WO2018201855A1 - 一种组队游戏的方法和装置 - Google Patents
一种组队游戏的方法和装置 Download PDFInfo
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- WO2018201855A1 WO2018201855A1 PCT/CN2018/082362 CN2018082362W WO2018201855A1 WO 2018201855 A1 WO2018201855 A1 WO 2018201855A1 CN 2018082362 W CN2018082362 W CN 2018082362W WO 2018201855 A1 WO2018201855 A1 WO 2018201855A1
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- Prior art keywords
- game
- team
- viewing user
- named pipe
- target viewing
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/86—Watching games played by other players
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L65/00—Network arrangements, protocols or services for supporting real-time applications in data packet communication
- H04L65/60—Network streaming of media packets
- H04L65/61—Network streaming of media packets for supporting one-way streaming services, e.g. Internet radio
- H04L65/611—Network streaming of media packets for supporting one-way streaming services, e.g. Internet radio for multicast or broadcast
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/47—End-user applications
- H04N21/478—Supplemental services, e.g. displaying phone caller identification, shopping application
- H04N21/4781—Games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5566—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/57—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
- A63F2300/577—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for watching a game played by other players
Definitions
- the present invention relates to the field of computers, and in particular, to a method and apparatus for teaming a game.
- the embodiment of the invention provides a method and a device for team playing games, which are used to realize the technical effect of watching a user to play a game with the anchor user during the process of watching the live broadcast of the game.
- the present invention provides a method of teaming a game, comprising:
- the anchor device Receiving, during the live broadcast of the game by the anchor device, the team application information sent by the webcast server indicating a target viewing user request and the anchor user team game; the anchor device running the game process of the game and the live broadcast a live broadcast process, where the team application information is sent by the target viewing user to the webcast server through a viewing device that receives the live broadcast;
- a game team including the anchor user and the target viewing user is established in the game progress based on the first game character identification.
- the method before sending the first game character identity to the game process by using a named pipe between the live process and the game process, the method further includes:
- the method before sending the first game character identity to the game process by using a named pipe between the live process and the game process, the method further includes:
- a preset program for loading the client of the named pipe is injected into the game process, including:
- the preset program is loaded in the game process according to the disk path.
- the game team including the anchor user and the target viewing user is established in the game process based on the first game character identity, including:
- the game team is constructed by executing the function for establishing a game team set.
- the present invention provides an apparatus for teaming a game, comprising:
- a first receiving module configured to receive, during a live broadcast of the game by the anchor device, a group application information sent by the webcast server indicating a target viewing user request and an anchor user team game; the anchor device running the game a game process and the live broadcast process of the live broadcast, where the team application information is sent by the target viewing user to the webcast server through a viewing device that receives the live broadcast;
- an obtaining module configured to acquire, according to the team application information, a first game character identity identifier by which the target viewing user participates in the game in the live broadcast process;
- a sending module configured to send the first game character identity to the game process by using a named pipe between the live process and the game process;
- a establishing module configured to establish a game team including the anchor user and the target viewing user in the game process based on the first game character identity.
- the device further includes:
- a determining module configured to determine, based on the first game character identity, before sending the first game character identity to the game process through a named pipe between the live process and the game process Whether the target viewing user satisfies a first preset condition that is included in the same game team as the anchor user;
- a generating module configured to generate, in the game process, the target viewing user to satisfy the first preset condition by using the named pipe when the target viewing user does not satisfy the first preset condition First request;
- a second receiving module configured to obtain a pass response of the first request of the live broadcast process received by the game process by using the named pipe; wherein, if the pass response is obtained, indicating the target viewing user The first preset condition is satisfied.
- the device further includes a building module, configured to send the first game character identity to the game process before the game process by using a named pipe between the live process and the game process a server that creates the named pipe in the live broadcast process; injects a preset program for loading the client of the named pipe in the game process; and runs the preset program to load the game process
- the client, the client will connect to the server, and complete the construction of the named pipe.
- the building module is configured to provide a path of the preset program to the game process; and load the preset program in the game process according to the disk path.
- the establishing module is configured to invoke a function for establishing a game team in the game process by using the named pipe; and input the first game character identity into the set for establishing a game team a function; executing the function for establishing a game team set to construct the game team.
- the host device when the host device performs the live broadcast of the game, receiving the group application information sent by the webcast server indicating that the target viewing user request and the anchor user team game are played;
- the game progress process of the game and the live broadcast process of the live broadcast the team application information is sent by the target viewing user to the webcast server by receiving the live view device; based on the team application information, Obtaining, by the live broadcast process, the first game character identity by which the target viewing user participates in the game; sending the first game character identity by using a named pipe between the live process and the game process Going to the game process; establishing a game team including the anchor user and the target viewing user in the game progress based on the first game character identity.
- the first game character side identifier of the target viewing user is obtained, and the live process is directly related to the game process.
- Named pipe sends the first game character identity to the game process, thereby creating the game team based on the first game character identity in the game process, so that during the live game, the The anchor user and the target viewing user can participate in the game in the same game team. This solves the technical problem that the viewing user cannot play the game directly with the anchor during the viewing process. For the viewing user, by sending the team application information in the webcast, it is possible to play the game with the anchor while watching the live broadcast.
- Figure 1 is a schematic diagram of a possible network architecture
- FIG. 2 is a flow chart of a method for teaming a game in an embodiment of the present invention
- FIG. 3 is a schematic diagram of a live process and a game process in an embodiment of the present invention.
- FIG. 4 is a schematic diagram of an apparatus for teaming a game in an embodiment of the present invention.
- the embodiment of the invention provides a method and a device for team playing games, which are used to realize the technical effect of watching a user to play a game with the anchor user during the process of watching the live broadcast of the game.
- the game team is created based on the first game character identification in the game process, so that the anchor user and the target viewing user can participate in the game in the same game team during the live game. .
- FIG. 1 is a schematic diagram of a possible network architecture.
- the anchor plays the image and audio collection by the anchor device, and the collected image and audio are sent by the anchor device to the webcast server.
- the webcast server parses and processes the image and audio, it sends the image and audio to all the viewer devices.
- the webcast is specifically a live game, that is, the image and audio include at least the image and audio of the game, and may further include an image and audio of the anchor. Both the webcast process and the game's progress run on the anchor device.
- Each viewing user watches the game live on their own viewing device. Moreover, each viewing user can send a viewing information such as a barrage, a comment or a gift through his own viewing device.
- a first aspect of the present invention provides a method for teaming a game.
- FIG. 2 a flowchart of a method for teaming a game in an embodiment of the present invention is provided. The method includes:
- S101 Receive, when the host device performs live game play, receive the team application information sent by the webcast server indicating that the target viewing user request and the anchor user team game are generated;
- S102 Acquire, according to the team application information, a first game character identity identifier by which the target viewing user participates in the game in the live broadcast process;
- S103 Send the first game character identity to the game process by using a named pipe between the live process and the game process;
- S104 Establish a game team including the anchor user and the target viewing user in the game process based on the first game character identity.
- the corresponding process runs in the anchor device.
- the anchor device can further access a game server different from the webcast server.
- the anchor device needs to broadcast the game, so the anchor device also runs a live broadcast process.
- the anchor device can receive the team application information sent by the webcast server indicating the target viewing user request and the anchor user team game.
- the target viewing user is a viewing user who watches the live game.
- the target viewing user generates the team application information on the viewing device, and the viewing device sends the team application information to the webcast server, and then the network live server forwards the team application information to the anchor device.
- the team application information may be sent through a barrage, a comment, or a gift, and the present invention is not specifically limited.
- the conditions for becoming the target viewing user may be set in advance.
- a target viewing user capable of playing a game with an anchor user may be set by a webcast server.
- the anchor user may also set a second preset condition that is the target viewing user.
- the second preset condition for example, the user level reaches a preset level, or the duration of staying in the live broadcast reaches a preset duration, or The number of times you enter the live broadcast reaches the preset number of times, and so on.
- the live end device can filter out the target viewing user in the live broadcast process.
- the anchor device obtains the first game character identity of the target viewing user in the live broadcast process based on the team application information.
- the first game character identity is an identity that the target user participates in in the game, such as an ID, a nickname, or an account.
- the anchor user in the embodiment of the present invention is playing a live game, so the anchor user also participates in the game by virtue of his own identity in the game.
