fig. 5 is a schematic flowchart illustrating a game interaction method in a live broadcast room according to a fourth embodiment of the present application. The embodiment comprises the following steps:
s41: and the live broadcast end runs a game live broadcast interface.
Understandably, the live broadcast end corresponds to an intelligent terminal of a game anchor of the live broadcast room game interaction, wherein corresponding live broadcast and game application programs are operated on the live broadcast end so as to display a corresponding game live broadcast interface on a screen of the live broadcast end.
Optionally, the game interface may be a game service provided by a third-party game platform, so that when the live interface is displayed, the game interface runs in the background, and when the game interface is switched to the live interface, the live interface runs in the background, and at this time, the game live interface corresponds to the game interface displayed on the live-end screen; in other embodiments, the game interface may be directly run in the live application program without switching between the live interface and the game interface, that is, the game interface is directly displayed in the live interface to jointly form a corresponding game live interface.
S42: and sending and displaying the game live interface on the client so that the client receives a screen control instruction input by a user on the game live interface.
It can be understood that the client is a terminal device corresponding to a live audience aiming at participating in game interaction, so that when the live broadcast end displays a corresponding game live broadcast interface, the game live broadcast interface is further distributed to the terminal device of the live audience participating in game interaction, that is, when the client is on, the game live broadcast interface can be displayed on a screen of the client, so that a screen control instruction input by a user can be received by the game live broadcast interface displayed on the screen of the client. That is, the user can directly click and/or data-type the game live interface displayed on the screen of the client through the mouse and/or the keyboard to input the corresponding screen control instruction to the user.
S43: and receiving a screen control instruction sent by the client to update the game live broadcast interface based on the screen control instruction.
Further, the live broadcast end receives a screen control instruction sent by the client, so that the screen control instruction is converted into a screen control instruction adaptive to the live broadcast end, for example, a series of coordinate conversions are performed on the screen control instruction correspondingly input by the user, so that the screen control instruction adaptive to the live broadcast end is converted, and the game live broadcast interface can be updated according to the screen control instruction.
S44: and distributing the updated game live interface to a live audience.
And further, the live broadcast end distributes the updated game live broadcast interface to the live broadcast audience end.
It can be understood that the live audience corresponds to the terminal device corresponding to the live audience watching the live image, and specifically includes the client participating in the game interaction and the other live audience which does not participate in the game interaction but only selects to watch.
Further, in an embodiment, the step S43 may specifically include: and receiving a screen control instruction sent by the client, and carrying out coordinate conversion on the screen control instruction so as to update the game live broadcast interface based on the screen control instruction after the coordinate conversion.
It can be understood that the screen parameters corresponding to different intelligent terminals are usually different, for example, the screens of different intelligent terminals usually have different lengths, widths, sizes, resolutions, etc., so that after receiving a screen control instruction input by a user through a client and sending the screen control instruction to a live broadcast end, the live broadcast end also needs to perform coordinate conversion on the screen control instruction to convert the screen control instruction into a screen control instruction adapted to the live broadcast end, and then the live broadcast interface of a game can be updated according to the screen control instruction, so as to distribute the updated live broadcast interface of the game to live broadcast audience ends.
In an embodiment, taking a mobile phone with a client as a game player as an example, it can be known that, when a user participating in a game participates in game interaction, the aspect ratio of the game live broadcast picture of the live broadcast end pulled by the user needs to be adjusted according to the aspect ratio of the own mobile phone screen so as to be consistent with the aspect ratio of the client screen. The corresponding coordinate transformation program may specifically be as follows:
Figure BDA0003120167490000141
wherein originScreenH is the original height of the system before resolution conversion; rawx and rawy are the specific coordinates (x, y) of the viewer screen event; the mClientWidth mClientHeight is the width and height of the mobile phone at the viewing end; maxx and maxy are the width and height of the anchor side; and if the client is a horizontal screen, the y coordinate of the client needs to be matched with the x coordinate of the live broadcast end.
Understandably, when a game player pulls a game live broadcast interface sent by a live broadcast end through a mobile phone of the game player so as to receive a screen control instruction sent by the game player on the game live broadcast interface and send the screen control instruction to the live broadcast end, the live broadcast end needs to perform coordinate conversion on the screen control instruction in the same manner as above so as to update the game live broadcast interface according to the screen control instruction after the coordinate conversion.
