WO2020147608A1 - 一种互动直播方法、装置、电子设备及存储介质 - Google Patents

一种互动直播方法、装置、电子设备及存储介质 Download PDF

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Publication number
WO2020147608A1
WO2020147608A1 PCT/CN2020/070543 CN2020070543W WO2020147608A1 WO 2020147608 A1 WO2020147608 A1 WO 2020147608A1 CN 2020070543 W CN2020070543 W CN 2020070543W WO 2020147608 A1 WO2020147608 A1 WO 2020147608A1
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WO
WIPO (PCT)
Prior art keywords
game
game progress
live broadcast
interface
audience
Prior art date
Application number
PCT/CN2020/070543
Other languages
English (en)
French (fr)
Inventor
马少辉
刘晶晶
卢俊达
张忠伟
金洋
Original Assignee
香港乐蜜有限公司
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Publication of WO2020147608A1 publication Critical patent/WO2020147608A1/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]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/25Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
    • H04N21/254Management at additional data server, e.g. shopping server, rights management server
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/25Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
    • H04N21/262Content or additional data distribution scheduling, e.g. sending additional data at off-peak times, updating software modules, calculating the carousel transmission frequency, delaying a video stream transmission, generating play-lists
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/431Generation of visual interfaces for content selection or interaction; Content or additional data rendering
    • 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
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting

Definitions

  • This application relates to the field of network communication technology, and in particular to an interactive live broadcast method, device, electronic equipment and storage medium.
  • the embodiments of the present application provide an interactive live broadcast method, device, electronic device, and storage medium, which can promote the interaction between the viewer and the host in the live broadcast, thereby improving the coupling between the host client and the viewer client.
  • an embodiment of the present application provides an interactive live broadcast method, which is applied to a host client.
  • the method includes: displaying a game interface in a partial area of the interface in the first live broadcast room; and pushing the live broadcast content to the server so that all The audience client in the first live broadcast room pulls the live content from the server and plays the live content; receives a game progress promotion message sent by the server; wherein the game progress promotion message carries a game
  • the progress advancement step length, the game progress advancement step length is determined by the server according to the predetermined interactive information received from the audience client; according to the game progress advancement step length, advance the game progress corresponding to the game interface Game progress.
  • the displaying the game interface in the partial area of the interface in the first live broadcast room includes: displaying the first game interface and the second game interface in the partial area of the interface displayed in the first live broadcast room; the second game The game difficulty level of the interface is higher than the game difficulty level of the first game interface; the advancing the game progress of the game corresponding to the game interface according to the game progress step size includes: advancing according to the game progress The step size is to advance the game progress of the game corresponding to the first game interface to the end of the game, and then advance the game progress of the game corresponding to the second game interface.
  • the receiving the game progress advancing message sent by the server includes: receiving a first game progress advancing message and a second game advancing message sent by the server, and the first game progress advancing message carries a first game progress advancing message.
  • a game progress advancing step, the second game progress advancing message carries a second game progress advancing step; the advancing step according to the game progress, advancing the game progress of the game corresponding to the game interface, Including: according to the first game progress advancing message, advancing the game progress of the game interface according to the first game progress advancing step; according to the second game progress advancing message, advancing the step according to the second game progress Long advance the game progress of the game interface; the second game progress advance step is different from the first game progress advance step.
  • the method further includes: receiving display information of a first audience sent by the server, where the first audience is calculated by the server and is scheduled to The audience who advances the game progress the most in the time period; and according to the display information of the first audience, the user information of the first audience is displayed on the display interface of the first live broadcast room.
  • the method before receiving the display information of the first audience sent by the server, the method further includes: sending a first audience display request to the server, so that the server makes statistics and reports to the first live broadcast room.
  • the audience client terminal sends the display information of the first audience who has advanced the game progress the most within a predetermined time period.
  • the method before pushing live content to the server, the method further includes: sending an anchor match request message to the server; receiving opponent anchor information returned by the server, and placing the opponent anchor information in the first The display interface of the live broadcast room is displayed; the opponent anchor information is the anchor information in the second live broadcast room.
  • the embodiment of the present application also provides an interactive live broadcast method, which is applied to the audience client.
  • the method includes: displaying a game interface in a partial area of the interface in the first live broadcast room; and pulling the first live broadcast from the server.
  • a live broadcast content in a live broadcast room, and the live broadcast content is played locally; sending predetermined interactive information to the server so that the server determines the game progress advancement step according to the predetermined interactive information; receiving the game sent by the server Progress advance message; the game progress advance message carries the game progress advance step; according to the game progress advance step, advance the game progress of the game corresponding to the game interface.
  • the displaying the game interface in the partial area of the interface in the first live broadcast room includes: displaying the first game interface and the second game interface in the partial area of the interface displayed in the first live broadcast room; the second game The game difficulty level of the interface is higher than the game difficulty level of the first game interface; the advancing the game progress of the game corresponding to the game interface according to the game progress step size includes: advancing according to the game progress The step size is to advance the game progress of the game corresponding to the first game interface to the end of the game, and then advance the game progress of the game corresponding to the second game interface.
  • the method further includes:
  • the display interface of the first live broadcast room displays virtual prizes; receives a click operation on the virtual prize, and sends the click operation information for the click operation to the server, so that the server will display all the virtual prizes according to the click operation information.
  • the virtual prize is allocated to the account corresponding to the viewer who first initiated the click operation on the virtual prize.
  • the receiving the game progress advancing message sent by the server includes: receiving a first game progress advancing message and a second game advancing message sent by the server, and the first game progress advancing message carries a first game progress advancing message.
  • a game progress advancing step, the second game progress advancing message carries a second game progress advancing step; the advancing step according to the game progress, advancing the game progress of the game corresponding to the game interface, It includes: according to the first game progress advancing message, advancing the game progress of the game corresponding to the game interface according to the first game progress advancing step; according to the second game progress advancing message, pressing the second
  • the game progress advance step advances the game progress of the game corresponding to the game interface; the second game advance advance step is different from the first game advance advance step.
  • the method further includes: receiving the display information of the first audience sent by the server, wherein the first audience is calculated by the server The viewer who advances the game progress the most within a predetermined time period; and displays the user information of the first viewer on a display interface of the first live broadcast room according to the display information of the first viewer.
  • the method further includes: displaying the partial area of the interface in the first live room, showing the first live room and the second live room respectively Corresponding host information and game progress information.
  • the embodiments of the present application also provide an interactive live broadcast method, which is applied to a server, and the method includes: sending game information of a preset game to the host client and viewer client in the first live broadcast room, so that all Partial areas of the live room display interface of the host client in the first live room and the audience client respectively display game interfaces corresponding to the game information; receive live content pushed by the host client in the first live room, For the audience client of the first live broadcast room to pull the live content and play the live content; receive predetermined interactive information sent by the viewer client of the first live broadcast room; determine according to the predetermined interactive information Game progress advancing step length; sending a game progress advancing message to the anchor client and audience client in the first live broadcast room, and the game progress advancing message carries the game progress advancing step, so that the first The host client and audience client in the live broadcast room synchronously advance the game progress of the game corresponding to the game interface according to the game progress advancement step.
  • the game information of the preset game is sent to the host client and the viewer client in the first live room, so that the host client and the viewer client in the first live room display a partial area of the live room display interface , Respectively displaying the game interface corresponding to the game information, including: sending the game information to the anchor client and the audience client in the first live broadcast room, so that the anchor client and the viewer client in the first live broadcast room
  • the local area of the display interface of the live broadcast room of the audience client respectively shows the first game interface and the second game interface corresponding to the game information; the game difficulty level of the second game interface is higher than that of the first game interface Game difficulty level.
  • the method further includes: The viewer client in the first live broadcast room pushes virtual prize information to display the virtual prize on the display interface of the first live broadcast room of the viewer client; according to the click on the virtual prize returned by the viewer client in the first live broadcast room Operation information, allocating the virtual prize to the account corresponding to the viewer who first initiated the click operation on the virtual prize.
  • the receiving the predetermined interaction information sent by the audience client in the first live broadcast room includes: receiving the first predetermined interaction information and the second predetermined interaction information sent by the audience client in the first live broadcast room;
  • the determining the game progress advancing step size according to the predetermined interactive information includes: determining the first game progress advancing step size of the game progress according to the first predetermined interactive information, and determining the game progress according to the second predetermined interactive information The second game progress advancement step; or the comprehensive game progress advancement step for determining the game progress according to the first predetermined interactive information and the second predetermined interactive information; wherein, the first predetermined interactive information is different from all According to the second predetermined interactive information, the second game progress advancing step is different from the first game progress advancing step.
  • the method further includes: counting the first viewers who have advanced the game progress the most within a predetermined time period; and reporting to the first live broadcast room
  • the anchor client and the audience client send the display information of the first audience, so that the anchor client and the audience client respectively display the display interface in the first live room according to the display information of the first audience User information of the first viewer.
  • the method before counting the first viewers who have made the most progress on the game progress within a predetermined time period, the method further includes: receiving a first viewer display request sent by the host client; and counting the predetermined time period
  • the first spectator who advances the game progress the most includes: the first spectator who advances the game progress the most within a predetermined time period according to the first spectator display request.