- the game user identity of the anchor user is referred to as “the second game character identity. ".
- Named Pipes is an interprocess communication mechanism that supports reliable, one-way or two-way data communication between different processes on the same computer or between different processes across different computers on a network. It shields the underlying network protocol details.
- the embodiment of the present invention constructs a named pipe in the live process and the game process.
- the first game character identity in the live process is sent to the live process through the named pipe. Game process.
- the game process already has the second game character identity of the anchor user. Then, in S104, a game team is established in the game based on the first game character identity, and both the first game character identity and the second game character identity are added to the game team, thereby enabling the target viewing user to interact with the anchor user. Play together in the same game team.
- the game team is created based on the first game character identification in the process, so that during the live game, the anchor user and the target viewing user can participate in the game in the same game team. This solves the technical problem that the viewing user cannot play the game directly with the anchor during the viewing process.
- the viewing user by sending the team application information in the webcast, it is possible to play the game with the anchor while watching the live broadcast.
- the viewing user may generate the team application information by sending a barrage or a comment of the preset content, and then the host device receiving the team application information includes: receiving a plurality of barrages sent by the viewing user. Or commenting; determining whether the content of each of the barrage or the comment meets the preset content; if the content of the barrage or the comment conforms to the preset content, determining the barrage or the The review requests information for the team and determines that the viewing user who sent the barrage or the comment is the target viewing user.
- the preset content can be set by default, or can be set by the anchor user.
- the preset content is, for example, "team application @" or “open black together", etc., and the present invention is not specifically limited.
- the anchor device reads each barrage or comment from the anchor process, and verifies whether the content of the barrage or comment is consistent with the preset content one by one. For example, if the content of the barrage or comment is “team application @”, then the barrage or comment is determined to be the team application information, and the barrage or the barrage is sent.
- the viewing user of the review views the user as the target; if the content of the barrage or comment is not "team application@", it is determined that the barrage or comment does not request information for the team.
- the viewing user may send the group application information to the anchor user by purchasing the preset gift, and then the host device receiving the team application information includes: receiving the virtual gift presented by the viewing user; Whether the virtual gift is the preset gift; if the virtual gift is the preset gift, determining to receive the team application information, and determining that the viewing user who presents the preset gift is viewed by the target user.
- the virtual gift may be set by default by the webcast server, or may be set by the anchor user, and the invention does not specifically limit it.
- the anchor device determines that the virtual gift received in the live broadcast process is a preset gift, and then determines to receive the team application information.
- the content of the barrage or the comment is a preset.
- the content, or determining whether the virtual gift is a preset gift also needs to determine whether the viewing user satisfies the second preset condition. If the viewing user satisfies the second preset condition, and the content of the barrage or the comment meets the preset content, or the virtual gift is the preset gift at the same time, it is determined that the team application information is received, and the viewing user is the target viewing user.
- the viewing user does not satisfy the second preset condition, even if the content of the barrage or comment meets the preset content, or the virtual gift is a preset gift, it is not determined that the team application information is received, and the viewing user is not Target to view users.
- the anchor device acquires the viewing user corresponding to the team application information.
- the first live identity identifies the first game character identity.
- the target viewing user needs to submit the first game character identity in the webcast server, and the first game role identity The identity is tied to its first live identity.
- first game character identifications and game identification identifiers may be submitted to the webcast server, and each first game character is The identity is tied to the game identification and then tied to its first live identity.
- the viewing user submits the following information to the webcast server:
- the role name of the game is 3:201
- the above information indicates that the first live identity of the target viewing user is specifically UID 000.
- the viewing user participates in the game with the game name 1 by virtue of the first game character identification 101, and participates in the game with the game name 2 by the first game character identification 201.
- the game name 1 is bound to the character name 1 of the game
- the game name 2 is bound to the character name 2 of the game
- the UID is bound to the game name 1 of the game and the character name 1 of the game
- Game name 2 is bound to the character name 2 of the game.
- the anchor device after receiving the team application information, the anchor device obtains the first live identity of the target viewing user, and then obtains the first game character side identifier bound to the first live identity.
- the first live identity is bound to the plurality of first game character identifiers
- the first game character identity associated with the game identifier is obtained according to the game identifier of the currently live game.
- the team application information sent by the target viewing user with the UID of 000 is received during the live game 1
- the first game character identity 101 is acquired according to the UID 000 and the game name 1.
- first live identity and the first game role identity may be the same even if the first live identity and the first game role identity cannot be shared.
- plurality of first game character identifications may also be the same.
- the live process and the game process are all running on the anchor device, as shown in FIG. 3, which is a schematic diagram of the live process and the game process.
- FIG. 3 is a schematic diagram of the live process and the game process.
- a named pipe needs to be built between the two processes.
- the specific manner of constructing the named pipe is:
- the named pipe includes two ends.
- the embodiment of the present invention refers to the end of the live game process and sends the identity of the first game character as the “server”, and the end of the game process and the first game character identity is received. For the "client”.
- the live process calls the system function of the named pipe of the anchor device to create a named pipe, and the server that creates the named pipe is injected into the live process. Then, wait for the client to connect.
- the host device is specifically a PC running Windows.
- the live process calls the Windows API (Application Programming Interface) function to create a named pipe namedNamedPipe function to create a named pipe.
- the name of the named pipe can be customized to a unique name.
- the connection named pipe ConnectNamedPipe function to wait for the client connection.
- the anchor device When the anchor device is running other devices of other systems, such as a mobile phone running Android, the corresponding system function is called to create a named pipe, which will not be described here.
- the game program in the anchor device is a published program, and the client cannot be directly created. Therefore, the embodiment of the present invention injects a preset program into the game process, and the logic of the preset program is loading the client. end.
- the preset program is run during the game process, and the default program loads the client, thereby injecting the client of the named pipe into the game process. Then, the client connects to the server in the live process according to the name of the named pipe, thereby completing the construction of the named pipe between the live process and the game process.
- injecting a preset program into the game process is implemented by the following process:
- the preset program is loaded in the game process according to the disk path.
- injecting a preset program into the game process is accomplished by the following process:
- the anchor device is a PC of Windows system.
- the live process allocates preset memory in the memory space of the game process through the VirtualAllocEx function in the Windows API function.
- the role of the VirtualAllocEx function is to reserve or commit the memory area in the virtual space of the specified process.
- the disk path of the preset program is written to the preset memory through the WriteProcessMemory function in the Windows API function.
- the function of the WriteProcessMemory function is to write to the memory area of a certain process.
- the live process calls the Create Remote Thread CreateRemoteThread function in the Windows API function to create a remote thread in the game process.
- a remote thread represents a thread created by one thread in another thread.
- the logic executed by the remote thread in the embodiment of the present invention loads the disk path written into the preset memory by calling the LoadLibrary function, and loads the preset program in the game process according to the disk path, thereby injecting the preset program into the game process.
- the LoadLibrary function is used to load the specified dynamic link library and map it to the address space used by the current process.
- the preset program is injected into the game process. Then the default program is run during the game process, thereby loading the client in the game process, and then injecting the client into the game process.
- the client is injected indirectly in the game process, thereby providing a possibility for the viewing user and the anchor user to play the game.
- the loaded client further needs to connect to the server to be able to interact with the live process. Specifically, after the client is loaded, according to the name of the named pipe known by the preset program, the server is searched for and connected to the named pipe in the system, and after the server is connected, the server client is notified that the connection has been completed. Thereby the live broadcast process sends information to the game process as needed.
- the anchor device is a PC of Windows system.
- the loaded client calls the CreateData function to connect to the named pipe, and calls the wait named pipe, WaitNamedPipe function to monitor and wait for the server's response.
- the client After connecting to the server according to the name of the named pipe, the client calls the write data WriteFile function to write data to the server pipeline indicating that the client has completed the connection. Then, the read data ReadFile function is called to read the first game character identity received in the named pipe.
- the server waits for the client connection of the named pipe through the ConnectNamedPipe function, and calls ReadFile to read the data sent by the client indicating that the client has completed the connection, and then determines that the named pipe is completed. Then, the server side calls the WriteFile function to write all the first game character identifiers acquired by S102 into the named pipe.
- S104 is implemented by the following process:
- all game functions can be pre-fetched and a mapping relationship between each game function and function can be established. Then, the live broadcast process receives the team application information, and can determine the game function required to establish the game team according to the mapping relationship, thereby calling and executing the function for establishing the game team in the game process through the named pipe.
