WO2020134644A1 - 基于多人语音房的游戏直播方法、介质及计算机设备 - Google Patents

基于多人语音房的游戏直播方法、介质及计算机设备 Download PDF

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Publication number
WO2020134644A1
WO2020134644A1 PCT/CN2019/116766 CN2019116766W WO2020134644A1 WO 2020134644 A1 WO2020134644 A1 WO 2020134644A1 CN 2019116766 W CN2019116766 W CN 2019116766W WO 2020134644 A1 WO2020134644 A1 WO 2020134644A1
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WO
WIPO (PCT)
Prior art keywords
game
data
room
live
live broadcast
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PCT/CN2019/116766
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English (en)
French (fr)
Inventor
何新宇
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广州市百果园信息技术有限公司
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Publication of WO2020134644A1 publication Critical patent/WO2020134644A1/zh

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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
    • 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
    • H04N21/433Content storage operation, e.g. storage operation in response to a pause request, caching operations
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/45Management operations performed by the client for facilitating the reception of or the interaction with the content or administrating data related to the end-user or to the client device itself, e.g. learning user preferences for recommending movies, resolving scheduling conflicts
    • H04N21/462Content or additional data management, e.g. creating a master electronic program guide from data received from the Internet and a Head-end, controlling the complexity of a video stream by scaling the resolution or bit-rate based on the client capabilities
    • 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
    • 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
    • H04N21/488Data services, e.g. news ticker
    • 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
    • H04N21/488Data services, e.g. news ticker
    • H04N21/4882Data services, e.g. news ticker for displaying messages, e.g. warnings, reminders

Definitions

  • This application relates to the field of interactive mini-games in the live broadcast room of the mobile terminal. Specifically, this application relates to a game live broadcast method, medium, and computer equipment based on a multi-person voice room.
  • the multi-person voice room is a type of live broadcast room, and users can conduct multi-person voice chat in the same live broadcast room.
  • various live broadcasting game methods are emerging one after another.
  • the multi-person voice room can realize multi-person chat, the gameplay is single.
  • the existing technology also has many ways to play live games, but the existing game live broadcast solutions have at least the following defects:
  • This application provides a game live broadcast method and corresponding device based on a multiplayer voice room, which mainly realizes the introduction of small games into the multiplayer voice room, enriches the play method of the voice room, improves the timeliness of game play in the live broadcast room, and Enhance the interaction between the anchor and the audience and enhance the user experience.
  • the application also provides a computer device and a readable storage medium for executing the method for live broadcast of a game based on a multi-person voice room of the application.
  • this application provides a method for live broadcast of games based on a multi-person voice room, including:
  • this application provides a live game device based on a multi-person voice room, including:
  • An obtaining module configured to obtain a designated audience terminal entering the live room as a guest terminal, and add the guest terminal to the game application in the live room;
  • a live broadcast module configured to use the status data of the game application in the live broadcast room as live broadcast data, and send the live broadcast data to the audience through the live broadcast room;
  • the first synchronization module is configured to forward the game increment data to other game terminals when receiving the game increment data of the game application sent by one of the game terminals;
  • the second synchronization module is configured to forward the full game data to the guest terminal when receiving the full game data of the game application sent by the host.
  • the present application provides a computer-readable storage medium on which a computer program is stored, and when the program is executed by a processor, a game live streaming method based on a multi-person voice room as described in any one of the first aspect is implemented .
  • the present application provides a computer device, wherein the computer device includes:
  • One or more processors are One or more processors;
  • Storage device for storing one or more programs
  • the one or more processors When the one or more programs are executed by the one or more processors, the one or more processors implement the game live streaming method based on the multi-person voice room according to any one of the first aspect.
  • This application provides a game live broadcast method based on a multi-person voice room.
  • the guest terminal is added to the game application in the live broadcast room; the game application in the live broadcast room The status data is used as live broadcast data, and the live broadcast data is sent to the audience through the live broadcast room; when the game incremental data of the game application sent by one of the game terminals is received, the game incremental data is forwarded to Other game terminals; when receiving the full game data of the game application sent by the host, forward the full game data to the guest terminal.
  • This application realizes the introduction of mini-games into a multiplayer voice room, enriches the gameplay in the voice room, improves the timeliness of gameplay in the live broadcast room, enhances the interaction between the anchor and the audience, and enhances the user experience.
  • FIG. 1 is a schematic flowchart of a game live broadcasting method based on a multi-person voice room according to an embodiment of the present application
  • FIG. 2 is a flow chart of the host inviting the viewer to join the game in a specific embodiment of the application
  • FIG. 3 is a flow chart of a viewer actively applying for joining a game according to a specific embodiment of the application
  • FIG. 5 is a flowchart of synchronization of full game data in a specific embodiment of the present application.
  • FIG. 6 is a schematic flowchart of a game live broadcasting method based on a multi-person voice room according to another embodiment of the present application.
  • FIG. 7 is a flowchart of a viewer entering a game room according to a specific embodiment of the application.
  • FIG. 8 is a structural block diagram of a live game device based on a multi-person voice room according to an embodiment of the present application
  • FIG. 9 is a structural block diagram of a live game device based on a multi-person voice room according to another embodiment of this application.
  • FIG. 10 is a schematic structural diagram of a computer device according to an embodiment of the present application.
  • a game live broadcast method based on a multi-person voice room includes:
  • the game live broadcast method based on the multi-person voice room described in this application is executed in a server.
  • the method described in this application involves multiple game terminals, including: an audience side, a guest side, and a host side.
  • this application also relates to the game application running on the live broadcast APP on the guest side and the game application running on the live broadcast APP on the host side.
  • the game application starts to load.
  • the anchor is converted to a small game anchor.
  • the audience in the original live broadcast room is automatically converted to a small game viewer.
  • the live room screen starts to load the data of the game application.
  • the role of the audience is established.
  • the audience can join the game, that is, enter the game seat.
  • the way to join the game seats can be an invitation from the anchor, or the audience can actively apply to join, and the audience can become a guest after joining the game seat.
  • the game seat refers to a small game seat, which is not completely equal to the live broadcast room.
  • the game room refers to a live game room in which a small game is opened and enters a small game mode.
  • the audience terminal refers to a terminal that can receive live data and does not participate in the game.
  • the anchor selects the game and clicks to start the game.
  • the anchor end changes the UI interface to the game state, the anchor end loads the data of the game application and starts the game environment, the anchor end calls back the game room id, and at this time, the game starts to start.