  • the method before receiving the live content pushed by the anchor client of the first live broadcast room, the method further includes: receiving an anchor battle request message sent by the anchor client of the first live broadcast room; and according to a predetermined match
  • the rule is that the host in the first live broadcast room matches the opponent host; returns the opponent host information to the host client in the first live broadcast room, so that the opponent host information is broadcasted on the host client in the first live broadcast room
  • the host information of the opponent is the host information of the second live room; after receiving the live content pushed by the host client of the first live room, the method further includes: connecting the first live room
  • the host information corresponding to the second live broadcast room and the game progress information corresponding to the first live broadcast room and the second live broadcast room are sent to audience clients in the first live broadcast room and the second live broadcast room end.
  • an embodiment of the present application also provides an interactive live broadcast device, which is set in the host client, and the device includes: a host display unit for displaying a partial area of the interface in the first live room to display the game interface; the host The pushing unit is configured to push the live content to the server, so that the audience client in the first live room can pull the live content from the server and play the live content; the host receiving unit is configured to receive the A game progress advancing message sent by a server; wherein the game progress advancing message carries a game progress advancing step size, and the game progress advancing step size is determined by the server according to predetermined interactive information received from the audience client The anchor advancing unit is used to advance the step size according to the game progress to advance the game progress of the game corresponding to the game interface.
  • the anchor display unit is specifically configured to: display the first game interface and the second game interface in a partial area of the display interface of the first live broadcast room; the game difficulty level of the second game interface is higher than the The game difficulty level of the first game interface; the anchor advancing unit is specifically configured to: advance the game progress of the game corresponding to the first game interface to the end of the game according to the game progress The game progress of the game corresponding to the second game interface.
  • the anchor receiving unit is specifically configured to: receive a first game progress advancing message and a second game advancing message sent by the server, where the first game progress advancing message carries a first game progress advancing step Long, the second game progress advancing message carries a second game progress advancing step; the anchor advancing unit is specifically configured to: according to the first game progress advancing message, advance the step according to the first game progress Long advance the game progress of the game corresponding to the game interface; according to the second game progress advance message, advance the game progress of the game corresponding to the game interface according to the second game progress advance step; The second game progress advancing step is different from the first game progress advancing step.
  • the anchor receiving unit is further configured to receive the display information of the first audience sent by the server after receiving the game progress advancing message sent by the server, where the first audience is collected by the server The audience who has advanced the game progress the most within a predetermined time period; the anchor display unit is further configured to display the first audience on the display interface of the first live broadcast room according to the display information of the first audience User information.
  • the device further includes: a first request sending unit, configured to send a first audience display request to the server before receiving the display information of the first audience sent by the server, so that the server makes statistics And sending the display information of the first viewer who has advanced the game progress the most within a predetermined time period to the viewer client in the first live broadcast room.
  • a first request sending unit configured to send a first audience display request to the server before receiving the display information of the first audience sent by the server, so that the server makes statistics And sending the display information of the first viewer who has advanced the game progress the most within a predetermined time period to the viewer client in the first live broadcast room.
  • the device further includes: a second request sending unit, configured to send an anchor match request message to the server before pushing the live content to the server; the anchor receiving unit is further configured to receive a response from the server The opponent anchor information; the anchor display unit is further configured to display the opponent anchor information on the display interface of the first live broadcast room; the opponent anchor information is the anchor information in the second live broadcast room.
  • a second request sending unit configured to send an anchor match request message to the server before pushing the live content to the server
  • the anchor receiving unit is further configured to receive a response from the server The opponent anchor information
  • the anchor display unit is further configured to display the opponent anchor information on the display interface of the first live broadcast room
  • the opponent anchor information is the anchor information in the second live broadcast room.
  • the embodiment of the present application also provides an interactive live broadcast device, which is set in the audience client, and the device includes: an audience display unit for displaying a partial area of the interface in the first live room to display the game interface;
  • the playing unit is used to pull the live content of the first live broadcast room from the server and play the live content locally;
  • the audience sending unit is used to send predetermined interactive information to the server so that the server will The predetermined interactive information determines the game progress advancing step;
  • the audience receiving unit is used to receive the game progress advancing message sent by the server;
  • the game progress advancing message carries the game progress advancing step;
  • the audience advancing unit uses According to the advancement step size of the game progress, advance the game progress of the game corresponding to the game interface.
  • the audience display unit is specifically configured to: display the first game interface and the second game interface in a partial area of the display interface of the first live broadcast room; the game difficulty level of the second game interface is higher than the The game difficulty level of the first game interface; the audience advancing unit is specifically configured to: advance the game progress of the game corresponding to the first game interface to the end of the game according to the game progress advancement step, and then advance the The game progress of the game corresponding to the second game interface.
  • the audience display unit is further configured to, after the game progress of the game corresponding to the first game interface ends, and/or after the game progress of the game corresponding to the second game interface ends,
  • the virtual prize is displayed on the display interface of the first live broadcast room;
  • the audience receiving unit is further configured to receive a click operation on the virtual prize, and send the click operation information for the click operation to the server, so that According to the click operation information, the server allocates the virtual prize to the account corresponding to the viewer who initiates the click operation on the virtual prize first.
  • the audience receiving unit is specifically configured to: receive a first game progress advancing message and a second game advancing message sent by the server, where the first game progress advancing message carries a first game progress advancing step Long, the second game progress advancing message carries a second game progress advancing step; the audience advancing unit is specifically configured to: according to the first game progress advancing message, advance the step according to the first game progress Long advance the game progress of the game corresponding to the game interface; according to the second game progress advance message, advance the game progress of the game corresponding to the game interface according to the second game progress advance step; The second game progress advancing step is different from the first game progress advancing step.
  • the audience receiving unit is further configured to receive the display information of the first audience sent by the server after receiving the game progress advancing message sent by the server, wherein the first audience is the server The audiences who have made the most progress in the game progress within a predetermined time period are counted; the audience display unit is further configured to display the display interface of the first live broadcast room according to the display information of the first audience User information for the first viewer.
  • the audience display unit is also used to display a partial area of the interface in the first live room, and after displaying the game interface, display the first live room and the second live room in the partial area of the display interface in the first live room The corresponding host information and game progress information respectively.
  • an embodiment of the present application also provides an interactive live broadcast device, which is set on a server, and the device includes: a service sending unit for sending a preset game to the host client and viewer client in the first live broadcast room Game information, so that the anchor client of the first live broadcast room and the local area of the live broadcast room display interface of the audience client respectively display the game interface corresponding to the game information; the service receiving unit is used to receive the second A live broadcast content pushed by a host client in a live broadcast room for the viewer client in the first live broadcast room to pull the live broadcast content and play the live broadcast content; the service receiving unit is also used to receive The predetermined interactive information sent by the audience client in the first live broadcast room; the service determining unit is used to determine the game progress advancement step size according to the predetermined interactive information; the service sending unit is also used to send The host client and the audience client send a game progress advancing message, and the game progress advancing message carries the game progress advancing step, so that the host client and the audience client in the first live broadcast room can
  • the service sending unit is specifically configured to: send the game information to the host client and the viewer client in the first live broadcast room, so that the host client and the viewer client in the first live broadcast room
  • the local area of the display interface of the live broadcast room of the terminal respectively shows the first game interface and the second game interface corresponding to the game information; the game difficulty level of the second game interface is higher than the game difficulty of the first game interface grade.
  • the service sending unit is further configured to: after the game progress of the game corresponding to the first game interface ends, and/or after the game progress of the game corresponding to the second game interface ends Push virtual prize information to the audience client of the first live broadcast room, so as to display the virtual prize on the display interface of the first live broadcast room of the audience client; the device further includes: a distribution unit for The click operation information on the virtual prize returned by the viewer client in the live broadcast room allocates the virtual prize to the account corresponding to the viewer who initiated the click operation on the virtual prize first.
  • the service receiving unit is specifically configured to: receive the first predetermined interaction information and the second predetermined interaction information sent by the viewer client in the first live broadcast room; the service determining unit is specifically configured to: The first predetermined interactive information determines the first game progress advancing step of the game progress, and the second predetermined interactive information determines the second game progress advancing step of the game progress; or according to the first predetermined interactive information and The second predetermined interactive information determines a comprehensive game progress advancing step length of the game progress; wherein, the first predetermined interactive information is different from the second predetermined interactive information, and the second game progress advancing step is different from The first game progress advancement step.
  • the device further includes a statistics unit configured to count the first viewers who have advanced the game progress the most in a predetermined time period after determining the game progress advancing step size according to the predetermined interactive information; the service The sending unit is further configured to send the display information of the first viewer to the host client and the viewer client in the first live broadcast room, so that the host client and the viewer client are respectively based on the first viewer’s Display information, displaying user information of the first audience on the display interface of the first live broadcast room.
  • a statistics unit configured to count the first viewers who have advanced the game progress the most in a predetermined time period after determining the game progress advancing step size according to the predetermined interactive information
  • the service The sending unit is further configured to send the display information of the first viewer to the host client and the viewer client in the first live broadcast room, so that the host client and the viewer client are respectively based on the first viewer’s Display information, displaying user information of the first audience on the display interface of the first live broadcast room.