- the game program in the anchor device is a published program, and it is inconvenient to acquire the game function.
- game functions exist as a specific address in the game process, so in another embodiment, the game function is invoked by calling assembly language using disassembly.
- the embodiment of the present invention finds a function for establishing a game team through a dynamic debugging tool such as WinDbg, and determines parameters to be passed in the game function.
- Windbg is a user-mode and kernel-mode debugging tool for the Windows platform. It is a lightweight debugging tool compared to Visual Studio. For example, the function used to build the game team is determined and invoked by inline assembly code as follows.
- the content in the above asm ⁇ is the assembly code embedded in the code of the live application.
- the values of the three parameters RoleNam and RoleThis and InviteFriends are memory addresses, and the three memory addresses are specifically found by WinDbg dynamic debugging analysis. Then pass the address of the team object that has been instantiated through the ecx register bit in the CPU register. Finally, the function for building the game team is called by the assembly instruction call.
- the first game character identity is passed to the function for establishing the game team, and then the function for establishing the game team is executed.
- a game team including a first game character identity and a second game character identity is constructed.
- the currently broadcasted game may require the first preset condition to be met between the users to play the game together in the same game team.
- the first preset condition is, for example, a friend relationship or a mutual authorization trust relationship, and the present invention is not specifically limited. Therefore, before S103, it may further include:
- the first preset condition as a friend relationship as an example.
- First based on the first game character identity, it is determined whether there is a friend relationship between the first game character identity and the second game character identity.
- a function for judging a friend relationship is determined by disassembly, and then the first game character identity is transmitted to the game process through a named pipe, and the specific incoming A function of determining a friend relationship, thereby causing the game process to determine whether the target viewing user and the anchor user are friends by the first game character identity and the existing second game character identity.
- the client returns the result of the function of the friend relationship to the live broadcast process through the client of the named pipe.
- the returned result indicates that the target viewing user and the anchor user are not in a friend relationship, performing "generating, in the game process by the named pipe, the first one for the target viewing user to satisfy the first preset condition Request", conversely, if the returned result indicates that the target viewing user and the anchor user are already in a friend relationship, then "the generation of the target viewing user in the game process by the named pipe is not performed to satisfy the first The first request for a preset condition.”
- the viewing user having a friend relationship with the anchor user is recorded in the live broadcast process, and then it is determined whether the target viewing user has a friend relationship with the anchor user by determining whether the target viewing user is recorded. If the target viewing user is recorded in the viewing user having a friend relationship with the anchor user, then "the generation of the target viewing user in the game process by the named pipe is not performed to satisfy the first preset condition. The first request"; conversely, if the target viewing user is not recorded in the viewing user having a friend relationship with the anchor user, then performing "generating the target viewing user in the game process through the named pipe A first request that satisfies the first preset condition.”
- the live broadcast process when the target viewing user does not satisfy the first preset condition, that is, the anchor user does not have a friend relationship, the live broadcast process generates a first in the game process for the target viewing user to satisfy the first preset condition through the named pipe. request.
- a friend request for adding a target viewing user as a friend is generated in a game process by using a named pipe.
- the address of the function of adding a friend in the game process is determined by disassembly, and then the live broadcast process calls a function of adding a friend in the address, thereby adding the target viewing user as a friend. For example, by the following code
- the live process calls the add friend function in the game process, and passes the first game character identity into the add friend function. Further, adding a friend function to run, generating a friend request to add a target viewing user as a friend, and sending the friend request to the anchor device of the target viewing user.
- the target viewing user will receive a friend request on the viewing device. If the target viewing user establishes a friend relationship with the anchor user, the operation requested by the friend is performed.
- the watch device generates and sends a response to the game process in the anchor device.
- the client of the named pipe gets the pass response and writes the response through the named pipe.
- the live process receives the response through the named pipe.
- the live broadcast process if the live broadcast process receives the response after sending the first request, it may be determined that the target viewing user establishes a friend relationship with the anchor user. On the other hand, if the live broadcast process does not receive the response after sending the first request, it can be determined that the target viewing user has not established a friend relationship with the anchor user.
- the live broadcast process may establish a target viewing user and the anchor user's game team as described above, so that the target viewing user Watching the game live while teaming up with the anchor user to play the game, improving the viewing user experience.
- the second aspect of the present invention further provides a device for teaming a game, as shown in FIG. 4, comprising:
- the first receiving module 101 is configured to receive, when the host device performs the live broadcast of the game, the group application information sent by the webcast server indicating that the target viewing user request and the anchor user team game are played; the anchor device runs the game The game process and the live broadcast process of the live broadcast, the team application information is sent by the target viewing user to the webcast server by receiving the live view device;
- the obtaining module 102 is configured to acquire, according to the team application information, a first game character identity identifier by which the target viewing user participates in the game in the live broadcast process;
- the sending module 103 is configured to send the first game character identity to the game process by using a named pipe between the live process and the game process;
- the establishing module 104 is configured to establish a game team including the anchor user and the target viewing user in the game process based on the first game character identity.
- the device for team playing in the embodiment of the present invention further includes:
- a determining module configured to determine, based on the first game character identity, before sending the first game character identity to the game process through a named pipe between the live process and the game process Whether the target viewing user satisfies a first preset condition that is included in the same game team as the anchor user;
- a generating module configured to generate, in the game process, the target viewing user to satisfy the first preset condition by using the named pipe when the target viewing user does not satisfy the first preset condition First request;
- a second receiving module configured to obtain a pass response of the first request of the live broadcast process received by the game process by using the named pipe; wherein, if the pass response is obtained, indicating the target viewing user The first preset condition is satisfied.
- the apparatus for teaming a game in the embodiment of the present invention further includes a building module, configured to send the first game character identity to the game through a named pipe between the live process and the game process Before the process, the server of the named pipe is created in the live process; a preset program for loading the client of the named pipe is injected in the game process; and the preset program is run to The client is loaded in the game process, and the client will connect to the server to complete the construction of the named pipe.
- the building module is configured to provide a disk path of the preset program to the game process; and load the preset program in the game process according to the disk path.
- the establishing module 104 is configured to invoke a function for establishing a game team in the game process by using the named pipe; and input the first game character identity into the function for establishing a game team set; A function for building a collection of game teams to construct the game team.
- the host device when the host device performs the live broadcast of the game, receiving the group application information sent by the webcast server indicating that the target viewing user request and the anchor user team game are played;
- the game progress process of the game and the live broadcast process of the live broadcast the team application information is sent by the target viewing user to the webcast server by receiving the live view device; based on the team application information, Obtaining, by the live broadcast process, the first game character identity by which the target viewing user participates in the game; sending the first game character identity by using a named pipe between the live process and the game process Going to the game process; establishing a game team including the anchor user and the target viewing user in the game progress based on the first game character identity.
- the first game character side identifier of the target viewing user is obtained, and the live process is directly related to the game process.
- Named pipe sends the first game character identity to the game process, thereby creating the game team based on the first game character identity in the game process, so that during the live game, the The anchor user and the target viewing user can participate in the game in the same game team. This solves the technical problem that the viewing user cannot play the game directly with the anchor during the viewing process. For the viewing user, by sending the team application information in the webcast, it is possible to play the game with the anchor while watching the live broadcast.
- embodiments of the present invention can be provided as a method, system, or computer program product. Accordingly, the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment, or a combination of software and hardware. Moreover, the invention can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) including computer usable program code.
- computer-usable storage media including but not limited to disk storage, CD-ROM, optical storage, etc.
- the computer program instructions can also be stored in a computer readable memory that can direct a computer or other programmable data processing device to operate in a particular manner, such that the instructions stored in the computer readable memory produce an article of manufacture comprising the instruction device.
- the apparatus implements the functions specified in one or more blocks of a flow or a flow and/or block diagram of the flowchart.
- These computer program instructions can also be loaded onto a computer or other programmable data processing device such that a series of operational steps are performed on a computer or other programmable device to produce computer-implemented processing for execution on a computer or other programmable device.
- the instructions provide steps for implementing the functions specified in one or more of the flow or in a block or blocks of a flow diagram.