  • the host end sends a request to update the running state of the game to the server, and after the server finishes updating the game state, it feeds back a notification message that the game state update is completed to the host end.
  • the server broadcasts a notification message that the room enters the game mode to the audience.
  • the audience end pulls game information from the server, where the game information includes but is not limited to the game name, download link, icon, and so on.
  • the audience terminal checks whether the current game is compatible with the app version according to the game information. If it is compatible, the game resource package is downloaded according to the download link in the game information. After the download is completed, the app loads the resource package. The interface of the live broadcast room was switched to the game mode, and then the live broadcast room was officially entered into the game mode.
  • the audience in the original live broadcast room is the game audience.
  • the audience end who enters the live broadcast room can be upgraded to the guest end through the host invitation, or can become the guest end by actively applying.
  • FIG. 2 is a flowchart of inviting the viewer to participate in the game in an embodiment of the present application.
  • the anchor end submits a request to the game application of the anchor end to allow the new player to join before inviting the viewer to join the game.
  • the anchor end receives feedback from the game application of the anchor end to approve the new player to join the game
  • the host end submits a request to the server to invite the viewer to join the game.
  • the server after receiving the request to invite the designated audience to join the game, the server sends a request to the designated audience to agree to join the game; After the response message for joining the game, a user id is assigned to the viewer, and the response message for agreeing to join the game fed back by the viewer is forwarded to the anchor.
  • the host After receiving the response message, the host sends a request to the server to invite the viewer to join the microphone, and the server forwards the request to invite the viewer to join the microphone to the viewer. Message, the server forwards the notification message that the wheat has been completed to the host.
  • the anchor end submits a request to the game application of the anchor end to place the designated viewer end in the game seat, and the game application of the anchor end receives After the request, the designated audience end is placed in the game seat and basic information is set, and the game application of the anchor end sends a notification message to the anchor end that the designated audience end has been placed in the game seat, and the anchor end
  • a request for updating game seat information is sent to the server.
  • the server updates the game seat information
  • the server feeds back a notification message that the game seat information update is completed to the host.
  • the audience end enters the game, and transmits the user id and the game room number to the game application front end of the anchor end, and finally the audience end sends a notification message that the game has entered the response to the anchor end.
  • the server may receive a request for joining a game submitted by a designated audience terminal in a game terminal that enters the live broadcast room, and send a confirmation request to the anchor terminal whether to allow a new player to join; After the response message fed back by the anchor end agreeing to join the new player, the user ID is assigned to the designated audience end and the notification message for agreeing to join the new player is fed back to the audience end. Further, the audience end submits a request for applying for wheat to the server, and the server forwards the request for applying for wheat to the anchor, and after the anchor feeds back a response message that agrees to wheat, the viewer The server executes the microphone for the audience.
  • the broadcaster sends a request to the game application of the broadcaster to place the designated viewer into the game seat, and the game application of the broadcaster sets the designated viewer After entering the game seat and setting basic information, a notification message that the designated audience end has been placed in the game seat is fed back to the host.
  • the anchor end submits a request to update game seat information to the server, and after the server updates the game seat information, the server feeds back a notification message that the game seat information update is completed to the anchor end.
  • the audience end enters the game, and transmits the user id and the game room number to the game application front end of the anchor end, and finally the audience end sends a notification message that the game has entered the response to the anchor end.
  • S12 Use the state data of the game application in the live broadcast room as live broadcast data, and send the live broadcast data to the viewer through the live broadcast room.
  • the state data of the game application in the live broadcast room uploaded by the host in real time is received, and the state data is used to be displayed on each audience side.
  • the live broadcast data refers to a set of data including the current entire screen and the data maintained behind.
  • the live broadcaster will upload the live broadcast data regularly.
  • the receiver can restore the entire screen and the state behind it based on the live broadcast data alone.
  • the live broadcast data includes a collection of data such as the number of players, basic information of each player (avatar and name, etc.), the position of each aircraft, props in the hands of each player, and so on.
  • live broadcast status data is used to display the game screen on the viewer side, which is equivalent to projecting the game screen on the mobile phone screen on the viewer side.
  • two data transmission channels a status data channel and a full incremental data channel
  • the status data channel is used to transmit the status data of the game application in the live room, that is, the live data
  • the full incremental data channel is used to transmit full game data and game incremental data.
  • the state data channel is used for displaying the game screen on the audience side.
  • the host end broadcasts all state data of the entire game through the server through the original media streaming channel to all other game terminals in the live broadcast room regularly, and requires any state data to restore the corresponding entire game
  • the information is equivalent to a "video playback" function.
  • the state data channel described in this application mainly uses the original media broadcast channel in the live broadcast room to solve the problem of excessive pressure on game state broadcast performance in the case of a large audience.
  • the full-incremental data channel mentioned in this application refers to the channel that can provide the functions of incremental data transmission and full-quantity data transmission of the game, and is a data channel provided for the realization of game applications.
  • This application realizes the synchronization of the state of the entire game by sending game increment data and timing synchronization of the full game data.
  • the server will be responsible for forwarding the data, and will also save the game augmentation data for the game application to restore the game state to use, such as disconnection and reconnection.
  • the full incremental data channel described in this application guarantees the reliability of the data, and the state data channel guarantees the real-time nature of the data.
  • the state of the entire game is synchronized to enhance the game experience .
  • the game incremental data refers to action data generated by a certain game logic, which may represent an operation. For example, when you play chess, you take a step up, and here you generate the game incremental data, that is, the step up.
  • the game increment data is interdependent in number or order. For example, when playing chess, after the game incremental data sequence "up”, “down”, “left”, the pawn reaches a certain position, if there is a missing number or the order is out of order, it will be completely different Will result in a different final position. There is no such dependency on the full game data.
  • FIG. 4 is a flowchart of synchronization of game incremental data according to an embodiment of the present application.
  • the game incremental data is uploaded to the server, and the server caches the game incremental data and forwards the game incremental data to Other game terminals, such as the host and other guests.
  • the game incremental data includes a user id and an incremental data serial number, where the user id refers to the id number of the user terminal that sends the game incremental data, and the incremental data serial number refers to all The number corresponding to the game increment data is described.
  • the full game data includes the current data of the entire screen and a collection of data maintained behind.
  • the host will upload the full data of the game regularly.
  • the use of the full game data and the live data is different.