  • the service receiving unit is further configured to receive a first audience display request sent by the host client before counting the first audience who has advanced the game progress the most within a predetermined time period; the statistics The unit is specifically configured to count, according to the first audience display request, the first audience who has advanced the game progress the most in a predetermined time period.
  • the service receiving unit is further configured to receive the host match request message sent by the host client of the first live broadcast room before receiving the live content pushed by the host client of the first live broadcast room;
  • the device further includes: a matching unit, configured to match an opponent anchor for the anchor of the first live broadcast room according to a predetermined matching rule;
  • the service sending unit is further configured to: send a message to the anchor client of the first live broadcast room Return the opponent anchor information to display the opponent anchor information on the live room display interface of the anchor client in the first live broadcast room; the opponent anchor information is the anchor information in the second live broadcast room; when receiving the first live broadcast After the live broadcast content pushed by the host client in the room, the host information corresponding to the first live room and the second live room, and the game progress information corresponding to the first live room and the second live room, Sent to the audience clients in the first live room and the second live room.
  • the embodiments of the present application also provide an electronic device.
  • the electronic device is a host client and includes a housing, a processor, a memory, a circuit board, and a power circuit, wherein the circuit board is arranged around the housing.
  • the processor and the memory are arranged on the circuit board within the formed space; the power supply circuit is used to supply power to the various circuits or devices of the above-mentioned electronic equipment; the memory is used to store executable program codes; the processor reads the data stored in the memory
  • the program code is executed to run a program corresponding to the executable program code, and is used to execute the interactive live broadcast method of the first aspect provided in the embodiments of the present application.
  • the embodiments of the present application also provide an electronic device.
  • the electronic device is an audience client and includes a housing, a processor, a memory, a circuit board, and a power circuit, wherein the circuit board is arranged around the housing.
  • the processor and the memory are arranged on the circuit board within the formed space;
  • the power supply circuit is used to supply power to the various circuits or devices of the above-mentioned electronic equipment;
  • the memory is used to store executable program codes;
  • the processor reads the data stored in the memory
  • the program code is executed to run a program corresponding to the executable program code, and is used to execute the interactive live broadcast method of the second aspect provided in the embodiments of the present application.
  • an embodiment of the present application also provides an electronic device.
  • the electronic device is a server, and includes: a housing, a processor, a memory, a circuit board, and a power supply circuit, wherein the circuit board is arranged on the housing Inside the space, the processor and the memory are arranged on the circuit board; the power supply circuit is used to supply power to the various circuits or devices of the above electronic equipment; the memory is used to store executable program codes; the processor reads the executable programs stored in the memory The code is used to run the program corresponding to the executable program code for executing the interactive live broadcast method of the third aspect provided in the embodiments of the present application.
  • the embodiments of the present application also provide a computer-readable storage medium, the computer-readable storage medium stores one or more programs, and the one or more programs can be executed by one or more processors , In order to realize the interactive live broadcast method of the first aspect provided in the embodiments of the present application.
  • the embodiments of the present application also provide a computer-readable storage medium that stores one or more programs, and the one or more programs can be used by one or more processors Execute to realize the interactive live broadcast method of the second aspect provided in the embodiments of the present application.
  • the embodiments of the present application also provide a computer-readable storage medium that stores one or more programs, and the one or more programs can be used by one or more processors Execute to realize the interactive live broadcast method of the third aspect provided in the embodiments of the present application.
  • the embodiments of the present application also provide a computer program product containing instructions, which when run on a computer, causes the computer to use the interactive live broadcast method of the first aspect provided by the embodiments of the present application.
  • the embodiments of the present application also provide a computer program product containing instructions, which when run on a computer, cause the computer to use the interactive live broadcast method of the second aspect provided by the embodiments of the present application.
  • the embodiments of the present application also provide a computer program product containing instructions, which when run on a computer, causes the computer to use the interactive live broadcast method of the third aspect provided in the embodiments of the present application.
  • the host client can display the game interface in a partial area of the display interface of the first live broadcast room, and then push the live content to the server, and receive the game sent by the server A progress advance message, which carries a game progress advance step length, and advances the game progress of the game corresponding to the game interface according to the game progress advance step length.
  • the game progress advancing message carries the game progress advancing step length
  • the game progress advancing step is determined by the server according to the predetermined interactive information received from the audience client, so that the advancement of the game progress and the interaction of the audience
  • the connection allows the audience to interact more actively with the anchor for the rapid advancement of the game, which effectively promotes the interaction between the audience and the anchor in the live broadcast, effectively improves the user experience, and improves the coupling between the anchor client and the audience client.
  • FIG. 1 is a flowchart of an interactive live broadcast method provided by an embodiment of the application
  • FIG. 2 is another flowchart of the interactive live broadcast method provided by the embodiment of the application.
  • FIG. 3 is another flowchart of the interactive live broadcast method provided by the embodiment of the application.
  • FIG. 5 is another detailed flowchart of the interactive live broadcast method provided by the embodiment of the application.
  • FIG. 6 is a schematic structural diagram of an interactive live broadcast device provided by an embodiment of the application.
  • FIG. 7 is a schematic diagram of another structure of an interactive live broadcast device provided by an embodiment of the application.
  • FIG. 8 is a schematic diagram of another structure of an interactive live broadcast device provided by an embodiment of the application.
  • FIG. 9 is a schematic structural diagram of an electronic device provided by an embodiment of the application.
  • FIG. 10 is a schematic diagram of another structure of an electronic device provided by an embodiment of the application.
  • FIG. 11 is a schematic diagram of another structure of an electronic device provided by an embodiment of the application.
  • the live broadcast system may generally include a host client, a viewer client, and a live server.
  • the live broadcast server may provide multiple live broadcast rooms, and each live broadcast room may be provided with a host client and several viewer clients.
  • the host client can shoot audio, video and other live content locally on the host and upload it to the server.
  • the server can process the live content received from the host client and push the processed live content to the live broadcast where the host client is located. Audience clients in the time. When viewers watch the live broadcast content of the host through the viewer client, they can forward messages such as text, pictures, audio and video to the host client through the server, so as to achieve interaction with the host.
  • an embodiment of the present application provides an interactive live broadcast method, which can promote the interaction between the viewer and the host during the live broadcast, effectively improve the user experience, and thereby improve the coupling between the host client and the viewer client.
  • the interactive live broadcast method provided by the embodiment of the present application is applied to a host client, and the method may include:
  • the first live broadcast room display interface is the live broadcast interface of the host client corresponding to the first live broadcast room, and the game interface is the game content displayed in a partial area.
  • the display interface of the first live broadcast room may be the area where the entire screen of the host client is located, or a part of the area in the screen of the host client.
  • the above-mentioned partial area of the first live room display interface may be any area in the first live room display interface.
  • the first live room display interface may include an area for displaying live video, an area for displaying interactive messages, an area for displaying system information, and so on.
  • the game interface is particularly displayed in a partial area of the display interface of the first live broadcast room, so as to provide a display of the game progress during the live broadcast.
  • the server may send game information of the preset game to the host client and the audience client respectively.
  • the host client displays the game content corresponding to the received game information in a partial area of the display interface of the first live broadcast room.
  • S12 Push live content to the server, so that the viewer client in the first live broadcast room pulls the live content from the server and plays it;
  • the above step S12 is to push the live content to the server, so that the viewer client in the first live broadcast room pulls the live content from the server and plays the live content.
  • the live content pushed by the host client to the server can be any content that the host client sends to the live platform server and shared with the audience, such as food production, event broadcast, talk show, singing, dance, etc. .
  • the audience client can pull the content from the server and play it locally on the audience client.
  • the host client pushes the live content to the server in real time, and the viewer client pulls the live content in the first live room from the server in real time.
  • the above step S12 can be performed before or after any of the above step S11, and subsequent steps S13 and S14, which is not specifically limited here.
  • the game progress advancement message may be a message about how to advance the game in the game interface obtained by the host client from the server, and the advancement of the game progress may be mainly identified by the game advancement step.
  • the advancement step of the game progress may refer to how much the game is advanced when the game is advanced.
  • the unit of the game progress advancing step length can be time, such as advancing forward 30 seconds, or a level, such as jumping forward one level, or a percentage, such as 1/20 of a forward jumping game.
  • the predetermined interactive information refers to the predetermined type of information sent to the host when the viewer watches the live content of the host, such as likes, gifts, etc. Such predetermined interactive information can affect the size of the advancing step of the game.
  • the aforementioned game progress advancing message includes the game progress advancing step, and the aforementioned step S14 is to advance the game progress of the game corresponding to the game interface according to the game progress advancing step.
  • the game progress of the game corresponding to the game interface may be advanced forward by the game progress advance step according to the game progress advance step carried in the received game progress advance message.
  • the host client can display the game interface in a partial area of the display interface of the first live broadcast room, and then push the live broadcast content to the server, and receive the game progress promotion message sent by the server, according to the game
  • the progress advance step is to advance the game progress of the game corresponding to the game interface.