Referring to fig. 6, fig. 6 is a schematic flowchart illustrating an embodiment of S44 in fig. 5. In one embodiment, the live-room game interaction method of the present application further includes some more specific steps in addition to the steps S41-S44 described above. Specifically, the step S44 may further include the following steps:
s441: and acquiring a video image shot by the camera so as to synthesize the video image and the updated game live interface into a live video image.
Specifically, the live broadcast terminal can also obtain a video image shot by the camera, for example, obtain a body posture image of the anchor, so that the video image and the updated game live broadcast interface can be synthesized into a live broadcast video image.
Optionally, the video image is specifically displayed in a small frame form at the lower right corner or the lower left corner of the updated game live broadcast interface so as to cover the game live broadcast interface in a small area, and the video image further includes audio information so as to increase interest in the live broadcast process and improve user experience.
S442: and distributing the live video image to a live audience.
Furthermore, the live broadcast end distributes the corresponding synthesized live broadcast video image to the live broadcast audience end, so that the live broadcast audience can watch the live broadcast video image through a screen of the live broadcast audience end.
Referring to fig. 7, fig. 7 is a schematic flowchart illustrating a game interaction method in a live broadcast room according to a fifth embodiment of the present application. The live broadcast room game interaction method of the present embodiment is a flowchart of a detailed embodiment of the live broadcast room game interaction method in fig. 5, and includes the following steps:
s51: and the live broadcast end runs a game live broadcast interface.
S51 is the same as S41 in fig. 5, and please refer to S41 and the related text description, which are not repeated herein.
S52: and sending a game interaction request to the client to establish low-delay communication connection with the client when receiving the feedback agreement signal sent by the client.
Understandably, in order to ensure that the game can be smoothly carried out in the process of game interaction between the client and the live broadcast end, particularly when the interactive transmission of corresponding screen control instructions is carried out, the game has better delay characteristics, and the client can establish low-delay communication connection when being in communication connection with the live broadcast end.
Specifically, the live broadcast end sends a game interaction request to the client, so that when the client agrees to the game interaction request and sends an agreement feedback signal to the live broadcast end, the live broadcast end can establish low-delay communication connection with the client.
In another embodiment, the game interaction request can also be provided by the client, and the game interaction request is sent to the live broadcast end, so that when the live broadcast end receives the game interaction request, a low-delay communication connection is established with the client.
And different from the transmission of the screen control instruction, the live video stream is specifically transmitted by adopting WIFI (wireless fidelity) communication, and the low-delay communication channel can be only used for the transmission of the subsequent screen control instruction. That is, when the client establishes the low-latency communication connection with the live broadcast end, the method further includes: WIFI communication connection is established between the client side and the live broadcast side, and communication connection channels corresponding to the WIFI communication and the low-delay communication are mutually independent so as to independently send corresponding data information and cannot generate mutual interference.
S53: and sending and displaying the game live interface on the client through low-delay communication so that the client receives a screen control instruction input by a user on the game live interface.
Furthermore, after the live broadcast end establishes low-delay communication connection with the client, the game live broadcast interface can be sent and displayed on the screen of the client through the low-delay communication channel, so that the client can receive the screen control instruction input by the user on the game live broadcast interface displayed on the screen of the client.
S54: and receiving a screen control instruction sent by the client through low-delay communication so as to update the game live broadcast interface based on the screen control instruction.
And further, the live broadcast end receives a screen control instruction sent by the client end through low-delay communication, so that the game live broadcast interface can be updated based on the screen control instruction.
S55: and distributing the updated game live interface to a live audience.
S55 is the same as S44 in fig. 1, and please refer to S44 and the related text description, which are not repeated herein.
Referring to fig. 8, fig. 8 is a flowchart illustrating a game interaction method in a live broadcast room according to a sixth embodiment of the present application. The live broadcast room game interaction method of the present embodiment is a flowchart of a detailed embodiment of the live broadcast room game interaction method in fig. 5, and includes the following steps:
s61: and the live broadcast end runs a game live broadcast interface.