  • the full game data is used by players participating in the game to resume the game. For example, when the network is disconnected, the full game data will be pulled to restore the current game state, and the live broadcast data is used for audience display.
  • the data structure of the game full amount data and the live broadcast data is not necessarily consistent, because the game full amount data is used to restore the game state, which contains more data.
  • the live broadcast status data is used for display to the audience, and it only needs to contain data that can be displayed correctly.
  • FIG. 5 is a flowchart for synchronizing full game data according to an embodiment of the present application.
  • the anchor end periodically uploads the full game data to the server, and the server may force the full game data to be pushed to the guests when the forced update function is enabled End; or, upon receiving a request from the guest terminal to obtain full game data, push the full game data to the guest terminal.
  • the guest terminal synchronizes the full game data, integrates the full game data with the cached game incremental data, and pushes the game application front end to the guest terminal.
  • the full game data includes a user id and a full data serial number, where the user id refers to the id number of the user terminal that sends the full game data, and the full data serial number refers to the number corresponding to the full game data .
  • pushing the full game data to the guest terminal includes:
  • the receiving guest end sends all the game increments corresponding to the latest incremental data serial number from the discontinuous incremental data serial number after judging whether the cached incremental data serial number is continuously incremented along the largest full data serial number.
  • Volume data request send all game incremental data corresponding to the latest incremental data serial number from the discontinuous incremental data serial number to the guest end.
  • the cache content is the game incremental data queue [ ⁇ id1, seq1>, ⁇ id2, seq1>, ⁇ id1, seq2>...], where id is the user id and seq is the data number.
  • the cached incremental game data is pushed to the game application front end of the guest end, otherwise the guest end requests the discontinuous incremental data sequence number from the server to all game increments corresponding to the latest incremental data sequence number ⁇ Volume data.
  • the guest end After processing the cached game incremental data, the guest end resumes pushing the game incremental data to the game application front end of the guest end. Wherein, the guest end has to receive the game incremental data and press it into the cache queue until it resumes pushing the game incremental data to the front end of the game application, to avoid losing the game incremental data due to time-consuming business logic.
  • this application further includes a step:
  • FIG. 7 is a flowchart of logging in the game room by the viewer in an embodiment of the present application.
  • the viewer side may submit a request to log in to the game room to the server, and the server correspondingly feedbacks the result including the game state data of the room to be logged in by the viewer side.
  • the game information may specifically include a game name, a game download link, an icon, etc., and the viewer checks the current game according to the game information Whether it is compatible with the app version, if it is compatible, download the game resource package such as game scripts, pictures, etc. according to the download link in the game information.
  • the app loads the resource package, changes the UI interface to the game state, loads and starts the game surroundings.
  • this application provides a live game device based on a multi-person voice room, including:
  • the obtaining module 11 is used to obtain a designated audience terminal that enters the live room as a guest terminal, and add the guest terminal to the game application in the live room;
  • the live broadcast module 12 is configured to use the status data of the game application in the live broadcast room as live broadcast data, and send the live broadcast data to the viewer through the live broadcast room;
  • the first synchronization module 13 is configured to forward the game increment data to other game terminals when receiving the game increment data of the game application sent by one of the game terminals;
  • the second synchronization module 14 is configured to forward the full game data to the guest terminal when receiving the full game data of the game application sent by the host.
  • the live broadcast module 12 includes:
  • the receiving unit is configured to receive status data of the game application in the live broadcast room uploaded by the host in real time, and the status data is used to be displayed on each viewer.
  • the login unit is configured to receive a request submitted by the viewer to log in to the game room, and feed back the result including the status data of the game application to the viewer.
  • the first synchronization module 13 includes:
  • the pushing unit is configured to forcibly push the full game data to the guest terminal; or, when receiving the request to obtain the full game data sent by the guest terminal, push the full game data to the guest terminal.
  • the second synchronization module 14 includes:
  • the sending unit is used to receive from the guest end to determine whether the buffered incremental data sequence number is continuously incremented along the largest full data sequence number to obtain the discontinuous incremental data sequence number to the latest incremental data sequence number Corresponding to the request for all game incremental data, all game incremental data corresponding to the latest incremental data serial number from the discontinuous incremental data serial number are sent to the guest end.
  • the acquisition module 11 includes:
  • the first obtaining unit is configured to receive a request from the host to invite the specified viewer to enter the game in the live broadcast room, and send a request to the specified viewer to agree to join the game. After the viewer end feeds back the response message of agreeing to join the game, assign a user id to the designated viewer end and add the guest end to the game application in the live broadcast room.
  • the second obtaining unit is configured to receive a request for joining a game submitted by a designated audience terminal in a game terminal that enters a live broadcast room, send a confirmation request to the anchor terminal whether to allow a new player to join, and receive feedback from the anchor terminal After agreeing to the response message for the new player to join, assign a user id to the designated audience end and add the guest end to the game application in the live room.
  • the game live broadcast device based on a multi-person voice room further includes:
  • the receiving module 10 is configured to receive a request submitted by the viewer to log in to the game room, and feed back the result including the state data of the game application to the viewer.
  • An embodiment of the present application further provides a computer-readable storage medium on which a computer program is stored, and when the program is executed by a processor, the game live streaming method based on a multi-person voice room described above is implemented.
  • the storage medium includes, but is not limited to, any type of disk (including floppy disk, hard disk, optical disk, CD-ROM, and magneto-optical disk), ROM (Read-Only Memory, read-only memory), RAM (Random Access Memory, immediately Memory), EPROM (Erasable Programmable Read-Only Memory, erasable programmable read-only memory), EEPROM (Electrically Erasable Programmable Read-Only Memory, electrically erasable programmable read-only memory), flash memory, magnetic cards or light cards. That is, the storage medium includes any medium that stores or transmits information in a readable form by a device (for example, a computer). It can be read-only memory, magnetic disk or optical disk.
  • An embodiment of the present application also provides a computer device.
  • the computer equipment includes:
  • One or more processors 510 are included in the central processing unit 510;
  • the storage device 520 is used to store one or more programs 500,
  • the one or more processors 510 When the one or more programs 500 are executed by the one or more processors 510, the one or more processors 510 implement the game live streaming method based on the multi-person voice room of the terminal.
  • FIG. 10 is a schematic structural diagram of a computer device of the present application, including a processor 510, a storage device 520, an input unit 530, a display unit 540, and other devices.