  • the game progress advancing message carries the game progress advancing step length
  • the game progress advancing step is determined by the server according to the predetermined interactive information received from the audience client, so that the advancement of the game progress and the interaction of the audience
  • the connection allows the audience to interact more actively with the anchor for the rapid advancement of the game, which effectively promotes the interaction between the audience and the anchor in the live broadcast, effectively improves the user experience, and improves the coupling between the anchor client and the audience client.
  • the game types corresponding to the game interface displayed in step S11 may be various, such as puzzle games, action games, attack games, etc.
  • Each type of game can include one or more levels, and each level can have a different game interface.
  • the game interface of one level can be displayed first, and the game interface of the next level can be displayed after the level is passed, or the interface of each level can be displayed. The embodiment does not limit this.
  • displaying a partial area of an interface in the first live broadcast room in step S11 to display a game interface may specifically include:
  • a first game interface and a second game interface are displayed; the game difficulty level of the second game interface is higher than the game difficulty level of the first game interface.
  • step S14 advancing the game progress of the game displayed on the game interface may specifically include:
  • the game progress of the game corresponding to the first game interface is advanced until the game ends, and the game progress of the game corresponding to the second game interface is advanced.
  • the advancing step of the game progress can run through these different levels.
  • the game progress in the game interface can be completed by multiple advances.
  • the amount of each advance is carried in the game progress advance message received by the host client each time The progress of the game is determined by the advance step.
  • the game progress advancement step size carried in each game progress advancement message is only applicable to the current game advancement.
  • the next game advancement step length will be advanced by the game progress carried in the next game progress advancement message
  • the step size is determined.
  • the game progress advancing step length in each game progress advancing message can be equal or unequal, and the specific step value is determined by the interaction between the viewer and the anchor.
  • receiving the game progress advancement message sent by the server in step S12 may include:
  • step S14 advancing the game progress of the game displayed on the game interface may specifically include:
  • the first game progress advance message advance the game progress of the game corresponding to the game interface according to the first game progress advance step
  • the second game progress advancing message advance the game progress of the game corresponding to the game interface according to the second game progress advancing step; the second game progress advancing step is different from the first game progress Advance step length.
  • the host client advances the game progress of the game interface Advance for 15 seconds.
  • the interactive live broadcast method provided by the embodiment of the present application may further include:
  • the user information of the first audience is displayed on the display interface of the first live broadcast room.
  • the server may send the display information of the first viewer to the host client and the viewer client respectively.
  • the display information of the first audience includes user information of the first audience.
  • the host client receives the display information of the first viewer, it can display the user information of the first viewer on the display interface of the first live broadcast room.
  • the display position of the user information of the first viewer in the display interface of the first live broadcast room is not specifically limited.
  • the display information of the first audience may also include other information of the first audience.
  • the display information of the first audience may also include the first audience.
  • the game progress advancement step corresponding to the audience in the preset time period, the specific time of each game progress advancement, and other information.
  • the host client can also display other information in the display information of the first viewer on the first live room display interface of the host client.
  • the game progress may be advanced by one game progress advancement step or multiple game progress advancement steps.
  • each game progress advancement step can correspond to the propulsion effect of a spectator, or it can correspond to the comprehensive propulsion effect of most spectators.
  • the display information of the first audience only needs to indicate the audience who has advanced the game progress the most during the predetermined period of time.
  • the game advances twice, the first advancement corresponds to the first game progress advancement step, and the second advancement corresponds to the second game advancement step.
  • the first game progress advancement step is 10 seconds
  • the game progress advancement step length of the audience A's effect on the game is 4 seconds
  • the game progress advancement step size of the audience B's effect on the game is 6 seconds
  • the second game progress advancing step is 15 seconds.
  • the game progress advancing step of audience A's effect on the game is 10 seconds
  • the game progress advancing step of audience B's effect on the game is 1 second.
  • the host client After the host client receives the display information of the first viewer, it displays the user information of the viewer A, such as user name, avatar, user level and other information on the display interface of the first live broadcast room.
  • the host client can also control whether the server counts and sends the display information of the first audience.
  • the interactive live broadcast method provided by the embodiment of the present application may further include:
  • the server when the server receives the first viewer display request from the host client, it may count the first viewers who have pushed the most progress to the host client within a predetermined time period, and determine the display information of the first viewer. The server may send the display information of the first viewer to the host client. After receiving the display information of the first viewer, the host client can display the user information of the first terminal.
  • the game progress is only promoted based on the interaction between the viewer and the anchor in a live broadcast room, but the embodiment of the application is not limited to this.
  • the host in one live room can also compete with the host in another live room in the game progress, which can more significantly arouse the enthusiasm of the audience and make the audience more involved in the game with the host. During the interaction, improve the coupling between the host client and the audience client.
  • the interactive live broadcast method provided in the embodiment of the present application may further include:
  • the opponent anchor information returned by the server is received, and the opponent anchor information is displayed on the display interface of the first live broadcast room; the opponent anchor information is the anchor information in the second live broadcast room.
  • the host client can send a host match request message to the server before starting the live broadcast.
  • the server will match the host with a close opponent based on the host’s host information.
  • After the host client receives the host’s host information returned by the server You can start the game progress competition with the host opponent, that is to see who finishes the game first.
  • the opponent host will broadcast live in the second live broadcast room, and the second live broadcast room will also have viewers watching the live broadcast content of the opponent host, and will advance the game progress in the second live broadcast room through interaction with the opponent anchor.
  • the specific details are the same as those in the first live broadcast room. The situation in is similar, you can refer to the previous description, and will not repeat it here.
  • the host information of the first live broadcast room may include various information such as user information and historical performance of the host in the first live broadcast room.
  • the user information of the host includes but is not limited to the host's account, user name, and user level.
  • the historical record includes, but is not limited to, the record of the live broadcast and other anchors, and the winning rate.
  • the host information in the second live broadcast room is similar to the host information in the first host room, and will not be repeated here.
  • the embodiments of the present application also provide an interactive live broadcast method, which is applied to the audience client, which can promote the interaction between the audience and the anchor in the live broadcast, effectively improve the user experience, and thereby improve the communication between the anchor client and the audience client. Coupling.
  • the interactive live broadcast method provided by the embodiment of the present application is based on the audience client, and the method may include:
  • the display interface of the first live broadcast room is the live broadcast interface of the first live broadcast room accessed by the audience client, and the game interface is the game content displayed in a partial area.
  • the first live room display interface may be the area where the entire screen of the audience client is located, or may be a part of the area of the screen of the audience client.
  • the partial area of the display interface of the first live broadcast room may be any area in the display interface of the first live broadcast room.
  • the server may send game information of the preset game to the host client and the viewer client respectively.
  • the audience client displays a partial area of the interface in the first live broadcast room, displaying game content corresponding to the received game information.
  • the above step S22 is to pull the live content of the first live broadcast room from the server, and play the live content locally.
  • the audience client can pull the live broadcast content of the anchor in the first live broadcast room from the server and play it locally on the audience client.
  • the live broadcast content may include any content that is sent by the host client to the live broadcast platform server and shared with the audience, such as food production, event broadcast, talk show, singing, dance, etc.
  • the host client pushes the live content to the server in real time, and the viewer client pulls the live content in the first live room from the server in real time.
  • the above step S22 may be performed before or after any of the above step S21, and subsequent steps S23, S24, and S25, which is not specifically limited here.
  • S23 Send predetermined interactive information to the server, so that the server determines the game progress advancing step size according to the predetermined interactive information;
  • the viewers in the first live broadcast room can interact with the host, such as chatting, liking, or giving virtual gifts to express their love, gratitude and support to the host.
  • the server receives the interactive information
  • the predetermined interactive information can be used as a parameter for determining the progress of the game.
  • likes and virtual gifts can be used as parameters for determining the progress of the game.
  • the game progress advancing step length may also be determined according to other interactive information, which is not limited in the embodiments of the present application.
  • the game progress advancing message may be a message about how to advance the game in the game interface obtained by the audience client from the server, and the advancement of the game progress can be mainly identified by the game progress advancing step.
  • the advancement step of the game progress may refer to how much the game is advanced when the game is advanced.
  • the unit of the game progress advancing step length can be time, such as advancing forward 30 seconds, or a level, such as jumping forward one level, or a percentage, such as 1/20 of a forward jumping game.
  • the above step S25 is to advance the game progress of the game corresponding to the game interface according to the advancement step of the game progress.
  • the audience client may advance the game progress of the game corresponding to the game interface forward by the game progress advance step according to the game progress advancement step carried in the received game promotion progress message.
  • the audience client can display the game interface in a partial area of the display interface of the first live broadcast room, and then pull the live broadcast content of the first live broadcast room from the server and play it locally, and receive the information sent by the server
  • the game progress advance message and advance the game progress of the game corresponding to the game interface according to the advancement step length of the game progress.
  • the game progress advancing message carries the game progress advancing step length
  • the game progress advancing step is determined by the server according to the predetermined interactive information received from the audience client, so that the advancement of the game progress and the interaction of the audience
  • the connection allows the audience to interact more actively with the anchor for the rapid advancement of the game, which effectively promotes the interaction between the audience and the anchor in the live broadcast, effectively improves the user experience, and improves the coupling between the anchor client and the audience client.