S61 is the same as S41 in fig. 5, and please refer to S41 and the related text description, which are not repeated herein.
S62: and acquiring the identification name corresponding to each client to establish a game interaction list.
In this embodiment, the number of the clients is multiple, that is, there are multiple spectator terminals participating in the game interaction, that is, the live terminal needs to distribute the game live interface running on the live terminal to multiple clients. In order to distinguish from other audience terminals which do not participate in game interaction and facilitate synchronous distribution of the live broadcast interface of the game on the live broadcast terminal, the live broadcast terminal can also obtain the identification name corresponding to each client terminal so as to establish a game interaction list on the live broadcast interface according to the identification name of each client terminal.
S63: and sending and displaying the game live interface on the client corresponding to each identification name in the game interaction list, so that each client receives a screen control instruction input by each user on the game live interface.
It can be understood that each identification name included in the game interaction list correspondingly established by the live broadcast end uniquely corresponds to a client participating in game interaction, so that the live broadcast end can send a game live broadcast interface synchronous group operated by the live broadcast end to each client in the game interaction list based on the game interaction list, so that when each client receives the game live broadcast interface, the game live broadcast interface can be displayed on a screen of each client, and the game live broadcast interface displayed on the screen of each client receives a screen control instruction correspondingly input by each user.
S64: and receiving a screen control instruction sent by the client through low-delay communication so as to update the game live broadcast interface based on the screen control instruction.
S65: and distributing the updated game live interface to a live audience.
S64 and S65 are the same as S43 and S44 in fig. 1, respectively, and please refer to S43 and S44 and the related text description thereof, which are not repeated herein.
Further, in an embodiment, the step S63 may specifically include: and sending and displaying the game live interface to the client corresponding to each identification name in the game interaction list, and respectively sending different control authority instructions to each client according to a preset rule, so that each client receives the screen control instruction input by each user on the game live interface based on the corresponding control authority instruction.
It can be understood that, in a scene, when the number of the clients is multiple, that is, multiple clients participate in game interaction running on the live broadcast end, it can be known that a game live broadcast interface running on the live broadcast end is correspondingly pulled and displayed on a screen of each client, so that screen control instructions can be respectively input through the same game live broadcast interface, and in order to avoid that multiple clients synchronously operate, conflicts between the control instructions and the control priorities are caused, control permissions of multiple clients need to be managed.
Specifically, the live broadcast end sends and displays a game live broadcast interface to the client corresponding to each identification name in the game interaction list, so that different control authority instructions can be respectively and correspondingly sent to each client according to preset rules, and each client can receive a screen control instruction input by each user on the game live broadcast interface based on the control authority instruction received by each client.
In an optional embodiment, the control authority instruction received by each client corresponds to different control areas in the game live interface respectively. It can be understood that each client can only input an effective screen control instruction to the corresponding area on the game live interface with the control authority, and input an on-screen control instruction to other areas without the control authority, and the effective screen control instruction is determined to be an invalid control instruction and cannot be sent to the live interface, so that the control priority conflict caused when a plurality of clients synchronously send the screen control instruction to the same game live interface can be avoided by correspondingly dividing the plurality of clients into the control authorities with different control areas.
In an alternative embodiment, the control authority command received by each client corresponds to different control periods respectively. It can be understood that each client can only send the screen control command to the live broadcast end in the control time period with the control authority, and cannot correspondingly generate the screen control command in other time periods or send the effective screen control command to the live broadcast end. For example, the control permission instructions that the live broadcast end synchronously sends to the multiple clients correspondingly may correspond to control permission instructions that each client may respectively perform any reasonable control duration of 30 minutes or 25 minutes and the like in a certain sequence with the sending time as the starting time, until one round is finished, any reasonable control duration of 30 minutes or 25 minutes and the like is reallocated, and each client can only send the screen control instruction within the allocated control duration.
In an alternative embodiment, the control authority commands received by each client correspond to different control sequences respectively. It can be understood that the control permission instructions synchronously sent to the multiple clients at the live broadcast end correspondingly can be screen control instructions sent to the live broadcast end by the multiple clients according to a set sequence, that is, after one of the clients confirms that the screen control instruction is sent, the next client is allowed to generate and send an effective screen control instruction.