  • the storage device 520 may be used to store the application program 500 and various functional modules, and the processor 510 runs the application program 500 stored in the storage device 520 to execute various functional applications and data processing of the device.
  • the storage device 520 may be an internal memory or an external memory, or include both internal and external memory.
  • the internal memory may include read-only memory, programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM), flash memory, or random access memory.
  • the external memory may include hard disks, floppy disks, ZIP disks, U disks, magnetic tapes, etc.
  • the storage devices disclosed in this application include but are not limited to these types of storage devices.
  • the storage device 520 disclosed in this application is only an example and not a limitation.
  • the input unit 530 is used to receive input of signals, and receive related requests such as selection of voice files input by the user.
  • the input unit 530 may include a touch panel and other input devices.
  • the touch panel can collect the user's touch operations on or near it (such as the user's operation with any suitable objects or accessories such as fingers, stylus, etc. on or near the touch panel), and according to the preset
  • the program drives the corresponding connection device; other input devices may include but are not limited to one or more of a physical keyboard, function keys (such as playback control keys, switch keys, etc.), trackball, mouse, joystick, etc.
  • the display unit 540 may be used to display information input by the user or information provided to the user and various menus of the computer device.
  • the display unit 540 may take the form of a liquid crystal display, an organic light emitting diode, or the like.
  • the processor 510 is the control center of the computer equipment, and uses various interfaces and lines to connect the various parts of the entire computer, by running or executing the software programs and/or modules stored in the storage device 520, and calling the data stored in the storage device , Perform various functions and process data.
  • the computer device includes one or more processors 510, and one or more storage devices 520, one or more application programs 500, wherein the one or more application programs 500 are stored in the storage device 520 It is configured to be executed by the one or more processors 510, and the one or more application programs 500 are configured to execute the game live streaming method based on the multi-person voice room described in the above embodiment.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Databases & Information Systems (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