  • the game types corresponding to the game interface displayed in step S21 may be various, such as puzzle games, action games, attack games, etc.
  • Each type of game can include one or more levels, and each level can have a different game interface.
  • the game interface of one level can be displayed first, and the game interface of the next level can be displayed after the level is passed, or the interface of each level can be displayed. The embodiment does not limit this.
  • displaying a partial area of the interface in the first live broadcast room in step S21 to display the game interface may specifically include:
  • a first game interface and a second game interface are displayed; the game difficulty level of the second game interface is higher than the game difficulty level of the first game interface.
  • step S25 advancing the game progress of the game displayed on the game interface may specifically include: advancing the step size according to the game progress, advancing the first game interface After the game progress of the corresponding game reaches the end of the game, the game progress of the game corresponding to the second game interface is advanced.
  • the first game interface and the second game interface are two different levels, the progress of the game progress message can be used to advance the game through these different levels.
  • the game in the game interface can be completed by multiple advancements.
  • the game advances how much is the game carried in the game progress advance message received by the audience client each time The progress advancement step is determined.
  • the game progress advancement step size carried in each game progress advancement message is only applicable to the current game advancement.
  • the step size is determined.
  • the game progress advancing step length in each game progress advancing message can be equal or unequal, and the specific step value is determined by the interaction between the viewer and the anchor.
  • receiving the game progress promotion message sent by the server may include:
  • step S25 advancing the game progress of the game displayed on the game interface may specifically include:
  • the first game progress advance message advance the game progress of the game corresponding to the game interface according to the first game progress advance step
  • the second game progress advancing message advance the game progress of the game corresponding to the game interface according to the second game progress advancing step; the second game progress advancing step is different from the first game progress Advance step length.
  • the audience client advances the game progress of the game interface for 30 seconds.
  • the second game progress advancing step carried in the second game progress advancing message received by the audience client is 15 seconds forward, and after receiving the second game progress advancing message, the audience client advances the game progress on the game interface Advance for 15 seconds.
  • the interactive live broadcast method provided by the embodiment of the present application may further include:
  • the user information of the first audience is displayed on the display interface of the first live broadcast room.
  • the server may send the display information of the first viewer to the host client and the viewer client respectively.
  • the display information of the first audience includes user information of the first audience.
  • the audience client receives the display information of the first audience, it can display the user information of the first audience on the display interface of the first live broadcast room.
  • the display position of the user information of the first viewer in the display interface of the first live broadcast room is not specifically limited.
  • the game progress may be advanced by one game progress advancement step or multiple game progress advancement steps.
  • each game progress advancement step can correspond to the propulsion effect of a spectator, or it can correspond to the comprehensive propulsion effect of most spectators.
  • the display information of the first audience only needs to indicate the audience who has advanced the game progress the most during the predetermined period of time.
  • the game advances twice, the first advancement corresponds to the first game progress advancement step, and the second advancement corresponds to the second game advancement step.
  • the first game progress advancement step is 10 seconds
  • the game progress advancement step of the audience A's effect on the game is 4 seconds
  • the game progress advancement step of the audience's effect on the game is 6 seconds
  • the second game progress advancing step is 15 seconds.
  • the game progress advancing step of audience A's effect on the game is 10 seconds
  • the game progress advancing step of audience B's effect on the game is 1 second.
  • the host client After the host client receives the display information of the first viewer, it displays the user information of the viewer A, such as user name, avatar, user level and other information on the display interface of the first live broadcast room.
  • the virtual prizes can be treasures, treasure boxes, medals, gold coins, equipment, etc.
  • the audience client can show these virtual prizes to the audience, the audience can quickly click on the virtual prizes, and the server can assign the virtual prizes to the first The account corresponding to the viewer who initiated the click operation on the virtual prize.
  • the above-mentioned click operation information may at least include the identifier of the virtual prize clicked by the viewer and the time point corresponding to the click operation.
  • the game progress is only promoted based on the interaction between the viewer and the anchor in a live broadcast room, but the embodiment of the application is not limited to this.
  • the audience client can learn the game progress of the host in another live room that is competing with the host while watching the live broadcast and the game in this live broadcast room, so as to be more active with the host.
  • the host in the live room interacts so that the host in the live room can win the game progress competition.
  • the interactive live broadcast method may further include: displaying the partial area of the interface in the first live room, displaying the first live room And the host information and game progress information of the second live broadcast room.
  • the user name of the host in the first live broadcast room can be displayed in a partial area of the display interface of the first live broadcast room.
  • the user is a platinum user, and the current game progress has completed 47% of the game.
  • the user of the host in the second live broadcast room The name is Jay, the user level is a diamond user, and the current game progress has completed 64% of the game.
  • the embodiments of the present application also provide an interactive live broadcast method, which is applied to a server, which can promote the interaction between the audience and the anchor in the live broadcast, effectively improve the user experience, and improve the coupling between the anchor client and the audience client .
  • the interactive live broadcast method provided by the embodiment of the present application, applied to a server may include:
  • the above step S31 is to send game information of the preset game to the anchor client and viewer client in the first live room, so that the anchor client and the viewer client in the first live room display a partial area of the live room display interface.
  • the game interface corresponding to the game information is displayed respectively.
  • the server can also send game information to the host client and audience client in the first live broadcast room, so that the host client and the audience client can also perform the live video broadcast. Show the corresponding game interface.
  • S32 Receive live content pushed by the host client in the first live broadcast room, so that the viewer client in the first live broadcast room can pull the live content and play it;
  • the foregoing step S32 is to receive the live content pushed by the host client of the first live broadcast room, so that the viewer client of the first live broadcast room can pull the live content and play the live content.
  • the server can receive live content from the host client and push it to the viewer client.
  • the live broadcast content may include any content that is sent by the host client to the live broadcast platform server and shared with the audience, such as food production, event broadcast, talk show, singing, dance, etc.
  • the host client pushes the live content to the server in real time, and the viewer client pulls the live content in the first live room from the server in real time.
  • the step S32 can be executed before or after any of the steps S31, and subsequent steps S33, S34, and S35, which is not specifically limited here.
  • the viewers in the first live broadcast room can interact with the host, such as chatting, liking, or giving virtual gifts to express their love, gratitude and support to the host.
  • the server receives the interactive information
  • the predetermined interactive information can be used as a parameter for determining the advancement step of the game progress. For example, likes and virtual gifts can be used as parameters for determining the progress of the game.
  • the advancement step of the game progress may refer to how much the game is advanced when the game is advanced.
  • the unit of the game progress advancing step length can be time, such as advancing forward 30 seconds, or a level, such as jumping forward one level, or a percentage, such as 1/20 of a forward jumping game.
  • the foregoing step S35 is to send a game progress advancing message to the host client and viewer client in the first live broadcast room, and the game progress advancing message carries the game progress advancing step length, so that the first live broadcast
  • the host client and the audience client between the host and the audience simultaneously advance the game progress of the game corresponding to the game interface according to the game progress advancement step.
  • the server sends the game progress advancing step to the host client and the audience client by means of the game progress advancing message, so that the host client and the audience client can simultaneously advance the game progress of the corresponding game in their respective game interfaces .
  • the server can send game information of a preset game to the host client and viewer client in the first live broadcast room, so that the host client and the viewer client in the first live broadcast room can
  • the partial area of the display interface of the live broadcast room displays the game interface corresponding to the game information, and then the game progress advancing step is determined according to the predetermined interactive information received from the audience client, and the game progress advancing step is used to indicate the progress of the first live broadcast room.
  • the host client and the viewer client synchronize the progress of the game corresponding to the game interface.
  • the progress of the game is connected with the interaction of the audience, so that the audience can interact more actively with the anchor for the rapid advancement of the game, which effectively promotes the interaction between the audience and the anchor in the live broadcast, and effectively improves the user experience. Improved the coupling between the host client and the audience client.
  • the game types of the preset game may be various, such as puzzle games, action games, attack games, etc.
  • Each type of game can include one or more levels, and each level can have a different game interface.
  • the server can make the anchor client and the audience client display the game interface of one level first, and then display the game interface of the next level after passing the level, or display the interface of each level. This application The embodiment does not limit this.
  • step S31 the game information of the preset game is sent to the host client and the viewer client in the first live broadcast room, so that the host client in the first live broadcast room and the live broadcast room display interface of the viewer client In a local area, displaying the game interface corresponding to the game information may include:
  • the game information is sent to the anchor client and the audience client in the first live broadcast room, so that the anchor client in the first live broadcast room and the local area of the live broadcast room display interface of the audience client respectively show the The first game interface and the second game interface corresponding to the game information; the game difficulty level of the second game interface is higher than the game difficulty level of the first game interface.
  • the game information sent by the server to the anchor client and audience client in the first live broadcast room includes two game levels represented by the first game interface and the second game interface. After that, you can enter the game level of the second game interface.
  • the provided interactive live broadcast method can also include:
  • the virtual prize is allocated to the account corresponding to the viewer who first initiated the click operation on the virtual prize.