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Abstract
一种组队游戏的方法和装置,该方法包括:在主播端设备进行游戏直播时,接收网络直播服务器发送的表示一目标观看用户请求与主播用户组队游戏的组队申请信息;基于组队申请信息,在直播进程中获取目标观看用户参与游戏所凭借的第一游戏角色身份标识;通过直播进程和游戏进程之间的命名管道,将第一游戏角色身份标识发送到游戏进程;基于第一游戏角色身份标识在游戏进程中建立包括主播用户和目标观看用户的游戏队伍。
Description
本发明涉及计算机领域,尤其涉及一种组队游戏的方法和装置。
随着网络直播的迅速发展,网络直播的内容也越来越丰富。例如,目前一种新的直播内容为游戏,许多喜爱游戏的观看用户可以观看主播用户的玩游戏过程,或者学习经验。然而,目前观看用户尚不能在观看过程中与直接与主播组队游戏。
发明内容
本发明实施例提供了一种组队游戏的方法和装置,用于实现观看用户在观看游戏直播的过程中与主播用户组队游戏的技术效果。
第一方面,本发明提供了一种组队游戏的方法,包括:
在主播端设备进行游戏直播时,接收网络直播服务器发送的表示一目标观看用户请求与主播用户组队游戏的组队申请信息;所述主播端设备运行所述游戏的游戏进程和所述直播的直播进程,所述组队申请信息由所述目标观看用户通过接收直播的观看端设备发送给所述网络直播服务器;
基于所述组队申请信息,在所述直播进程中获取所述目标观看用户参与所述游戏所凭借的第一游戏角色身份标识;
通过所述直播进程和所述游戏进程之间的命名管道,将所述第一游戏角色身份标识发送到所述游戏进程;
基于所述第一游戏角色身份标识在所述游戏进程中建立包括所述主播用户和所述目标观看用户的游戏队伍。
可选的,在通过所述直播进程和所述游戏进程之间的命名管道,将所述第一游戏角色身份标识发送到所述游戏进程之前,还包括:
基于所述第一游戏角色身份标识,判断所述目标观看用户是否满足与所述主播用户包含在同一个所述游戏队伍中的第一预设条件;
当所述目标观看用户不满足所述第一预设条件时,通过所述命名管道在所述游戏进程中生成用于使所述目标观看用户满足所述第一预设条件的第一请求;
通过所述命名管道获得所述游戏进程接收到的所述直播进程的所述第一请求的通过响应;其中,若获得所述通过响应,则表示所述目标观看用户满足了所述第一预设条件。
可选的,在通过所述直播进程和所述游戏进程之间的命名管道,将所述第 一游戏角色身份标识发送到所述游戏进程之前,还包括:
在所述直播进程中创建所述命名管道的服务端;
在所述游戏进程中注入用于加载所述命名管道的客户端的预设程序;
运行所述预设程序,以在所述游戏进程中加载所述客户端,所述客户端将连接所述服务端,完成构建所述命名管道。
可选的,在所述游戏进程中注入用于加载所述命名管道的客户端的预设程序,包括:
向所述游戏进程提供所述预设程序的磁盘路径;
按照所述磁盘路径在所述游戏进程中加载所述预设程序。
可选的,基于所述第一游戏角色身份标识在所述游戏进程中建立包括所述主播用户和所述目标观看用户的游戏队伍,包括:
通过所述命名管道在所述游戏进程中调用用于建立游戏队伍的函数;
将所述第一游戏角色身份标识传入所述用于建立游戏队伍集合的函数;
执行所述用于建立游戏队伍集合的函数,构建所述游戏队伍。
第二方面,本发明提供了一种组队游戏的装置,包括:
第一接收模块,用于在主播端设备进行游戏直播时,接收网络直播服务器发送的表示一目标观看用户请求与主播用户组队游戏的组队申请信息;所述主播端设备运行所述游戏的游戏进程和所述直播的直播进程,所述组队申请信息由所述目标观看用户通过接收直播的观看端设备发送给所述网络直播服务器;
获取模块,用于基于所述组队申请信息,在所述直播进程中获取所述目标观看用户参与所述游戏所凭借的第一游戏角色身份标识;
发送模块,用于通过所述直播进程和所述游戏进程之间的命名管道,将所述第一游戏角色身份标识发送到所述游戏进程;
建立模块,用于基于所述第一游戏角色身份标识在所述游戏进程中建立包括所述主播用户和所述目标观看用户的游戏队伍。
可选的,所述装置还包括:
判断模块,用于在通过所述直播进程和所述游戏进程之间的命名管道,将所述第一游戏角色身份标识发送到所述游戏进程之前,基于所述第一游戏角色身份标识,判断所述目标观看用户是否满足与所述主播用户包含在同一个所述游戏队伍中的第一预设条件;
生成模块,用于当所述目标观看用户不满足所述第一预设条件时,通过所述命名管道在所述游戏进程中生成用于使所述目标观看用户满足所述第一预设条件的第一请求;
第二接收模块,用于通过所述命名管道获得所述游戏进程接收到的所述直 播进程的所述第一请求的通过响应;其中,若获得所述通过响应,则表示所述目标观看用户满足了所述第一预设条件。
可选的,所述装置还包括构建模块,用于在通过所述直播进程和所述游戏进程之间的命名管道,将所述第一游戏角色身份标识发送到所述游戏进程之前,在所述直播进程中创建所述命名管道的服务端;在所述游戏进程中注入用于加载所述命名管道的客户端的预设程序;运行所述预设程序,以在所述游戏进程中加载所述客户端,所述客户端将连接所述服务端,完成构建所述命名管道。
可选的,所述构建模块用于向所述游戏进程提供所述预设程序的磁盘路径;按照所述磁盘路径在所述游戏进程中加载所述预设程序。
可选的,所述建立模块用于通过所述命名管道在所述游戏进程中调用用于建立游戏队伍的函数;将所述第一游戏角色身份标识传入所述用于建立游戏队伍集合的函数;执行所述用于建立游戏队伍集合的函数,构建所述游戏队伍。
本申请实施例中的上述一个或多个技术方案,至少具有如下一种或多种技术效果:
在本发明实施例的技术方案中,在主播端设备进行游戏直播时,接收网络直播服务器发送的表示一目标观看用户请求与主播用户组队游戏的组队申请信息;所述主播端设备运行所述游戏的游戏进程和所述直播的直播进程,所述组队申请信息由所述目标观看用户通过接收直播的观看端设备发送给所述网络直播服务器;基于所述组队申请信息,在所述直播进程中获取所述目标观看用户参与所述游戏所凭借的第一游戏角色身份标识;通过所述直播进程和所述游戏进程之间的命名管道,将所述第一游戏角色身份标识发送到所述游戏进程;基于所述第一游戏角色身份标识在所述游戏进程中建立包括所述主播用户和所述目标观看用户的游戏队伍。由此可见,在接收所述目标观看用户的所述组队申请信息时,获得所述目标观看用户的所述第一游戏角色身边标识,通过所述直播进程与所述游戏进程直接的所述命名管道将所述第一游戏角色身份标识发送到所述游戏进程中,进而在所述游戏进程中基于所述第一游戏角色身份标识创建所述游戏队伍,使得在直播游戏过程中,所述主播用户和所述目标观看用户能够在同一游戏队伍中参与游戏。由此解决了观看用户不能在观看过程中与直接与主播组队游戏的技术问题。对所述观看用户而言,通过在网络直播中发送所述组队申请信息,就可以在观看直播的同时与主播组队游戏。
为了更清楚地说明本发明实施例或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作一简单地介绍,显而易见地,下面描 述中的附图是本发明的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1为一种可能的网络架构示意图;
图2为本发明实施例中组队游戏的方法流程图;
图3为本发明实施例中直播进程和游戏进程示意图;
图4为本发明实施例中组队游戏的装置示意图。
本发明实施例提供了一种组队游戏的方法和装置,用于实现观看用户在观看游戏直播的过程中与主播用户组队游戏的技术效果。
为了解决上述技术问题,本发明提供的技术方案总体思路如下:
在接收目标观看用户的组队申请信息时,获得所述目标观看用户的第一游戏角色身边标识,通过直播进程与游戏进程直接的命名管道将所述第一游戏角色身份标识发送到所述游戏进程中,进而在所述游戏进程中基于所述第一游戏角色身份标识创建所述游戏队伍,使得在直播游戏过程中,所述主播用户和所述目标观看用户能够在同一游戏队伍中参与游戏。