本申请提供一种基于多人语音房的游戏直播方法、装置、计算机可读存储介质及计算机设备,所述的方法包括:获取进入直播间的指定的观众端作为嘉宾端,将所述嘉宾端加入直播间中的游戏应用;把所述直播间中游戏应用的状态数据作为直播数据,通过所述直播间发送所述直播数据至观众端;当接收到其中一个游戏终端发送的所述游戏应用的游戏增量数据时,将所述游戏增量数据转发至其他游戏终端;当接收到主播端发送的所述游戏应用的游戏全量数据时,将所述游戏全量数据转发至所述嘉宾端。本申请实现了将小游戏引入多人语音房,可以丰富语音房的玩法,提高直播间游戏玩法的时效性、以及增强主播与观众的互动性,提升用户体验。

Description

基于多人语音房的游戏直播方法、介质及计算机设备 技术领域
本申请涉及移动端直播间内互动小游戏领域,具体而言,本申请涉及一种基于多人语音房的游戏直播方法、介质及计算机设备。
背景技术
小游戏常指一些上手很快,无须长时间进行,可以随时停止的游戏,同时要求有较高的娱乐性。基本实现方式为H5实现。多人语音房是直播间类型的一种,用户可以在同一直播间内进行多人语音聊天。目前,随着直播技术的发展,各种直播玩法层出不穷。虽然多人语音房可以实现多人聊天,然而玩法单一。另外,现有的技术也存在不少直播游戏的玩法,然而现有的游戏直播方案中至少存在以下缺陷:
1,现有小游戏多采取Client-Server(客户端-服务器)模式。在直播环境下,会有大量的游戏房间产生,每个房间有大量观众。如果观众直接作为客户端连入服务器会对服务器造成较大压力影响游戏体验。
2,现有小游戏多数没有语音功能,没有围观的功能。
发明内容
本申请提供一种基于多人语音房的游戏直播方法及相应的装置,其主要实现了将小游戏引入多人语音房,丰富了语音房的玩法,提高了直播间游戏玩法的时效性、以及增强主播与观众的互动性,提升用户体验。
本申请还提供一种用于执行本申请的基于多人语音房的游戏直播方法的计算机设备及可读存储介质。
为解决上述问题,本申请采用如下各方面的技术方案:
第一方面,本申请提供一种基于多人语音房的游戏直播方法,包括:
获取进入直播间的指定的观众端作为嘉宾端,将所述嘉宾端加入直播 间中的游戏应用;
把所述直播间中游戏应用的状态数据作为直播数据,通过所述直播间发送所述直播数据至观众端;
当接收到其中一个游戏终端发送的所述游戏应用的游戏增量数据时,将所述游戏增量数据转发至其他游戏终端;
当接收到主播端发送的所述游戏应用的游戏全量数据时,将所述游戏全量数据转发至所述嘉宾端。
第二方面,本申请提供一种基于多人语音房的游戏直播装置,包括:
获取模块,用于获取进入直播间的指定的观众端作为嘉宾端,将所述嘉宾端加入直播间中的游戏应用;
直播模块,用于把所述直播间中游戏应用的状态数据作为直播数据,通过所述直播间发送所述直播数据至观众端;
第一同步模块,用于当接收到其中一个游戏终端发送的所述游戏应用的游戏增量数据时,将所述游戏增量数据转发至其他游戏终端;
第二同步模块,用于当接收到主播端发送的所述游戏应用的游戏全量数据时,将所述游戏全量数据转发至所述嘉宾端。
第三方面,本申请提供一种计算机可读存储介质,其上存储有计算机程序,该程序被处理器执行时实现如第一方面中任意一项所述的基于多人语音房的游戏直播方法。
第四方面,本申请提供一种计算机设备,其特征在于,所述计算机设备包括:
一个或多个处理器;
存储装置,用于存储一个或多个程序,
当所述一个或多个程序被所述一个或多个处理器执行,使得所述一个或多个处理器实现如第一方面任意一项所述的基于多人语音房的游戏直播方法。
相对于现有技术,本申请的技术方案至少具备如下优点:
本申请提供一种基于多人语音房的游戏直播方法,通过获取进入直播间的指定的观众端作为嘉宾端,将所述嘉宾端加入直播间中的游戏应用;把所 述直播间中游戏应用的状态数据作为直播数据,通过所述直播间发送所述直播数据至观众端;当接收到其中一个游戏终端发送的所述游戏应用的游戏增量数据时,将所述游戏增量数据转发至其他游戏终端;当接收到主播端发送的所述游戏应用的游戏全量数据时,将所述游戏全量数据转发至所述嘉宾端。本申请实现了将小游戏引入多人语音房,丰富了语音房的玩法,提高了直播间游戏玩法的时效性、以及增强主播与观众的互动性,提升用户体验。
附图说明
图1为本申请一个实施例的基于多人语音房的游戏直播方法的流程示意图;
图2为本申请一个具体实施例的主播端邀请观众端加入游戏的流程图;
图3为本申请一个具体实施例的观众端主动申请加入游戏的流程图;
图4为本申请一个具体实施例的游戏增量数据的同步流程图;
图5为本申请一个具体实施例的游戏全量数据的同步流程图;
图6为本申请另一个实施例的基于多人语音房的游戏直播方法的流程示意图;
图7为本申请一个具体实施例的观众端登录游戏房间的流程图;
图8为本申请一个实施例的基于多人语音房的游戏直播装置的结构框图;
图9为本申请另一个实施例的基于多人语音房的游戏直播装置的结构框图;
图10为本申请一个实施例的计算机设备的结构示意图。
具体实施方式
如图1所示,在一个实施例中,一种基于多人语音房的游戏直播方法,包括:
S11、获取进入直播间的指定的观众端作为嘉宾端,将所述嘉宾端加 入直播间中的游戏应用。
本申请所述基于多人语音房的游戏直播方法执行于服务器中,本申请所述方法涉及多个游戏终端,其中包括:观众端、嘉宾端以及主播端。另外,本申请还涉及嘉宾端的直播APP上运行的游戏应用以及主播端的直播APP上运行的游戏应用。
本申请实施例中,主播在直播间中开启小游戏后,游戏应用开始加载。当游戏应用加载成功,并成功建立游戏房间后,主播转为小游戏主播。主播在直播间中开启小游戏后,原直播间的观众自动转为小游戏观众。此时直播间画面开始加载游戏应用的数据,加载完成后,观众端的角色建立完毕。观众端可以加入游戏,即进入游戏席位。加入游戏席位的方式可以是主播端邀请,或者观众端主动申请加入,观众端加入游戏席位后则成为嘉宾端。本申请实施例中,所述游戏席位是指小游戏席位,其不完全对等于直播间麦位,所述游戏房间是指开启了小游戏,进入了小游戏模式的直播间,所述嘉宾端是指上了麦的观众端。所述观众端是指可以接收直播数据,未参与游戏的终端。
本申请实施例中,主播选择游戏并点击开始游戏。所述主播端更改UI界面为游戏状态,所述主播端加载游戏应用的数据并启动游戏环境,所述主播端回调游戏房间id,此时,游戏启动开始。所述主播端向所述服务器发送更新游戏运行状态的请求,所述服务器更新完游戏状态后向所述主播端反馈游戏状态更新完成的通知消息。所述服务器向观众端广播房间进入游戏模式的通知消息。所述观众端向所述服务器拉取游戏信息,所述游戏信息包括但不限于游戏名称、下载链接以及图标等等。所述观众端根据所述游戏信息检查当前游戏是否与app版本兼容,如果兼容,则根据游戏信息中的下载链接下载游戏资源包,下载完之后,app加载该资源包。直播间的界面切换成游戏模式,此后直播间算是正式进入游戏模式。
本申请实施例中,当主播开启游戏后,原直播间的观众即为游戏观众。进入直播间的观众端可以通过主播邀请升级为嘉宾端也可以通过主动申请成为嘉宾端。