  • the virtual prizes can be, for example, treasures, treasure chests, medals, gold coins, equipment, etc.
  • the server can show these virtual prizes to the audience through the audience client. The audience can quickly click on the virtual prizes, and the server receives the return from the audience client. After clicking the information, the virtual prize can be allocated to the account corresponding to the viewer who first initiated the click operation on the virtual prize.
  • the aforementioned click operation information may include at least the identifier of the virtual prize clicked by the viewer and the time point corresponding to the click operation.
  • the server may advance the game progress by sending the game progress promotion message to the host client and the audience client.
  • the game progress advancing message may carry the game progress advancing step length, and the game progress advancing step length can be specifically determined by the server according to the predetermined interactive information received from the audience client in the first live broadcast room.
  • the viewers in the first live broadcast room can interact with the host, such as chatting, liking, or sending virtual gifts to express their love, gratitude and support to the host.
  • the server receives the interactive information
  • the predetermined interactive information can be used as a parameter for determining the progress of the game. For example, likes and virtual gifts can be used as parameters for determining the progress of the game.
  • receiving the predetermined interaction information sent by the viewer client in the first live broadcast room may include:
  • Determining the game progress advancing step length according to the predetermined interactive information may specifically include:
  • the first predetermined interactive information is different from the second predetermined interactive information
  • the second game progress advancing step is different from the first game progress advancing step
  • the game progress advancing step size corresponding to each predetermined interactive information can be calculated according to different predetermined interactive information.
  • the first game progress advancing step determined according to the first predetermined interactive information is Advancing for 5 seconds
  • the second game progress advance step determined according to the second predetermined interactive information is 9 seconds
  • multiple predetermined interactive information can be integrated together to determine a comprehensive game progress step, for example, the first predetermined interactive information
  • the interaction between the viewer and the anchor in the second predetermined interactive information is converted into a comprehensive game progress advancement step according to a preset rule.
  • different interactions in the predetermined interactive information can have different effects on the advancement step of the comprehensive game progress. That is, different gifts or likes from audiences with different identities can have different support weights.
  • the support weight of a bunch of flowers can be 5
  • the support weight of a sports car can be 2000
  • the support weight of likes from an ordinary audience can be 2
  • the support weight from a VIP (Very Important Person, VIP) audience The support weight for likes can be 10.
  • the server may put the game progress advancing step into the game progress advancing message, and send it to the host client and each audience client in the first live broadcast room.
  • Each of the game progress advance messages can make the game progress of the anchor client and each viewer client advance simultaneously.
  • the game progress displayed by the host client and the audience client can be completed by multiple advancements.
  • the game progress advancement step carried in each game progress advancement message is only applicable to this game advancement.
  • the game advancement step for the next advancement of the game is carried in the next game progress advancement message
  • the progress of the game is determined by the step length.
  • the game progress advancement step in each game progress advancement message can be equal or unequal, and the specific step value is determined by the interaction between the audience and the anchor.
  • the interactive live broadcast method provided by the embodiment of the present application may further include:
  • the interaction between viewers and anchors can be counted every 3 minutes. If the progress of the game played by viewer E on the game is 1/5 in a certain statistics, all viewers If the game progress advancement step for the game is the most in the game, the user information of viewer E can be displayed on the display interface of the first live room of each viewer client. For example, the marquee shows the user of viewer E in the display interface of the first live room. Name and avatar, as well as audience E’s progress in the game.
  • the server may also send the first viewer's display information according to the request of the host client.
  • the interactive live broadcast method provided by the embodiment of the present application may further include:
  • the first spectator who has advanced the game progress the most within the predetermined time period for statistics may specifically include:
  • the first audience display request the first audience who advances the game progress the most in a predetermined time period are counted.
  • the game progress is only promoted based on the interaction between the viewer and the anchor in a live broadcast room, but the embodiment of the application is not limited to this.
  • the host in one live room can also compete with the host in another live room in the game progress, which can more significantly arouse the enthusiasm of the audience and make the audience more involved in the game with the host. Interacting.
  • the server before the server receives the live content pushed by the host client of the first live broadcast room, it may also receive the host sent by the host client of the first live broadcast room.
  • Match request message ; according to predetermined matching rules, match the opponent anchor for the anchor in the first live broadcast room; return opponent anchor information to the anchor client in the first live broadcast room, so as to place the opponent anchor information in the first live broadcast room
  • a live broadcast room display interface of the host client of a live broadcast room is displayed; wherein the opponent host information is the host information of the second live broadcast room.
  • the predetermined matching rule may be a model that uses the country of the anchor, the net number of games in the last preset number of games of the anchor, and the current level of the anchor as parameters.
  • the host and the opponent may not be in the same live broadcast room, and the host may not be connected to the screen during the match between the host and the opponent. In this way, some secondary conditions that are not of concern can be relaxed, and the main conditions such as matching the strength of the anchor can be highlighted in the matching model.
  • the host and the opponent are fighting in the game, the host's ongoing live broadcast and the opponent's ongoing live broadcast are not subject to this restriction.
  • the anchor and the opponent can also conduct their own live broadcasts.
  • the anchor is conducting a live broadcast of food
  • the opponent is conducting a live sports broadcast.
  • the server may also correspond the anchor information corresponding to the first live room and the second live room, and the first live room and the second live room.
  • the game progress information of the game is sent to the audience clients in the first live room and the second live room, so that the audience client can know the game progress of both parties in time, and then more actively interact with the host, improving the host client’s and The coupling of the audience client.
  • the live broadcast method provided by the embodiment of the present application may include:
  • S401 The host client sends a live broadcast request to the server to start broadcasting and show cooking in the first live broadcast room.
  • S402 The server sends preset game information to the anchor client and audience client in the first live broadcast room according to the live broadcast request.
  • the preset game information may be, for example, providing Halloween-themed games.
  • a number of Halloween monster images can be created, which can be divided into 4 levels of difficulty according to the amount of blood of the monster.
  • the host client and the audience client display the game interface corresponding to the preset game information in a partial area of the first live broadcast room.
  • the foregoing step S403 is to display the game interface corresponding to the preset game information in a partial area of the display interface of the first live broadcast room by the host client and the viewer client.
  • S404 The host client pushes the live content of the cooking process to the server.
  • the server pushes the live broadcast content to each viewer client in the first live broadcast room.
  • the audience client plays the live content and sends the audience's scheduled interactive information for the live content to the server, such as sending gifts to the anchor, likes, etc.;
  • S407 The server determines the game advancing step length according to the received predetermined interactive information.
  • step S407 is that the server determines the game progress advancing step size according to the received predetermined interactive information.
  • the server may determine a game progress advancing step size according to each piece of predetermined interactive information received, or may determine a comprehensive step size according to multiple pieces of received predetermined interactive information.
  • the server sends a game progress advancing message to the host client and each audience client in the first live broadcast room, and the game progress advancing message carries the game progress advancing step length.
  • the foregoing step S409 is to synchronously advance the corresponding game progress in the interface according to the received game progress advancement step by the host client and each viewer client.
  • the server counts the first viewer who has made the most progress in the game during this period of time every 5 minutes.
  • S411 The server sends a first audience display message to the anchor client and each audience client, where the first audience display message carries user information of the first audience.
  • the server sends the display information of the first viewer to the host client and each viewer client, and the display information of the first viewer carries the user information of the first viewer.
  • the anchor client and each audience client display the user information of the first audience such as the user name and avatar of the first audience in a partial area of the display interface of the first live broadcast room according to the first audience display message.
  • step S412 is that the host client and each audience client display the user information such as the user name and avatar of the first audience in a partial area of the display interface of the first live broadcast room according to the first audience display information.
  • the audience client in the first live broadcast room displays the virtual prize on the display interface, and receives a click operation of the audience on the virtual prize.
  • S415 The viewer client sends the viewer's click operation on the virtual prize to the server.
  • step S415 is that each viewer client sends the click operation information to the server according to the click operation of the viewer on the virtual prize.
  • S416 The server allocates the virtual prize to the account corresponding to the viewer who first initiated the click operation on the virtual prize according to the click operation information on the virtual prize returned by the viewer client in the first live broadcast room.
  • the embodiment of the present application also provides an interactive live broadcast method, which may specifically include:
  • S501 The host client sends a live broadcast request to the server, requesting to start a talk show in the first live broadcast room.
  • S502 The server sends preset game information to the anchor client and audience client in the first live broadcast room according to the live broadcast request.
  • the host client and the audience client display the game interface corresponding to the preset game information in a partial area of the first live broadcast room.
  • S504 The host client sends a host match request message to the server, requesting a game progress competition with the opponent.
  • the server matches the opponent anchor according to a preset rule according to the match request message, where the opponent anchor is the anchor in the second live broadcast room.
  • the above S505 is that the server matches the host with the opponent anchor according to the host match request message according to the preset rule, where the opponent anchor is the host in the second live broadcast room.
  • the matching algorithm model may be a comprehensive model of the host country + the host's net wins of nearly 50 games + the host's current level. If the opponent is not matched within the preset time period, the match will time out and prompt to rematch.