下面通过附图以及具体实施例对本发明技术方案做详细的说明,应当理解本申请实施例以及实施例中的具体特征是对本申请技术方案的详细的说明,而不是对本申请技术方案的限定,在不冲突的情况下,本申请实施例以及实施例中的技术特征可以相互组合。
本文中术语“和/或”,仅仅是一种描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。另外,本文中字符“/”,一般表示前后关联对象是一种“或”的关系。
为了更加清楚地介绍本发明实施例中的组队游戏的方法,首先对本发明实施例所应用的网络架构进行介绍。请参考图1,为一种可能的网络架构示意图。如图1所示,在一次网络直播中,主播端设备可以有一个,观看端设备则可以有一个或多个,主播端设备和观看端设备均通过网络接入网络直播服务器。主播持主播端设备进行图像和音频采集,并由主播端设备将采集到的图像和音频发送至网络直播服务器。网络直播服务器对图像和音频进行解析和处理后,将图像和音频发送到所有观看端设备。
在本发明实施例中,网络直播具体为游戏直播,即图像和音频至少包括游戏的图像和音频,进一步还可以包括主播的图像和音频。网络直播的进程和游戏的进程均运行在主播端设备中。
每个观看用户在自己持有的观看端设备上观看游戏直播。并且,每个观看用户均可以通过自己的观看端设备发送弹幕、评论或礼物等观看信息。
本发明第一方面提供了一种组队游戏的方法,请参考图2,为本发明实施例中组队游戏的方法流程图。该方法包括:
S101:在主播端设备进行游戏直播时,接收网络直播服务器发送的表示一目标观看用户请求与主播用户组队游戏的组队申请信息;
S102:基于所述组队申请信息,在所述直播进程中获取所述目标观看用户参与所述游戏所凭借的第一游戏角色身份标识;
S103:通过所述直播进程和所述游戏进程之间的命名管道,将所述第一游戏角色身份标识发送到所述游戏进程;
S104:基于所述第一游戏角色身份标识在所述游戏进程中建立包括所述主播用户和所述目标观看用户的游戏队伍。
具体来讲,本发明实施例直播的游戏,对应的进程运行在主播端设备中。进一步,如果该游戏具体为网络游戏,则主播端设备进一步还可以接入不同于网络直播服务器的游戏服务器。另外,主播端设备要直播游戏,故而主播端设备也会运行有直播进程。
在主播端设备对游戏进行直播的任意时刻,主播端设备都可以接收网络直播服务器发送的表示目标观看用户请求与主播用户组队游戏的组队申请信息。具体来讲,目标观看用户为观看游戏直播的一名观看用户。目标观看用户在观看端设备上生成组队申请信息,由该观看端设备将组队申请信息发送给网络直播服务器,然后再由网络直播服务器将组队申请信息转发给主播端设备。
在具体实现过程中,组队申请信息可以通过弹幕、评论或者礼物等形式发送,本发明不做具体限制。
在具体实现过程中,为了避免参与游戏的观看用户过多,可以预先设置成为目标观看用户的条件。在一种实施方式中,可以由网络直播服务器设置能够与主播用户组队游戏的目标观看用户。或者在其他实施方式中,也可以由主播用户自行设置成为目标观看用户的第二预设条件,第二预设条件例如用户等级达到预设等级,或者在直播间停留时长达到预设时长、或者进入直播间的次数达到预设次数等等。那么,根据主播用户设置的第二预设条件,直播端设备在直播进程中可以过滤出目标观看用户。
接下来,在S102中,主播端设备基于组队申请信息,在直播进程中获取目标观看用户的第一游戏角色身份标识。第一游戏角色身份标识为目标用户参与游戏所凭借的身份标识,例如ID、昵称或账户等。另外,本发明实施例中的主播用户在进行游戏直播,故而主播用户也凭借自己在游戏中的身份标识参 与游戏,本发明实施例将主播用户的游戏身份标识称为“第二游戏角色身份标识”。
命名管道NamedPipes是一种进程间通信机制,可在同一台计算机的不同进程之间或在跨越一个网络的不同计算机的不同进程之间,支持可靠的、单向或双向的数据通信。它屏蔽了底层的网络协议细节。为了能够实现观看直播的观看用户与主播用户组队游戏,本发明实施例在直播进程和游戏进程中构建了命名管道,在S103中,通过命名管道将直播进程中第一游戏角色身份标识发送给游戏进程。
由于主播用户本身已经在进行游戏,所以游戏进程已有主播用户的第二游戏角色身份标识。那么,在S104中,基于第一游戏角色身份标识在游戏中建立游戏队伍,且第一游戏角色身份标识和第二游戏角色身份标识均加入该游戏队伍,由此使得目标观看用户可以与主播用户在同一个游戏队伍中共同进行游戏。
在接收目标观看用户的组队申请信息时,获得目标观看用户的第一游戏角色身边标识,通过直播进程与游戏进程直接的命名管道将第一游戏角色身份标识发送到游戏进程中,进而在游戏进程中基于第一游戏角色身份标识创建游戏队伍,使得在直播游戏过程中,主播用户和目标观看用户能够在同一游戏队伍中参与游戏。由此解决了观看用户不能在观看过程中与直接与主播组队游戏的技术问题。对所述观看用户而言,通过在网络直播中发送所述组队申请信息,就可以在观看直播的同时与主播组队游戏。
下面对S101如何接收组队申请信息进行介绍。
在一种实施方式中,观看用户可以通过发送预设内容的弹幕或评论来生成组队申请信息,那么主播端设备接收组队申请信息,则具体包括:接收观看用户发送的多个弹幕或评论;判断每个所述弹幕或所述评论的内容是否符合所述预设内容;如果所述弹幕或所述评论的内容符合所述预设内容,确定所述弹幕或所述评论为所述组队申请信息,并确定发送所述弹幕或所述评论的观看用户为所述目标观看用户。
具体来讲,预设内容可以缺省设置,也可以由主播用户自行设置。预设内容例如为“组队申请@”或“一起开黑”等,本发明不做具体限制。主播端设备从主播进程中读取每条弹幕或评论,逐一验证弹幕或评论的内容是否与预设内容一致。以预设内容为“组队申请@”为例,如果弹幕或评论的内容为“组队申请@”,则确定该条弹幕或评论为组队申请信息,且发送该条弹幕或评论的观看用户为目标观看用户;如果弹幕或评论的内容不为“组队申请@”,则确定该条弹幕或评论不为组队申请信息。
在另一种实施方式中,观看用户可以通过购买预设礼物赠送给主播用户来生成组队申请信息,那么主播端设备接收组队申请信息,则具体包括:接收观看用户赠送的虚拟礼物;判断所述虚拟礼物是否为所述预设礼物;如果所述虚拟礼物为所述预设礼物,确定接收到所述组队申请信息,并确定赠送所述预设礼物的观看用户为所述目标观看用户。
类似地,虚拟礼物可以由网络直播服务器缺省设置,也可以由主播用户自行设置,本发明不做具体限制。当网络直播服务器将观看用户购买并赠送的虚拟礼物推送到直播进程中后,主播端设备判断直播进程中收到的虚拟礼物为预设礼物,则确定接收到组队申请信息。
另外,在上文中介绍到,为了避免组队游戏的观看用户过多,因此,与上述两种实施方式结合,在另一种实施方式中,不仅需要判断弹幕或评论的内容是否为预设内容,或者判断虚拟礼物是否为预设礼物,还需要判断观看用户是否满足第二预设条件。如果该观看用户满足第二预设条件,同时弹幕或评论的内容符合预设内容,或者同时虚拟礼物为预设礼物,则确定接收到了组队申请信息,且该观看用户为目标观看用户。如果该观看用户不满足第二预设条件,则即使弹幕或评论的内容符合预设内容,或者虚拟礼物为预设礼物,也不会确定接收到了组队申请信息,且该观看用户不为目标观看用户。
下面对S102如何获取第一游戏角色身份标识进行介绍。
如果目标观看用户观看直播所凭借的第一直播身份标识与参与游戏所凭借的第一游戏角色身份标识能够共用,则在一种实施方式中,主播端设备获取组队申请信息对应的观看用户的第一直播身份标识,就获得了第一游戏角色身份标识。
而如果第一直播身份标识与第一游戏角色身份标识不能共用,则在另一种实施方式中,目标观看用户需要在网络直播服务器中提交第一游戏角色身份标识,并将第一游戏角色身份标识与自己的第一直播身份标识绑定。