请参考图2,图2为本申请的一种实施例中,主播端邀请观众端参与 游戏的流程图。本申请实施例中,所述主播端向服务器提交邀请观众端加入游戏之前向主播端的游戏应用发送是否允许新玩家加入的请求,当主播端接收到主播端的游戏应用反馈的同意新玩家加入游戏的应答消息后,所述主播端向服务器提交邀请观众端加入游戏的请求。
如图2所示,所述服务器在接收到邀请指定的观众端加入游戏的请求后,向所述指定的观众端发送是否同意加入游戏的请求;在接收到所述指定的观众端反馈的同意加入游戏的应答消息后,为所述观众端分配用户id,并向所述主播端转发观众端反馈的同意加入游戏的应答消息。所述主播端接收所述应答消息后向服务器发送邀请观众端上麦的请求,所述服务器将邀请观众端上麦的请求转发至观众端,观众端上麦后向服务器反馈上麦完成的通知消息,所述服务器将所述上麦完成的通知消息转发至所述主播端。
进一步的,所述主播端接收到观众端反馈的上麦完成的通知消息后,向所述主播端的游戏应用提交将所述指定的观众端置入游戏席位的请求,所述主播端的游戏应用接收到该请求后将所述指定观众端置入游戏席位并设置基本信息,所述主播端的游戏应用向所述主播端发送已将所述指定观众端置入游戏席位的通知消息,所述主播端接收到该通知消息后向所述服务器发送更新游戏席位信息的请求,所述服务器更新完游戏席位信息后向所述主播端反馈游戏席位信息更新完成的通知消息。进一步的,所述观众端进入游戏,并传递用户id以及游戏房间号至所述主播端的游戏应用前端,最后所述观众端向主播端发送已进入游戏响应的通知消息。
请参考图3,图3为本申请的一种实施例中,观众端主动申请加入游戏的流程图。如图3所示,所述服务器可以接收进入直播间的游戏终端中指定的观众端提交的申请加入游戏的请求,向所述主播端发送是否允许新玩家加入的确认请求;在接收到所述主播端反馈的同意新玩家加入的应答消息后,为所述指定的观众端分配用户id并向观众端反馈同意新玩家加入的通知消息。进一步的,所述观众端向所述服务器提交申请上麦的请求,所述服务器将所述申请上麦的请求转发至所述主播端,所述主播端反馈同意上麦的应答消息后,所述服务器为所述观众端执行上麦。
进一步的,所述观众端上麦完成后,所述主播端向所述主播端的游戏 应用发送将所述指定观众端置入游戏席位的请求,所述主播端的游戏应用将所述指定观众端置入游戏席位并设定基本信息之后向所述主播端反馈已将所述指定观众端置入游戏席位的通知消息。所述主播端接收该通知消息后向所述服务器提交更新游戏席位信息的请求,所述服务器更新完游戏席位信息后向所述主播端反馈游戏席位信息更新完成的通知消息。
进一步的,所述观众端进入游戏,并传递用户id以及游戏房间号至所述主播端的游戏应用前端,最后所述观众端向主播端发送已进入游戏响应的通知消息。
S12、把所述直播间中游戏应用的状态数据作为直播数据,通过所述直播间发送所述直播数据至观众端。
本申请实施例中,接收所述主播端实时上传的所述直播间中游戏应用的状态数据,所述状态数据用于展示于各个观众端。
本申请实施例中,所述直播数据是指包含当前整个画面的数据,以及背后所维护的数据的集合。所述主播端会定时上传所述直播数据,相应的,接收方可以单凭该直播数据,恢复整个画面及背后的状态。例如飞行棋游戏终,所述直播数据包括有玩家的数量、每个玩家的基本信息(头像以及姓名等)、每个飞机的位置以及每个玩家手中的道具等等数据的集合。
需要说明的是,所述直播状态数据是用于观众端显示游戏画面相当于主播端将游戏画面投影到观众端的手机屏幕上。
本申请实施例中,提供状态数据通道以及全增量数据通道两种数据传输通道,其中,所述状态数据通道用于传输所述直播间中游戏应用的状态数据即所述直播数据,所述全增量数据通道用于传输游戏全量数据以及游戏增量数据。
具体的,所述状态数据通道用于观众端显示游戏画面。所述主播端定时把整盘游戏的所有状态数据通过所述服务器通过原有的媒体流信道,广播给所有直播间内的其他游戏终端,并且,要求任意一状态数据能恢复对应的整盘游戏的信息,相当于一种“录像回放”功能。本申请设计所述状态数据通道主要是利用了直播间内原有的媒体广播信道来解决观众量大的情况下,游戏状态广播性能压力过高的问题。
进一步的,本申请所述全增量数据通道是指该通道能提供游戏增量数据传输和游戏全量数据传输的功能,是提供给游戏应用实现用的数据通道。本申请通过发送游戏增量数据和定时同步游戏全量数据来实现整个游戏的状态同步。所述服务器会负责转发数据,还会保存所述游戏增全量数据以供游戏应用恢复游戏状态使用,例如断线重连等情况下。
本申请中所述全增量数据通道保证数据的可靠性,状态数据通道保证数据的实时性,本申请通过发送游戏增量数据和定时同步游戏全量数据来实现整个游戏的状态同步,增强游戏体验。
S13、当接收到其中一个游戏终端发送的所述游戏应用的游戏增量数据时,将所述游戏增量数据转发至其他游戏终端。
本申请实施例中,所述游戏增量数据是指某一个游戏逻辑产生的动作数据,其可以代表一次操作。例如,下棋时往上走了一步,这里产生游戏增量数据即往上走一步的操作。需要说明的是,所述游戏增量数据在数量或者顺序上是互相依赖的。例如下棋时,发生了游戏增量数据序列“上”、“下”、“左”之后,棋子到达某个位置,如果发了生了数量上的缺失或者顺序乱了,会产生完全不一样的结果,将导致最终位置不一样。而游戏全量数据不存在这种依赖性。
总而言之,由于通讯过程中无可避免地出现缺失,所以要依靠游戏全量数据和游戏增量数据共同作用达到各游戏玩家的游戏状态保持一致。
请参考图4,图4为本申请的一种实施例中所述游戏增量数据的同步流程图。如图4所示,当嘉宾端产生所述游戏增量数据后将所述游戏增量数据上传至所述服务器,所述服务器缓存所述游戏增量数据并将所述游戏增量数据转发至其他游戏终端,如主播端以及其他嘉宾端。本申请实施例中,所述游戏增量数据包括用户id以及增量数据序列号,该用户id是指发送所述游戏增量数据的用户端的id号,所述增量数据序列号是指所述游戏增量数据对应的编号。其他游戏终端接收到所述游戏增量数据后检查接收到的所述游戏增量数据的增量数据序列号是否是连续的,若发现接收到的某id的游戏增量数据的编号不是连续的,则请求不连续点的游戏增量数据到最新的游戏增量数据的所有数据。
S14、当接收到主播端发送的所述游戏应用的游戏全量数据时,将所述游戏全量数据转发至所述嘉宾端。
本申请实施例中,所述游戏全量数据包含当前整个画面的数据,以及背后所维护的数据的集合。主播端会定时上传所述游戏全量数据。所述游戏全量数据与所述直播数据的用途不同。所述游戏全量数据用于参与游戏的玩家恢复游戏用,例如断网等情况下,会拉取所述游戏全量数据恢复当前游戏状态,而所述直播数据用于观众端的展示。另外,所述游戏全量数据和所述直播数据的数据结构不一定一致,因为所述游戏全量数据用于恢复游戏状态,其包含更多的数据。所述直播状态数据用于给观众端显示,其仅包含可以正确显示的数据即可。