  • the live broadcast content of the opponent's anchor can be various and has nothing to do with the live broadcast content in the first live broadcast room.
  • S506 The server sends the opponent anchor message to the anchor client.
  • step S506 is that the server sends the host information of the opponent host to the host client.
  • the host client displays the opponent's host information on the display interface of the first live broadcast room.
  • step S507 is that the host client displays the host information of the opponent host on the display interface of the first live broadcast room.
  • the host client pushes the live content of the talk show to the server.
  • the server pushes the live broadcast content to each viewer client in the first live broadcast room.
  • the audience client plays the live content and sends the audience's scheduled interactive information for the live content to the server, such as sending gifts to the anchor, and likes;
  • S511 The server determines the game advancing step length according to the received predetermined interactive information.
  • step S511 is that the server determines the advancement step length of the game progress according to the received predetermined interactive information.
  • the server may determine a game progress advancing step size according to each piece of predetermined interactive information received, or may determine a comprehensive step size according to multiple pieces of received predetermined interactive information.
  • the server sends a game progress advancing message to the host client and each audience client in the first live broadcast room, and the game progress advancing message carries the game progress advancing step length.
  • S513 The host client and each viewer client synchronize the game displayed in the interface according to the received game progress promotion message.
  • the above step S513 is to synchronously advance the corresponding game progress in the interface according to the received game progress advancement step by the host client and each viewer client.
  • the server pushes the game progress information of the second live room to each viewer client in the first live room and the second live room (wherein, the viewer clients in the second live room are not shown).
  • the interactive live broadcast method provided by the embodiment of the present application combines the live broadcast with the game, thereby increasing the interesting interaction between the anchor and the audience.
  • the battle mode is to realize the competition and interaction between the host and the audience across the live broadcast room, and further promote the interaction between the audience and the host. This effectively improves the coupling between the anchor client and the audience client, thereby promoting the interaction between the audience and the anchor in the live broadcast and effectively improving the user experience.
  • the embodiment of the present application also provides an interactive live broadcast device, which is set on the host client, which can promote the interaction between the viewer and the host during the live broadcast, effectively improve the user experience, and thereby improve the coupling between the host client and the viewer client.
  • the interactive live broadcast device provided by the embodiment of the present application is set in the host client, and the device may include:
  • the anchor display unit 61 is used to display a partial area of the interface in the first live broadcast room and display the game interface;
  • the anchor pushing unit 62 is configured to push live content to the server, so that the audience client in the first live broadcast room pulls the live content from the server, and plays the live content;
  • the host receiving unit 63 is configured to receive a game progress advancing message sent by the server; wherein the game progress advancing message carries a game progress advancing step, and the game progress advancing step is determined by the server according to the Confirm the predetermined interactive information received by the audience client;
  • the anchor advancing unit 64 is configured to advance the step size according to the game progress to advance the game progress of the game corresponding to the game interface.
  • the host client can display the game interface in a partial area of the display interface of the first live broadcast room, and then push the live broadcast content to the server, and receive the game progress promotion message sent by the server, according to the game
  • the progress advance step is to advance the game progress of the game corresponding to the game interface.
  • the game progress advancing message carries the game progress advancing step length
  • the game progress advancing step is determined by the server according to the predetermined interactive information received from the audience client, so that the advancement of the game progress and the interaction of the audience
  • the connection allows the audience to interact more actively with the anchor for the rapid advancement of the game, which effectively promotes the interaction between the audience and the anchor in the live broadcast, effectively improves the user experience, and improves the coupling between the anchor client and the audience client.
  • the anchor display unit 61 can be specifically used for:
  • a first game interface and a second game interface are displayed; the game difficulty level of the second game interface is higher than the game difficulty level of the first game interface;
  • the anchor promotion unit 64 can be specifically used for:
  • the game progress of the game corresponding to the first game interface is advanced until the game ends, and the game progress of the game corresponding to the second game interface is advanced.
  • the anchor receiving unit 63 may be specifically used for:
  • the anchor promotion unit 64 can be specifically used for:
  • the first game progress advance message advance the game progress of the game corresponding to the game interface according to the first game progress advance step
  • the second game progress advancing message advance the game progress of the game corresponding to the game interface according to the second game progress advancing step; the second game progress advancing step is different from the first game progress Advance step length.
  • the anchor receiving unit 63 may be further configured to receive the display information of the first audience sent by the server after receiving the game progress promotion message sent by the server, where the first audience is collected by the server The audience who has made the most progress on the game progress within a predetermined time period;
  • the anchor display unit 61 may also be configured to display user information of the first viewer on the display interface of the first live broadcast room according to the display information of the first viewer.
  • the interactive live broadcast device may also include:
  • the first request sending unit is configured to send a first audience display request to the server before receiving the first audience display information sent by the server, so that the server makes statistics and reports to the audience clients in the first live broadcast room
  • the terminal sends the display information of the first viewer who has advanced the game progress the most within a predetermined time period.
  • the interactive live broadcast device may also include:
  • the second request sending unit is configured to send an anchor match request message to the server before pushing the live content to the server;
  • the anchor receiving unit 63 is further configured to receive opponent anchor information returned by the server;
  • the anchor display unit 61 is further configured to display the opponent anchor information on the display interface of the first live broadcast room; the opponent anchor information is the anchor information in the second live broadcast room.
  • the embodiment of the present application also provides an interactive live broadcast device, which is set on the viewer client, which can promote the interaction between the viewer and the host during the live broadcast, effectively improve the user experience, and thereby improve the coupling between the host client and the viewer client.
  • the interactive live broadcast device provided by the embodiment of the present application is set in the audience client, and the device may include:
  • the audience display unit 71 is used to display the game interface in a partial area of the display interface in the first live broadcast room;
  • the audience playing unit 72 is configured to pull the live content of the first live broadcast room from the server, and play the live content locally;
  • the audience sending unit 73 is configured to send predetermined interactive information to the server, so that the server determines the game progress advancing step size according to the predetermined interactive information;
  • the audience receiving unit 74 is configured to receive a game progress advancing message sent by the server; the game progress advancing message carries the game progress advancing step;
  • the audience advancement unit 75 is configured to advance the step size according to the game progress to advance the game progress of the game corresponding to the game interface.
  • the audience client can display the game interface in a partial area of the display interface of the first live broadcast room, and then pull the live broadcast content of the first live broadcast room from the server and play it locally, and receive the information sent by the server
  • the game progress advance message and advance the game progress of the game corresponding to the game interface according to the advancement step length of the game progress.
  • the game progress advancing message carries the game progress advancing step length
  • the game progress advancing step is determined by the server according to the predetermined interactive information received from the audience client, so that the advancement of the game progress and the interaction of the audience
  • the connection allows the audience to interact more actively with the anchor for the rapid advancement of the game, which effectively promotes the interaction between the audience and the anchor in the live broadcast, effectively improves the user experience, and improves the coupling between the anchor client and the audience client.
  • the audience display unit 71 is specifically configured to: display the first game interface and the second game interface in a partial area of the display interface of the first live broadcast room; the game difficulty level of the second game interface is higher than that of the first game interface. 1. The game difficulty level of the game interface;
  • the audience advancing unit 75 is specifically configured to: according to the game progress advancing message, advance the game progress of the game corresponding to the first game interface until the game ends, and then advance the game progress of the game corresponding to the second game interface .
  • the audience display unit 71 is further configured to: after the game progress of the game corresponding to the first game interface ends, and/or after the game progress of the game corresponding to the second game interface ends, The display interface of the first live broadcast room displays virtual prizes;
  • the audience receiving unit 74 is further configured to receive the click operation on the virtual prize, and send the click operation information for the click operation to the server, so that the server can transfer the virtual prize to the virtual prize according to the click operation information.
  • the prize is allocated to the account corresponding to the viewer who initiates the click operation on the virtual prize first.
  • the audience receiving unit 74 is specifically configured to:
  • the audience promotion unit 75 is specifically used for:
  • the first game progress advance message advance the game progress of the game corresponding to the game interface according to the first game progress advance step
  • the second game progress advancing message advance the game progress of the game corresponding to the game interface according to the second game progress advancing step; the second game progress advancing step is different from the first game progress Advance step length.
  • the audience receiving unit 74 is further configured to receive the display information of the first audience sent by the server after receiving the game progress promotion message sent by the server, where the first audience is the server statistics The audience who has made the most progress in the game within a predetermined time period;
  • the audience display unit 71 is further configured to display user information of the first audience on the display interface of the first live broadcast room according to the display information of the first audience.
  • the audience display unit 71 is also used to display a partial area of the interface in the first live room. After displaying the game interface, display the partial area of the interface in the first live room to show the first live room and the second live room respectively. Corresponding host information and game progress information.
  • the embodiments of the present application also provide an interactive live broadcast device, which is applied to a server, which can promote the interaction between the viewer and the host in the live broadcast, effectively improve the user experience, and thereby improve the coupling between the host client and the viewer client .