进一步,如果目标观看用户需要组队参与多个游戏,则可以向网络直播服务器提交多个第一游戏角色身份标识以及游戏识别标识(例如游戏编号或游戏名称),并将每个第一游戏角色身份标识与游戏识别标识绑定,然后再与自己的第一直播身份标识绑定。
举例来说,观看用户向网络直播服务器提交如下信息:
UID:000
游戏名称1:1
游戏的角色名1:101
游戏名称2:2
游戏的角色名3:201
上述信息表示,该目标观看用户的第一直播身份标识具体为UID 000。该观看用户凭借第一游戏角色身份标识101参与游戏名称为1的游戏,凭借第一游戏角色身份标识201参与游戏名称为2的游戏。并且,游戏名称1与游戏的角色名1绑定,游戏名称2与游戏的角色名2绑定,以及UID与绑定后的游戏名称1与游戏的角色名1绑定,与绑定后的游戏名称2与游戏的角色名2绑定。
那么,在该种实施方式中,主播端设备接收组队申请信息后,获取目标观看用户的第一直播身份标识,然后再获取与第一直播身份标识绑定的第一游戏角色身边标识。
进一步,如果第一直播身份标识绑定了多个第一游戏角色身份标识,则根据当前直播的游戏的游戏标识,获取与该游戏标识绑定的第一游戏角色身份标识。以上文中的例子来说,若在直播游戏1的过程中接收到UID为000的目标观看用户发送的组队申请信息,则根据UID 000和游戏名称1获取第一游戏角色身份标识101。
另外,本领域技术人员应当理解,即使第一直播身份标识与第一游戏角色身份标识不能共用,第一直播身份标识与第一游戏角色身份标识也可以相同。并且多个第一游戏角色身份标识也可以相同。
下面对S103如何通过命名管道发送第一游戏角色身份标识进行介绍。
具体来讲,本发明实施例中直播进程和游戏进程均运行在主播端设备中,如图3所示,为直播进程和游戏进程的示意图。为实现从直播进程控制游戏进程建立包括目标观看用户和主播用户的游戏队伍,在S103之前,需要在两个进程间构建命名管道。本发明实施例中,构建命名管道的具体方式为:
在所述直播进程中创建所述命名管道的服务端;
在所述游戏进程中注入用于加载所述命名管道的客户端的预设程序;
运行所述预设程序,以在所述游戏进程中加载所述客户端,所述客户端将连接所述服务端,完成构建所述命名管道。
具体来讲,命名管道包括两端,本发明实施例将注入直播进程且发送第一游戏角色身份标识的一端称为“服务端”,将注入游戏进程且接收第一游戏角色身份标识的一端称为“客户端”。
首先,直播进程调用主播端设备的创建命名管道的系统函数创建命名管道,创建出的命名管道的服务端就注入直播进程中。然后,等待客户端连接。
以主播端设备具体为运行Windows系统的PC为例,直播进程调用WindowsAPI(应用程序编程接口,Application Programming Interface)函数中创建命名管道CreateNamedPipe函数创建命名管道。在具体实现过程中, 命名管道的名字自定义一个唯一的名字即可。然后再调用连接命名管道ConnectNamedPipe函数等待客户端连接。
当主播端设备为运行其他系统的其他设备时,例如运行安卓系统的手机时,调用相应的系统函数来创建命名管道即可,这里就不再一一赘述了。
而对于命名管道的客户端,由于主播端设备中的游戏程序为已发布程序,无法直接创建客户端,因此本发明实施例向游戏进程注入一预设程序,该预设程序的逻辑为加载客户端。在游戏进程中运行该预设程序,预设程序加载客户端,进而将命名管道的客户端注入游戏进程。接着,客户端根据命名管道的名字,连接直播进程中的服务端,从而完成直播进程和游戏进程之间构建命名管道。
其中,向游戏进程注入预设程序通过如下过程实现:
向所述游戏进程提供所述预设程序的磁盘路径;
按照所述磁盘路径在所述游戏进程中加载所述预设程序。
更具体地说,向游戏进程注入预设程序通过如下过程实现:
在所述游戏进程的内存空间分配出一预置空间;
将所述预设程序的磁盘路径写入所述预置空间;
在所述游戏进程中创建一用于基于所述磁盘路径注入所述预设程序的远程线程;
运行所述远程线程。
沿用上文中的例子,主播端设备为Windows系统的PC机。直播进程通过WindowsAPI函数中的VirtualAllocEx函数在游戏进程的内存空间中分配出预置内存。其中,VirtualAllocEx函数的作用是在指定进程的虚拟空间保留或提交内存区域。然后,通过WindowsAPI函数中的WriteProcessMemory函数将预设程序的磁盘路径写入到预置内存中。其中,WriteProcessMemory函数的作用是写入某一进程的内存区域。接着,直播进程调用WindowsAPI函数中的创建远程线程CreateRemoteThread函数在游戏进程中创建一个远程线程。其中,远程线程表示一个线程在另一个线程中创建的线程。本发明实施例的远程线程所执行的逻辑为调用LoadLibrary函数加载写入预置内存的磁盘路径,将按照磁盘路径在游戏进程中加载预设程序,由此将预设程序注入游戏进程。其中,LoadLibrary函数用于载入指定的动态链接库,并将它映射到当前进程使用的地址空间。
通过上述实施方式,就将预设程序注入了游戏进程。然后在游戏进程中运行预设程序,由此在游戏进程中加载客户端,进而使客户端注入游戏进程。
由上述描述可以看出,通过向游戏进程中注入用于加载客户端的预设程 序,实现了间接在游戏进程中注入客户端,从而为实现观看用户与主播用户组队游戏提供可能。
加载完成的客户端进一步还需要连接服务端才能够与直播进程交互。具体来讲,客户端加载完成后,根据预设程序所已知的命名管道名字,在系统中寻找并连接命名管道的服务端,并在连接上服务端后通知服务端客户端已完成连接,从而使得直播进程按照需要发送信息给游戏进程。
沿用上文中的例子,主播端设备为Windows系统的PC机。加载完成的客户端调用创建数据CreateFile函数来连接命名管道,并调用等待命名管道WaitNamedPipe函数监测并等待服务端的响应。当根据命名管道的名字连接到服务端后,客户端调用写数据WriteFile函数向服务端管道中写入表示客户端端已完成连接的数据。然后,调用读数据ReadFile函数来读取命名管道中接收的第一游戏角色身份标识。另一方面,服务端通过ConnectNamedPipe函数等待命名管道的客户端连接,调用ReadFile来读取客户端发送过来的表示客户端已完成连接的数据后,进而确定命名管道构建完成。然后,服务器端调用WriteFile函数往命名管道中写入S102获取的所有第一游戏角色身份标识。
接下来,对S104中如何建立包括目标观看用户和主播用户的游戏队伍。在本发明实施例中,S104通过如下过程实现:
通过所述命名管道在所述游戏进程中调用用于建立游戏队伍的函数;
将所述第一游戏身份标识传入所述用于建立游戏队伍集合的函数;
执行所述用于建立游戏队伍集合的函数,构建所述游戏队伍集合。
具体来讲,由于建立游戏队伍进行游戏,具体是通过调用游戏中的用于建立游戏队伍的函数来实现的,因此,需要确定建立游戏队伍所需要调用的游戏函数。
在一种实施方式中,可以预先获取所有游戏函数,并建立每个游戏函数与功能的映射关系。那么,直播进程接收到组队申请信息,对照映射关系就可以确定出建立游戏队伍所需调用的游戏函数,从而通过命名管道在游戏进程中调用并执行该用于建立游戏队伍的函数。
如上文所述,主播端设备中的游戏程序为已发布程序,不方便获取游戏函数。根据经验,游戏函数在游戏进程中以一个具体地址存在,因此,在另一种实施方式中,利用反汇编,通过调用汇编语言的形式调用游戏函数。
具体来讲,本发明实施例通过例如WinDbg等动态调试工具寻找用于建立游戏队伍的函数,以及确定该游戏函数需传入的参数。Windbg是在Windows平台下用户态和内核态调试工具。相比较于Visual Studio,它是一个轻量级的调试工具。举例来说,通过如下内嵌汇编代码确定并调用用于建立游戏队伍 的函数。
上述asm{}中的内容为内嵌在直播应用的代码中的汇编代码。RoleNam和RoleThis和InviteFriends这3个参数的值则是内存地址,3个内存地址具体则是通过WinDbg动态调试分析来找到。然后通过传入CPU寄存器中的ecx寄存器位已经实例化的组队对象的地址。最后通过汇编指令call来调用用于建立游戏队伍的函数。