请参考图5,图5为本申请的一种实施例中所述游戏全量数据的同步流程图。如图5所示,本申请实施例中,所述主播端定期上传所述游戏全量数据至所述服务器,所述服务器在强制更新功能开启的情况下可以将所述游戏全量数据强制推送至嘉宾端;或者,在接收到所述嘉宾端发送的获取游戏全量数据的请求时,将所述游戏全量数据推送至所述嘉宾端。
进一步的,所述嘉宾端接收到所述游戏全量数据后同步所述游戏全量数据,将所述游戏全量数据与缓存的游戏增量数据进行整合,推送给所述嘉宾端的游戏应用前端。
具体的,所述游戏全量数据包括用户id以及全量数据序列号,该用户id是指发送所述游戏全量数据的用户端的id号,所述全量数据序列号是指所述游戏全量数据对应的编号。
进一步的,所述在接收到所述嘉宾端发送的获取游戏全量数据的请求时,将所述游戏全量数据推送至所述嘉宾端,包括:
接收嘉宾端在判断缓存的所述增量数据序列号是否沿最大的全量数据序列号连续递增之后发送的获取从不连续的增量数据序列号到最新的增量数据序列号对应的所有游戏增量数据的请求;向所述嘉宾端发送从不连续的增量数据序列号到最新的增量数据序列号对应的所有游戏增量数据。
具体而言,在所述嘉宾端请求所述游戏全量数据返回前,缓存期间收 到的所有游戏增量数据。同时停止向所述嘉宾端的游戏应用推送所述游戏增量数据。缓存内容为游戏增量数据队列[<id1,seq1>,<id2,seq1>,<id1,seq2>...],其中,id为用户id,seq为数据的编号。所述嘉宾端拿到包含用户id以及全量数据序列号的游戏全量数据之后,推给所述嘉宾端的游戏应用前端。同时根据所述游戏全量数据中的用户id以及最大的全量数据序列号检查某id的缓存的游戏增量数据的增量数据序列号是否沿最大的全量数据序列号连续递增,如果是,直接将缓存的所述游戏增量数据,推送到所述嘉宾端的游戏应用前端,否则所述嘉宾端向所述服务器请求不连续的增量数据序列号到最新的增量数据序列号对应的所有游戏增量数据。
所述嘉宾端处理完缓存的所述游戏增量数据后,恢复向嘉宾端的游戏应用前端推送游戏增量数据。其中,所述嘉宾端恢复向游戏应用前端推送游戏增量数据之前要一直接收所述游戏增量数据并压到缓存队列里,避免因业务逻辑耗时导致丢失所述游戏增量数据。
请参考图6,另一种实施例中,本申请还包括一个步骤:
S10、接收观众端提交的登录游戏房间的请求,向所述观众端反馈包含游戏应用的状态数据的结果。
请参考图7,图7为本申请一种实施例中,所述观众端登录游戏房间的流程图。如图7所示,本申请实施例中,观众端可以向所述服务器提交登录游戏房间的请求,服务器相应的反馈包含所述观众端所要登录的房间的游戏状态数据的结果。
进一步的,所述观众端登录游戏房间之后可以向所述服务器获取游戏信息,所述游戏信息具体可以包括游戏名称、游戏下载链接以及图标等等,所述观众端根据所述游戏信息检查当前游戏是否与app版本兼容,如果兼容,则根据所述游戏信息中的下载链接下载游戏资源包如游戏脚本,图片等,下载以后,app加载该资源包,更改UI界面为游戏状态,加载并启动游戏环境。
请参考图8,在另一种实施例中,本申请提供了一种基于多人语音房的游戏直播装置,包括:
获取模块11,用于获取进入直播间的指定的观众端作为嘉宾端,将所述嘉宾端加入直播间中的游戏应用;
直播模块12,用于把所述直播间中游戏应用的状态数据作为直播数据,通过所述直播间发送所述直播数据至观众端;
第一同步模块13,用于当接收到其中一个游戏终端发送的所述游戏应用的游戏增量数据时,将所述游戏增量数据转发至其他游戏终端;
第二同步模块14,用于当接收到主播端发送的所述游戏应用的游戏全量数据时,将所述游戏全量数据转发至所述嘉宾端。
优选的,所述直播模块12中包括:
接收单元,用于接收所述主播端实时上传的所述直播间中游戏应用的状态数据,所述状态数据用于展示于各个观众端。
登录单元,用于接收观众端提交的登录游戏房间的请求,向所述观众端反馈包含游戏应用的状态数据的结果。
所述第一同步模块13中包括:
推送单元,用于将所述游戏全量数据强制推送至嘉宾端;或者,在接收到所述嘉宾端发送的获取游戏全量数据的请求时,将所述游戏全量数据推送至所述嘉宾端。
所述第二同步模块14中包括:
发送单元,用于接收嘉宾端在判断缓存的所述增量数据序列号是否沿最大的全量数据序列号连续递增之后发送的获取从不连续的增量数据序列号到最新的增量数据序列号对应的所有游戏增量数据的请求,向所述嘉宾端发送从不连续的增量数据序列号到最新的增量数据序列号对应的所有游戏增量数据。
所述获取模块11中包括:
第一获取单元,用于接收主播端提交的邀请进入直播间的游戏终端中指定的观众端加入游戏的请求,向所述指定的观众端发送是否同意加入游戏的请求,在接收到所述指定的观众端反馈的同意加入游戏的应答消息后,为所述指定的观众端分配用户id,将所述嘉宾端加入直播间中的游戏应用。
第二获取单元,用于接收进入直播间的游戏终端中指定的观众端提交 的申请加入游戏的请求,向所述主播端发送是否允许新玩家加入的确认请求,在接收到所述主播端反馈的同意新玩家加入的应答消息后,为所述指定的观众端分配用户id,将所述嘉宾端加入直播间中的游戏应用。
请参考图9,在另一种实施例中,所述基于多人语音房的游戏直播装置还包括:
接收模块10,用于接收观众端提交的登录游戏房间的请求,向所述观众端反馈包含游戏应用的状态数据的结果。
本申请实施例还提供一种计算机可读存储介质,其上存储有计算机程序,该程序被处理器执行时实现上述的基于多人语音房的游戏直播方法。其中,所述存储介质包括但不限于任何类型的盘(包括软盘、硬盘、光盘、CD-ROM、和磁光盘)、ROM(Read-Only Memory,只读存储器)、RAM(Random Access Memory,随即存储器)、EPROM(Erasable Programmable Read-Only Memory,可擦写可编程只读存储器)、EEPROM(Electrically Erasable Programmable Read-Only Memory,电可擦可编程只读存储器)、闪存、磁性卡片或光线卡片。也就是,存储介质包括由设备(例如,计算机)以能够读的形式存储或传输信息的任何介质。可以是只读存储器,磁盘或光盘等。
本申请实施例还提供一种计算机设备。如图10所示,所述计算机设备包括:
一个或多个处理器510;
存储装置520,用于存储一个或多个程序500,
当所述一个或多个程序500被所述一个或多个处理器510执行,使得所述一个或多个处理器510实现上述终端的基于多人语音房的游戏直播方法。
如图10所示为本申请计算机设备的结构示意图,包括处理器510、存储装置520、输入单元530以及显示单元540等器件。本领域技术人员可以理解,图10示出的结构器件并不构成对所有计算机设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件。存储装置520可用于存储应用程序500以及各功能模块,处理器510运行存储在存储装置 520的应用程序500,从而执行设备的各种功能应用以及数据处理。存储装置520可以是内存储器或外存储器,或者包括内存储器和外存储器两者。内存储器可以包括只读存储器、可编程ROM(PROM)、电可编程ROM(EPROM)、电可擦写可编程ROM(EEPROM)、快闪存储器、或者随机存储器。外存储器可以包括硬盘、软盘、ZIP盘、U盘、磁带等。本申请所公开的存储装置包括但不限于这些类型的存储装置。本申请所公开的存储装置520只作为例子而非作为限定。