Referring to fig. 9, fig. 9 is a schematic diagram of a framework of an embodiment of a client according to the present application. The client 71 includes: the acquisition module 711 is configured to receive and display a live game interface sent by a live broadcast terminal, and receive a screen control instruction input by a user on the live game interface; and the processing module 712 is configured to send the screen control instruction to the live broadcasting end, so that the live broadcasting end updates the game live broadcasting interface based on the screen control instruction and distributes the updated game live broadcasting interface to the live broadcasting audience.
According to the scheme, after the client 71 receives and displays a game live broadcast interface sent by a live broadcast end, a screen control instruction input by a user can be received in the game live broadcast interface so as to send the screen control instruction to the live broadcast end, so that the live broadcast end updates the game live broadcast interface based on the screen control instruction and distributes the updated game live broadcast interface to a live broadcast audience end, wherein the client 71 and the live broadcast end respectively correspond to a live broadcast audience participating in game interaction and a game main broadcast, and the game main broadcast can directly perform game interaction with the live broadcast audience; the game only needs to be run at the main player end, and the additional increase of server cost, broadband cost and game copyright fee caused by the participation of audiences in game interaction is not needed; for users participating in game interaction in live audiences, application programs of the interactive game do not need to be downloaded and operated, so that the participation threshold of the live audiences is low; the game machine brings great convenience to small game manufacturers for popularizing games and improving the game interaction experience of a live broadcast room.
Further, in some embodiments, the client 71 further comprises a communication module (not shown) for establishing a low-latency communication connection with the live end. The processing module 712 may be specifically configured to send the screen control command to the live end through low-latency communication.
In some embodiments, the number of clients 71 is plural; the processing module 712 of each client 71 may be specifically configured to send the corresponding identification name to the live broadcast end, so that the live broadcast end establishes a game interaction list according to each identification name; the obtaining module 711 of each client 71 may be specifically configured to receive and display a game live interface sent by the live broadcast end based on each identification name in the game interaction list.
Further, the obtaining module 711 of each client 71 may be further configured to: each client 71 receives different control authority instructions sent by the live broadcast end according to preset rules respectively, and receives a screen control instruction input by each user on the game live broadcast interface based on the control authority instruction corresponding to the client.
In one embodiment, the control authority command received by each client 71 corresponds to a different control area in the game live interface.
In one embodiment, the control authority commands received by each client 71 correspond to different control periods or control sequences, respectively.
In some embodiments, the processing module 712 may be specifically configured to: and sending the screen control instruction to a live broadcast end so that the live broadcast end performs coordinate conversion on the screen control instruction, updating a game live broadcast interface based on the screen control instruction after the coordinate conversion, and distributing the updated game live broadcast interface to a live broadcast audience.
Referring to fig. 10, fig. 10 is a schematic diagram of a frame of an embodiment of the present application. This live broadcast end 81 includes: the game live broadcast operation module 811 is used for operating a game live broadcast interface; the processing module 812 is configured to send and display the game live interface on the client, so that the client receives a screen control instruction input by a user on the game live interface, and receives the screen control instruction sent by the client, so as to update the game live interface based on the screen control instruction; and the recommending module 813 is used for distributing the updated game live interface to a live audience.
Further, in some embodiments, the live broadcast end 81 further includes a communication module (not shown) configured to send a game interaction request to the client to establish a low-latency communication connection with the client when receiving an approval feedback signal sent by the client; or receiving a game interaction request sent by the client, and establishing low-delay communication connection with the client. The processing module 812 may be specifically configured to send and display the game live interface on the client through low-latency communication, so that the client receives a screen control instruction input by a user on the game live interface.
In some embodiments, the number of the live broadcast ends 81 is multiple, and the processing module 812 may be specifically configured to: and acquiring the identification name corresponding to each client to establish a game interaction list, and sending and displaying the game live broadcast interface to the client corresponding to each identification name in the game interaction list, so that each client receives the screen control instruction input by each user at the game live broadcast interface.