通过反汇编的方式在命名管道的客户端调用用于建立游戏队伍的函数之后,将第一游戏角色身份标识传入用于建立游戏队伍的函数,然后执行该用于建立游戏队伍的函数,实现构建包括第一游戏角色身份标识和第二游戏角色身份标识的游戏队伍。
可选的,在具体实现过程中,当前直播的游戏可能要求用户之间满足第一预设条件才能在同一个游戏队伍中共同进行游戏。其中,第一预设条件例如为好友关系或相互授权信任关系等,本发明不做具体限制。因此,S103之前,还可以进一步包括:
基于所述第一游戏角色身份标识,判断所述目标观看用户是否满足与所述主播用户包含在同一个所述游戏队伍中的第一预设条件;
当所述目标观看用户不满足所述第一预设条件时,通过所述命名管道在所述游戏进程中生成用于使所述目标观看用户满足所述第一预设条件的第一请求;
通过所述命名管道获得所述游戏进程接收到的所述直播进程的所述第一请求的通过响应;其中,若获得所述通过响应,则表示所述目标观看用户满足了所述第一预设条件。
为方便说明,下面以第一预设条件具体为好友关系为例来进行介绍。首先基于第一游戏角色身份标识,判断第一游戏角色身份标识与第二游戏角色身份标识之间是否具有好友关系。
在一种实施方式中,类似于上述调用用于建立游戏队伍的函数,通过反汇编确定出判断好友关系的函数,进而通过命名管道将第一游戏角色身份标识传输到游戏进程,且具体传入判断好友关系的函数,由此使得游戏进程通过第一 游戏角色身份标识和已有的第二游戏角色身份标识判断目标观看用户与主播用户是否为好友关系。然后通过命名管道的客户端将判断好友关系的函数返回的结果发送回直播进程。如果返回的结果表示目标观看用户与主播用户不为好友关系,则执行“通过所述命名管道在所述游戏进程中生成用于使所述目标观看用户满足所述第一预设条件的第一请求”,反之,如果返回的结果表示目标观看用户与主播用户已为好友关系,则不执行“通过所述命名管道在所述游戏进程中生成用于使所述目标观看用户满足所述第一预设条件的第一请求”。
或者,在另一种实施方式中,在直播进程中记录与主播用户具有好友关系的观看用户,那么通过判断目标观看用户是否被记录来判断目标观看用户是否与主播用户具有好友关系。如果目标观看用户被记录在与主播用户具有好友关系的观看用户中,则不执行“通过所述命名管道在所述游戏进程中生成用于使所述目标观看用户满足所述第一预设条件的第一请求”;反之,如果目标观看用户未被记录在与主播用户具有好友关系的观看用户中,则执行“通过所述命名管道在所述游戏进程中生成用于使所述目标观看用户满足所述第一预设条件的第一请求”。
接下来,当目标观看用户不满足第一预设条件,即与主播用户不为好友关系时,直播进程通过命名管道在游戏进程中生成用于使目标观看用户满足第一预设条件的第一请求。在本发明实施例中,具体为通过命名管道在游戏进程中生成添加目标观看用户为好友的好友请求。
具体来讲,与上述实施方式类似,通过反汇编确定添加好友的函数在游戏进程中的地址,然后直播进程调用该地址中的添加好友的函数,从而添加目标观看用户为好友。举例来说,通过如下代码实现
通过上述代码,直播进程就在游戏进程中调用添加好友函数,并且将第一游戏角色身份标识传入添加好友函数。进一步,添加好友函数运行,生成添加目标观看用户为好友的好友请求,并将好友请求发送到目标观看用户的主播端设备。
接下来,目标观看用户将在观看端设备上接收到好友请求。如果目标观看用户通过与主播用户建立好友关系,则执行通过好友请求的操作。观看端设备 生成并向主播端设备中的游戏进程发送通过响应。
接着,如果游戏进程中接收到了通过响应,命名管道的客户端获取该通过响应,并向命名管道中写入通过响应。进而,直播进程从命名管道中接收通过响应。在本发明实施例中,直播进程在发送第一请求后如果接收到了通过响应,那么可以确定目标观看用户与主播用户建立了好友关系。反之,直播进程在发送第一请求后如果未接收到了通过响应,那么可以确定目标观看用户与主播用户尚未建立了好友关系。
进一步,在目标观看用户满足第一预设条件后,如果目标观看用户发送组队申请信息,直播进程就可以如上文所述的方法建立目标观看用户与主播用户的游戏队伍,从而使得目标观看用户在观看游戏直播的同时与主播用户一起组队进行游戏,提高了观看用户的体验。
基于与前述实施例中组队游戏的方法同样的发明构思,本发明第二方面还提供一种组队游戏的装置,如图4所示,包括:
第一接收模块101,用于在主播端设备进行游戏直播时,接收网络直播服务器发送的表示一目标观看用户请求与主播用户组队游戏的组队申请信息;所述主播端设备运行所述游戏的游戏进程和所述直播的直播进程,所述组队申请信息由所述目标观看用户通过接收直播的观看端设备发送给所述网络直播服务器;
获取模块102,用于基于所述组队申请信息,在所述直播进程中获取所述目标观看用户参与所述游戏所凭借的第一游戏角色身份标识;
发送模块103,用于通过所述直播进程和所述游戏进程之间的命名管道,将所述第一游戏角色身份标识发送到所述游戏进程;
建立模块104,用于基于所述第一游戏角色身份标识在所述游戏进程中建立包括所述主播用户和所述目标观看用户的游戏队伍。
进一步,本发明实施例中组队游戏的装置还包括:
判断模块,用于在通过所述直播进程和所述游戏进程之间的命名管道,将所述第一游戏角色身份标识发送到所述游戏进程之前,基于所述第一游戏角色身份标识,判断所述目标观看用户是否满足与所述主播用户包含在同一个所述游戏队伍中的第一预设条件;
生成模块,用于当所述目标观看用户不满足所述第一预设条件时,通过所述命名管道在所述游戏进程中生成用于使所述目标观看用户满足所述第一预设条件的第一请求;
第二接收模块,用于通过所述命名管道获得所述游戏进程接收到的所述直播进程的所述第一请求的通过响应;其中,若获得所述通过响应,则表示所述 目标观看用户满足了所述第一预设条件。
进一步,本发明实施例中组队游戏的装置还包括构建模块,用于在通过所述直播进程和所述游戏进程之间的命名管道,将所述第一游戏角色身份标识发送到所述游戏进程之前,在所述直播进程中创建所述命名管道的服务端;在所述游戏进程中注入用于加载所述命名管道的客户端的预设程序;运行所述预设程序,以在所述游戏进程中加载所述客户端,所述客户端将连接所述服务端,完成构建所述命名管道。
进一步,构建模块用于向所述游戏进程提供所述预设程序的磁盘路径;按照所述磁盘路径在所述游戏进程中加载所述预设程序。
建立模块104用于通过所述命名管道在所述游戏进程中调用用于建立游戏队伍的函数;将所述第一游戏角色身份标识传入所述用于建立游戏队伍集合的函数;执行所述用于建立游戏队伍集合的函数,构建所述游戏队伍。
前述图1-图3实施例中的组队游戏的方法的各种变化方式和具体实例同样适用于本实施例的组队游戏的装置,通过前述对组队游戏的方法的详细描述,本领域技术人员可以清楚的知道本实施例中组队游戏的装置的实施方法,所以为了说明书的简洁,在此不再详述。
本申请实施例中的上述一个或多个技术方案,至少具有如下一种或多种技术效果:
在本发明实施例的技术方案中,在主播端设备进行游戏直播时,接收网络直播服务器发送的表示一目标观看用户请求与主播用户组队游戏的组队申请信息;所述主播端设备运行所述游戏的游戏进程和所述直播的直播进程,所述组队申请信息由所述目标观看用户通过接收直播的观看端设备发送给所述网络直播服务器;基于所述组队申请信息,在所述直播进程中获取所述目标观看用户参与所述游戏所凭借的第一游戏角色身份标识;通过所述直播进程和所述游戏进程之间的命名管道,将所述第一游戏角色身份标识发送到所述游戏进程;基于所述第一游戏角色身份标识在所述游戏进程中建立包括所述主播用户和所述目标观看用户的游戏队伍。由此可见,在接收所述目标观看用户的所述组队申请信息时,获得所述目标观看用户的所述第一游戏角色身边标识,通过所述直播进程与所述游戏进程直接的所述命名管道将所述第一游戏角色身份标识发送到所述游戏进程中,进而在所述游戏进程中基于所述第一游戏角色身份标识创建所述游戏队伍,使得在直播游戏过程中,所述主播用户和所述目标观看用户能够在同一游戏队伍中参与游戏。由此解决了观看用户不能在观看过程中与直接与主播组队游戏的技术问题。对所述观看用户而言,通过在网络直播中发送所述组队申请信息,就可以在观看直播的同时与主播组队游戏。