输入单元530用于接收信号的输入,以及接收用户输入的选择语音文件等相关请求。输入单元530可包括触控面板以及其它输入设备。触控面板可收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附件在触控面板上或在触控面板附近的操作),并根据预先设定的程序驱动相应的连接装置;其它输入设备可以包括但不限于物理键盘、功能键(比如播放控制按键、开关按键等)、轨迹球、鼠标、操作杆等中的一种或多种。显示单元540可用于显示用户输入的信息或提供给用户的信息以及计算机设备的各种菜单。显示单元540可采用液晶显示器、有机发光二极管等形式。处理器510是计算机设备的控制中心,利用各种接口和线路连接整个电脑的各个部分,通过运行或执行存储在存储装置520内的软件程序和/或模块,以及调用存储在存储装置内的数据,执行各种功能和处理数据。
在一实施方式中,计算机设备包括一个或多个处理器510,以及一个或多个存储装置520,一个或多个应用程序500,其中所述一个或多个应用程序500被存储在存储装置520中并被配置为由所述一个或多个处理器510执行,所述一个或多个应用程序500配置用于执行以上实施例所述的基于多人语音房的游戏直播方法。
应该理解的是,虽然附图的流程图中的各个步骤按照箭头的指示依次显示,但是这些步骤并不是必然按照箭头指示的顺序依次执行。除非本文中有明确的说明,这些步骤的执行并没有严格的顺序限制,其可以以其他的顺序执行。而且,附图的流程图中的至少一部分步骤可以包括多个子步骤或者多个阶段,这些子步骤或者阶段并不必然是在同一时刻执行完成, 而是可以在不同的时刻执行,其执行顺序也不必然是依次进行,而是可以与其他步骤或者其他步骤的子步骤或者阶段的至少一部分轮流或者交替地执行。

Claims (10)

  1. 一种基于多人语音房的游戏直播方法,包括以下步骤:
    获取进入直播间的指定的观众端作为嘉宾端,将所述嘉宾端加入直播间中的游戏应用;
    把所述直播间中游戏应用的状态数据作为直播数据,通过所述直播间发送所述直播数据至观众端;
    当接收到其中一个游戏终端发送的所述游戏应用的游戏增量数据时,将所述游戏增量数据转发至其他游戏终端;
    当接收到主播端发送的所述游戏应用的游戏全量数据时,将所述游戏全量数据转发至所述嘉宾端。
  2. 根据权利要求1所述的基于多人语音房的游戏直播方法,其特征在于,还包括:
    接收所述主播端实时上传的所述直播间中游戏应用的状态数据,所述状态数据用于展示于各个观众端。
  3. 根据权利要求1所述的基于多人语音房的游戏直播方法,其特征在于,所述当接收到其中一个游戏终端发送的所述游戏应用的游戏增量数据时,将所述游戏增量数据转发至其他游戏终端,包括:
    将所述游戏全量数据强制推送至嘉宾端;
    或者,在接收到所述嘉宾端发送的获取游戏全量数据的请求时,将所述游戏全量数据推送至所述嘉宾端。
  4. 根据权利要求1所述的基于多人语音房的游戏直播方法,其特征在于,所述游戏增量数据包括用户id以及增量数据序列号,所述游戏全量数据包括用户id以及全量数据序列号,所述在接收到所述嘉宾端发送的获取游戏全量数据的请求时,将所述游戏全量数据推送至所述嘉宾端,包括:
    接收嘉宾端在判断缓存的所述增量数据序列号是否沿最大的全量数据序列号连续递增之后发送的获取从不连续的增量数据序列号到最新的增量数据序列号对应的所有游戏增量数据的请求;
    向所述嘉宾端发送从不连续的增量数据序列号到最新的增量数据序列号对应的所有游戏增量数据。
  5. 根据权利要求1所述的基于多人语音房的游戏直播方法,其特征在于,所述获取进入直播间的指定的观众端作为嘉宾端,将所述嘉宾端加入直播间中的游戏应用,包括:
    接收主播端提交的邀请进入直播间的游戏终端中指定的观众端加入游戏的请求,向所述指定的观众端发送是否同意加入游戏的请求;
    在接收到所述指定的观众端反馈的同意加入游戏的应答消息后,为所述指定的观众端分配用户id,将所述嘉宾端加入直播间中的游戏应用。
  6. 根据权利要求1所述的基于多人语音房的游戏直播方法,其特征在于,所述获取进入直播间的指定的观众端作为嘉宾端,将所述嘉宾端加入直播间中的游戏应用,包括:
    接收进入直播间的游戏终端中指定的观众端提交的申请加入游戏的请求,向所述主播端发送是否允许新玩家加入的确认请求;
    在接收到所述主播端反馈的同意新玩家加入的应答消息后,为所述指定的观众端分配用户id,将所述嘉宾端加入直播间中的游戏应用。
  7. 根据权利要求1所述的基于多人语音房的游戏直播方法,其特征在于,所述把所述直播间中游戏应用的状态数据作为直播数据,通过所述直播间发送所述直播数据至观众端,包括:
    接收观众端提交的登录游戏房间的请求;
    向所述观众端反馈包含游戏应用的状态数据的结果。
  8. 一种基于多人语音房的游戏直播装置,包括:
    获取模块,用于获取进入直播间的指定的观众端作为嘉宾端,将所述嘉宾端加入直播间中的游戏应用;
    直播模块,用于把所述直播间中游戏应用的状态数据作为直播数据,通过所述直播间发送所述直播数据至观众端;
    第一同步模块,用于当接收到其中一个游戏终端发送的所述游戏应用的游戏增量数据时,将所述游戏增量数据转发至其他游戏终端;
    第二同步模块,用于当接收到主播端发送的所述游戏应用的游戏全量 数据时,将所述游戏全量数据转发至所述嘉宾端。
  9. 一种计算机可读存储介质,其上存储有计算机程序,其特征在于,该计算机程序被处理器执行时实现如权利要求1至7中任意一项所述的基于多人语音房的游戏直播方法。
  10. 一种计算机设备,包括:
    一个或多个处理器;
    存储装置,用于存储一个或多个程序,
    当所述一个或多个程序被所述一个或多个处理器执行,使得所述一个或多个处理器实现如权利要求1至7中任意一项所述的基于多人语音房的游戏直播方法。
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CN111988634B (zh) * 2020-08-14 2022-07-05 广州市百果园信息技术有限公司 主播选择方法、装置、计算机可读存储介质及电子设备

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