Further, the processing module 812 may be further specifically configured to: and sending and displaying the game live interface to the client corresponding to each identification name in the game interaction list, and respectively sending different control authority instructions to each client according to a preset rule, so that each client receives the screen control instruction input by each user on the game live interface based on the control authority instruction corresponding to the client.
In an embodiment, the control authority instruction corresponding to each client corresponds to different control areas in the game live interface respectively.
In an embodiment, the control authority command corresponding to each client corresponds to different control periods or control sequences respectively.
In some embodiments, the processing module 812 may be specifically configured to: and receiving a screen control instruction sent by the client, and carrying out coordinate conversion on the screen control instruction so as to update the game live broadcast interface based on the screen control instruction after the coordinate conversion.
Further, in some embodiments, the live broadcast terminal 81 further includes an obtaining module (not shown) configured to obtain a video image captured by a camera, so as to combine the video image and the updated game live broadcast interface into a live video image. The recommendation module 813 may be specifically configured to distribute live video images to live viewers.
Referring to fig. 11, fig. 11 is a schematic frame diagram of an electronic device according to an embodiment of the present application. The electronic device 91 comprises a memory 911 and a processor 912, which are coupled to each other, and the processor 912 is configured to execute program data stored in the memory 911 to implement the steps of any one of the embodiments of the live-room game interaction method described above. In one particular implementation scenario, the electronic device 91 may include, but is not limited to: microcomputer, server.
In particular, the processor 912 is configured to control itself and the memory 911 to implement the steps of any of the above-described information recommendation method embodiments. Processor 912 may also be referred to as a CPU (Central Processing Unit). The processor 912 may be an integrated circuit chip having signal processing capabilities. The Processor 912 may also be a general purpose Processor, a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, discrete Gate or transistor logic, discrete hardware components. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. Additionally, the processor 912 may be implemented collectively by an integrated circuit chip.
Referring to fig. 8, fig. 8 is a block diagram illustrating an embodiment of a computer-readable storage medium according to the present application. The computer readable storage medium 101 stores program data 1011 capable of being executed by a processor, the program data 1011 being used to implement the steps of any of the live-room game interaction method embodiments described above.
In the several embodiments provided in the present application, it should be understood that the disclosed method and apparatus may be implemented in other manners. For example, the above-described apparatus embodiments are merely illustrative, and for example, a division of a module or a unit is merely one type of logical division, and an actual implementation may have another division, for example, a unit or a component may be combined or integrated with another system, or some features may be omitted, or not implemented. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some interfaces, and may be in an electrical, mechanical or other form.
Units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on network elements. Some or all of the units can be selected according to actual needs to achieve the purpose of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application may be substantially implemented or contributed to by the prior art, or all or part of the technical solution may be embodied in a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, a network device, or the like) or a processor (processor) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.

Claims (15)

1. A live room game interaction method is characterized by comprising the following steps:
the client receives and displays a game live broadcast interface sent by a live broadcast end;
receiving a screen control instruction input by a user at the game live broadcast interface;
sending the screen control instruction to the live broadcasting end so that the live broadcasting end updates the game live broadcasting interface based on the screen control instruction and distributes the updated game live broadcasting interface to a live broadcasting audience end; wherein the live viewer includes the client.
2. The live-room game interaction method of claim 1, wherein before the client receives and displays the game live interface sent by the live-room, the method further comprises:
the client establishes low-delay communication connection with the live broadcast terminal;
the sending the screen control instruction to the live broadcast terminal includes:
and sending the screen control instruction to the live broadcast terminal through the low-delay communication.
3. The live broadcast room game interaction method of claim 1, wherein the number of the clients is multiple, and before the clients receive and display a game live broadcast interface sent by a live broadcast terminal, the method further comprises:
each client sends the corresponding identification name to the live broadcast end so that the live broadcast end can establish a game interaction list according to each identification name;
the client receives and displays a game live broadcast interface sent by a live broadcast end, and the game live broadcast interface comprises:
and each client receives and displays the game live broadcast interface sent by the live broadcast terminal based on each identification name in the game interaction list.
4. The live-room game interaction method of claim 3, wherein the receiving of the user-input screen control command at the game live interface comprises:
each client receives different control authority instructions sent by the live broadcast end according to preset rules;
and each client receives the screen control instruction input by each user on the game live broadcast interface based on the control authority instruction corresponding to the client.