本领域内的技术人员应明白,本发明的实施例可提供为方法、系统、或计算机程序产品。因此,本发明可采用完全硬件实施例、完全软件实施例、或结合软件和硬件方面的实施例的形式。而且,本发明可采用在一个或多个其中包含有计算机可用程序代码的计算机可用存储介质(包括但不限于磁盘存储器、CD-ROM、光学存储器等)上实施的计算机程序产品的形式。
本发明是参照根据本发明实施例的方法、设备(系统)、和计算机程序产品的流程图和/或方框图来描述的。应理解可由计算机程序指令实现流程图和/或方框图中的每一流程和/或方框、以及流程图和/或方框图中的流程和/或方框的结合。可提供这些计算机程序指令到通用计算机、专用计算机、嵌入式处理机或其他可编程数据处理设备的处理器以产生一个机器,使得通过计算机或其他可编程数据处理设备的处理器执行的指令产生用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的装置。
这些计算机程序指令也可存储在能引导计算机或其他可编程数据处理设备以特定方式工作的计算机可读存储器中,使得存储在该计算机可读存储器中的指令产生包括指令装置的制造品,该指令装置实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能。
这些计算机程序指令也可装载到计算机或其他可编程数据处理设备上,使得在计算机或其他可编程设备上执行一系列操作步骤以产生计算机实现的处理,从而在计算机或其他可编程设备上执行的指令提供用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的步骤。
显然,本领域的技术人员可以对本发明进行各种改动和变型而不脱离本发明的精神和范围。这样,倘若本发明的这些修改和变型属于本发明权利要求及其等同技术的范围之内,则本发明也意图包含这些改动和变型在内。
Claims (10)
- 一种组队游戏的方法,其特征在于,包括:在主播端设备进行游戏直播时,接收网络直播服务器发送的表示一目标观看用户请求与主播用户组队游戏的组队申请信息;所述主播端设备运行所述游戏的游戏进程和所述直播的直播进程,所述组队申请信息由所述目标观看用户通过接收直播的观看端设备发送给所述网络直播服务器;基于所述组队申请信息,在所述直播进程中获取所述目标观看用户参与所述游戏所凭借的第一游戏角色身份标识;通过所述直播进程和所述游戏进程之间的命名管道,将所述第一游戏角色身份标识发送到所述游戏进程;基于所述第一游戏角色身份标识在所述游戏进程中建立包括所述主播用户和所述目标观看用户的游戏队伍。
- 如权利要求1所述的方法,其特征在于,在通过所述直播进程和所述游戏进程之间的命名管道,将所述第一游戏角色身份标识发送到所述游戏进程之前,还包括:基于所述第一游戏角色身份标识,判断所述目标观看用户是否满足与所述主播用户包含在同一个所述游戏队伍中的第一预设条件;当所述目标观看用户不满足所述第一预设条件时,通过所述命名管道在所述游戏进程中生成用于使所述目标观看用户满足所述第一预设条件的第一请求;通过所述命名管道获得所述游戏进程接收到的所述直播进程的所述第一请求的通过响应;其中,若获得所述通过响应,则表示所述目标观看用户满足了所述第一预设条件。
- 如权利要求1或2所述的方法,其特征在于,在通过所述直播进程和所述游戏进程之间的命名管道,将所述第一游戏角色身份标识发送到所述游戏进程之前,还包括:在所述直播进程中创建所述命名管道的服务端;在所述游戏进程中注入用于加载所述命名管道的客户端的预设程序;运行所述预设程序,以在所述游戏进程中加载所述客户端,所述客户端将连接所述服务端,完成构建所述命名管道。
- 如权利要求3所述的方法,其特征在于,在所述游戏进程中注入用于加载所述命名管道的客户端的预设程序,包括:向所述游戏进程提供所述预设程序的磁盘路径;按照所述磁盘路径在所述游戏进程中加载所述预设程序。
- 如权利要求1所述的方法,其特征在于,基于所述第一游戏角色身份标识在所述游戏进程中建立包括所述主播用户和所述目标观看用户的游戏队伍,包括:通过所述命名管道在所述游戏进程中调用用于建立游戏队伍的函数;将所述第一游戏角色身份标识传入所述用于建立游戏队伍集合的函数;执行所述用于建立游戏队伍集合的函数,构建所述游戏队伍。
- 一种组队游戏的装置,其特征在于,包括:第一接收模块,用于在主播端设备进行游戏直播时,接收网络直播服务器发送的表示一目标观看用户请求与主播用户组队游戏的组队申请信息;所述主播端设备运行所述游戏的游戏进程和所述直播的直播进程,所述组队申请信息由所述目标观看用户通过接收直播的观看端设备发送给所述网络直播服务器;获取模块,用于基于所述组队申请信息,在所述直播进程中获取所述目标观看用户参与所述游戏所凭借的第一游戏角色身份标识;发送模块,用于通过所述直播进程和所述游戏进程之间的命名管道,将所述第一游戏角色身份标识发送到所述游戏进程;建立模块,用于基于所述第一游戏角色身份标识在所述游戏进程中建立包括所述主播用户和所述目标观看用户的游戏队伍。
- 如权利要求6所述的装置,其特征在于,所述装置还包括:判断模块,用于在通过所述直播进程和所述游戏进程之间的命名管道,将所述第一游戏角色身份标识发送到所述游戏进程之前,基于所述第一游戏角色身份标识,判断所述目标观看用户是否满足与所述主播用户包含在同一个所述游戏队伍中的第一预设条件;生成模块,用于当所述目标观看用户不满足所述第一预设条件时,通过所述命名管道在所述游戏进程中生成用于使所述目标观看用户满足所述第一预设条件的第一请求;第二接收模块,用于通过所述命名管道获得所述游戏进程接收到的所述直播进程的所述第一请求的通过响应;其中,若获得所述通过响应,则表示所述目标观看用户满足了所述第一预设条件。
- 如权利要求6或7所述的装置,其特征在于,所述装置还包括构建模块,用于在通过所述直播进程和所述游戏进程之间的命名管道,将所述第一游戏角色身份标识发送到所述游戏进程之前,在所述直播进程中创建所述命名管道的服务端;在所述游戏进程中注入用于加载所述命名管道的客户端的预设程序;运行所述预设程序,以在所述游戏进程中加载所述客户端,所述客户端将连接所述服务端,完成构建所述命名管道。
- 如权利要求8所述的装置,其特征在于,所述构建模块用于向所述游戏进程提供所述预设程序的磁盘路径;按照所述磁盘路径在所述游戏进程中加载所述预设程序。
- 如权利要求6所述的装置,其特征在于,所述建立模块用于通过所述命名管道在所述游戏进程中调用用于建立游戏队伍的函数;将所述第一游戏角色身份标识传入所述用于建立游戏队伍集合的函数;执行所述用于建立游戏队伍集合的函数,构建所述游戏队伍。
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| CN113589988A (zh) * | 2021-08-04 | 2021-11-02 | 杭州网易云音乐科技有限公司 | 组队活动实现方法、装置、存储介质及电子设备 |
| CN114159802A (zh) * | 2021-11-08 | 2022-03-11 | 北京达佳互联信息技术有限公司 | 一种游戏直播方法、装置、系统、设备及存储介质 |
| CN114159802B (zh) * | 2021-11-08 | 2023-03-24 | 北京达佳互联信息技术有限公司 | 一种游戏直播方法、装置、系统、设备及存储介质 |
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