5. The live room game interaction method of claim 4,
the control authority instruction received by each client corresponds to different control areas in the game live broadcast interface respectively.
6. The live room game interaction method of claim 4,
the control authority instruction received by each client corresponds to different control time periods or control sequences respectively.
7. The live room game interaction method of claim 1, wherein the sending the screen control instruction to the live terminal so that the live terminal updates the game live interface based on the screen control instruction and distributes the updated game live interface to live viewers comprises:
and sending the screen control instruction to the live broadcast end to enable the live broadcast end to perform coordinate conversion on the screen control instruction, update the game live broadcast interface based on the screen control instruction after coordinate conversion, and distribute the updated game live broadcast interface to the live broadcast audience end.
8. A live room game interaction method is characterized by comprising the following steps:
the live broadcast end runs a game live broadcast interface;
sending and displaying the game live interface on a client side so that the client side receives a screen control instruction input by a user on the game live interface;
receiving the screen control instruction sent by the client to update the game live broadcast interface based on the screen control instruction;
distributing the updated game live broadcast interface to a live broadcast audience; wherein the live viewer includes the client.
9. The live broadcast-room game interaction method of claim 8, wherein after the live broadcast end runs a game live broadcast interface, the game live broadcast interface is sent and displayed to the client, so that before the game live broadcast interface receives a screen control instruction input by a user, the method further comprises:
sending a game interaction request to the client to establish low-delay communication connection with the client when receiving a feedback agreement signal sent by the client;
or, receiving the game interaction request sent by the client, and establishing the low-delay communication connection with the client;
the sending and displaying of the game live interface on the client side so that the client side receives the screen control instruction input by the user on the game live interface comprises the following steps:
and sending and displaying the game live interface on the client through the low-delay communication, so that the client receives the screen control instruction input by the user on the game live interface.
10. The live broadcast-room game interaction method of claim 8, wherein the number of the clients is multiple, and after the live broadcast client runs a game live broadcast interface, the live broadcast interface is sent and displayed on the client, so that before the game live broadcast interface receives a screen control instruction input by a user, the method further comprises:
acquiring an identification name corresponding to each client to establish a game interaction list;
the sending and displaying of the game live interface on the client so as to enable the client to perform a first screen control operation on the game live interface comprises:
and sending and displaying the game live broadcast interface on the client corresponding to each identification name in the game interaction list, so that each client receives the screen control instruction input by each user on the game live broadcast interface.
11. The method of claim 10, wherein the sending and displaying the game live interface to the client corresponding to each id name in the game interaction list, so that each client receives the screen control command input by each user at the game live interface respectively, comprises:
and sending and displaying the game live broadcast interface to the client corresponding to each identification name in the game interaction list, and respectively sending different control authority instructions to each client according to a preset rule, so that each client receives the screen control instruction input by each user on the game live broadcast interface based on the control authority instruction corresponding to the client.
12. An intelligent terminal, comprising:
the system comprises an acquisition module, a display module and a display module, wherein the acquisition module is used for receiving and displaying a game live broadcast interface sent by a live broadcast end and receiving a screen control instruction input by a user on the game live broadcast interface;
and the processing module is used for sending the screen control instruction to a live broadcasting end so that the live broadcasting end updates the game live broadcasting interface based on the screen control instruction and distributes the updated game live broadcasting interface to a live broadcasting audience.
13. An intelligent terminal, comprising:
the game live broadcast operation module is used for operating a game live broadcast interface;
the processing module is used for sending and displaying the game live interface on a client so that the client receives a screen control instruction input by a user on the game live interface and receives the screen control instruction sent by the client so as to update the game live interface based on the screen control instruction;
and the recommendation module is used for distributing the updated game live broadcast interface to a live broadcast audience.
14. An electronic device comprising a memory and a processor coupled to each other, the processor being configured to execute program instructions stored in the memory to implement the live-room game interaction method of any one of claims 1-7 or 8-11.
15. A computer readable storage medium having stored thereon program instructions, which when executed by a processor, implement the live-room game interaction method of any of claims 1-7 or 8-11.
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