  • the interactive live broadcast device provided by the embodiment of the present application is set on a server, and the device may include:
  • the service sending unit 81 is configured to send game information of the preset game to the anchor client and the audience client in the first live broadcast room, so that the anchor client in the first live broadcast room and the live broadcast room of the audience client display part of the interface Areas, respectively displaying the game interface corresponding to the game information;
  • the service receiving unit 82 is configured to receive live content pushed by the host client of the first live broadcast room, so that the viewer client of the first live broadcast room can pull the live content and play the live content;
  • the service receiving unit 82 is further configured to receive predetermined interactive information sent by the audience client in the first live broadcast room;
  • the service determining unit 83 is configured to determine the game progress advancing step size according to the predetermined interactive information
  • the service sending unit 81 is further configured to send a game progress advancing message to the host client and audience client in the first live broadcast room, and the game progress advancing message carries the game progress advancing step length so that the The anchor client and the audience client in the first live broadcast room synchronously advance the game progress of the game corresponding to the game interface according to the game progress advancement step, wherein the game progress advance message carries the game progress Advance step length.
  • the server can send game information of a preset game to the host client and the viewer client in the first live broadcast room, so that the host client and the viewer client in the first live broadcast room can
  • the partial area of the display interface of the live broadcast room displays the game interface corresponding to the game information, and then determines the game progress advancing step according to the predetermined interactive information received from the audience client, and instructs the anchor in the first live broadcast room through the game progress advancing message
  • the client and the audience client simultaneously advance the game in the game interface.
  • the progress of the game is connected with the interaction of the audience, so that the audience can interact more actively with the anchor for the rapid advancement of the game, which effectively promotes the interaction between the audience and the anchor in the live broadcast, and effectively improves the user experience. Improved the coupling between the host client and the audience client.
  • the service sending unit 81 may be specifically configured to: send the game information to the host client and viewer client in the first live broadcast room, so that the host client and viewer client in the first live broadcast room
  • the local area of the display interface of the live broadcast room of the terminal respectively shows the first game interface and the second game interface corresponding to the game information; the game difficulty level of the second game interface is higher than the game difficulty of the first game interface grade.
  • the service sending unit 81 is also used for:
  • the device may further include: an allocating unit for allocating the virtual prize to the first click on the virtual prize according to the click operation information returned by the viewer client in the first live broadcast room The account corresponding to the operated audience.
  • the service receiving unit 82 may be specifically configured to: receive the first predetermined interactive information and the second predetermined interactive information sent by the viewer client in the first live broadcast room;
  • the service determining unit 83 may be specifically used for:
  • the first predetermined interactive information is different from the second predetermined interactive information
  • the second game progress advancing step is different from the first game progress advancing step
  • the device may further include a statistics unit configured to count the first viewers who have advanced the game progress the most in a predetermined time period after the game progress advancing step is determined according to the predetermined interactive information;
  • the service sending unit 81 is further configured to send the display information of the first audience to the anchor client and the audience client in the first live broadcast room, so that the anchor client and the audience client are respectively based on the first The display information of the audience, the user information of the first audience is displayed on the display interface of the first live broadcast room.
  • the service receiving unit 82 is further configured to receive the first viewer display request sent by the host client before the first viewer who has advanced the game progress the most within the predetermined statistical time period;
  • the statistics unit is specifically configured to count the first viewers who have advanced the game progress the most within a predetermined time period according to the first viewer display request.
  • the service receiving unit 82 is further configured to receive the host match request message sent by the host client of the first live broadcast room before the receiving of the live content pushed by the host client of the first live broadcast room;
  • the device also includes:
  • the matching unit is configured to match the opponent anchor for the anchor in the first live broadcast room according to a predetermined matching rule
  • the service sending unit 81 is also used for:
  • the opponent anchor information is the second live broadcast room Host information
  • an embodiment of the present application provides an electronic device that is a host client, which can promote the interaction between the viewer and the host in a live broadcast, effectively improve the user experience, and thereby improve the coupling between the host client and the viewer client.
  • an electronic device may include: a housing 91, a processor 92, a memory 93, a circuit board 94, and a power circuit 95, wherein the circuit board 94 is arranged in the housing 91 Inside the enclosed space, the processor 92 and the memory 93 are arranged on the circuit board 94; the power supply circuit 95 is used to supply power to the various circuits or devices of the above electronic equipment; the memory 93 is used to store executable program codes; the processor 92 passes The executable program code stored in the memory 93 is read to run a program corresponding to the executable program code for executing the interactive live broadcast method described in any of the foregoing embodiments.
  • the specific execution process of the processor 92 on the foregoing steps and the processor 92 further executes the steps of the foregoing first aspect by running the executable program code, which may refer to the description of the foregoing embodiment, which is not repeated here.
  • an embodiment of the present application provides an electronic device, which is an audience client, which can promote the interaction between the audience and the anchor in the live broadcast, effectively improve the user experience, and thereby improve the coupling between the anchor client and the audience client.
  • an electronic device may include: a housing 101, a processor 102, a memory 103, a circuit board 104, and a power circuit 105, wherein the circuit board 104 is arranged in the housing 101 Inside the enclosed space, the processor 102 and the memory 103 are arranged on the circuit board 104; the power supply circuit 105 is used to supply power to the various circuits or devices of the above electronic equipment; the memory 93 is used to store executable program codes; the processor 102 passes The executable program code stored in the memory 103 is read to run a program corresponding to the executable program code for executing the interactive live broadcast method described in any of the foregoing embodiments.
  • an embodiment of the present application provides an electronic device, which is a server, which can promote the interaction between the viewer and the host in the live broadcast, effectively improve the user experience, and thereby improve the coupling between the host client and the viewer client.
  • an electronic device may include: a housing 111, a processor 112, a memory 113, a circuit board 114, and a power circuit 115, wherein the circuit board 114 is arranged in the housing 111 Inside the enclosed space, the processor 112 and the memory 113 are arranged on the circuit board 114; the power circuit 115 is used to supply power to the various circuits or devices of the above-mentioned electronic equipment; the memory 93 is used to store executable program codes; the processor 112 passes The executable program code stored in the memory 113 is read to run a program corresponding to the executable program code for executing the interactive live broadcast method described in any of the foregoing embodiments.
  • Mobile communication equipment This type of equipment is characterized by mobile communication functions, and its main goal is to provide voice and data communications.
  • Such terminals include: smart phones (such as iPhone), multimedia phones, functional phones, and low-end phones.
  • Ultra-mobile personal computer equipment This type of equipment belongs to the category of personal computers, has calculation and processing functions, and generally also has mobile Internet features.
  • Such terminals include: PDA, MID and UMPC devices, such as iPad.
  • Portable entertainment equipment This type of equipment can display and play multimedia content.
  • Such devices include: audio, video players (such as iPod), handheld game consoles, e-books, as well as smart toys and portable car navigation devices.
  • Server A device that provides computing services.
  • the composition of a server includes a processor, hard disk, memory, system bus, etc.
  • the server is similar to a general computer architecture, but because it needs to provide highly reliable services, it is in terms of processing power and stability. , Reliability, security, scalability, and manageability.
  • the embodiments of the present application also provide a computer-readable storage medium, the computer-readable storage medium stores one or more programs, and the one or more programs can be executed by one or more processors ,
  • the embodiments of the present application also provide a computer-readable storage medium, the computer-readable storage medium stores one or more programs, and the one or more programs can be executed by one or more processors ,
  • the live broadcast method of the first aspect provided by the foregoing embodiments and therefore can also achieve corresponding technical effects, which have been described in detail in the foregoing and will not be repeated here.
  • an embodiment of the present application also provides a computer-readable storage medium that stores one or more programs, and the one or more programs can be used by one or more processors It is executed to realize the interactive live broadcast method of the second aspect provided by the foregoing embodiment, and therefore can also achieve corresponding technical effects, which have been described in detail above and will not be repeated here.
  • the embodiments of the present application also provide a computer-readable storage medium that stores one or more programs, and the one or more programs can be used by one or more processors It is executed to realize the interactive live broadcast method of the third aspect provided by the foregoing embodiment, and therefore can also achieve corresponding technical effects, which have been described in detail above and will not be repeated here.
  • the embodiments of the present application also provide a computer program product, which when running on a computer, enables the computer to execute the interactive live broadcast method of the first aspect in the above-mentioned embodiments, so that corresponding technical effects can also be achieved , which has been described in detail above, so I won’t repeat it here.
  • the embodiments of the present application also provide a computer program product, which when running on a computer, enables the computer to execute the interactive live broadcast method of the second aspect in the above-mentioned embodiments, so that corresponding technical effects can also be achieved , Which has been described in detail above, so I won’t repeat it here.
  • the embodiments of the present application also provide a computer program product, which when running on a computer, causes the computer to execute the interactive live broadcast method of the third aspect in the above-mentioned embodiments, so that corresponding technical effects can also be achieved , Which has been described in detail above, so I won’t repeat it here.
  • the description is relatively simple, and the relevant parts can be referred to the part of the description of the method embodiment.
  • each unit/module can be implemented in the same or multiple software and/or hardware.
  • the storage medium may be a magnetic disk, an optical disc, a read-only memory (Read-Only Memory, ROM), or a random access memory (Random Access Memory, RAM), etc.

Abstract

本申请的实施例公开一种互动直播方法、装置、电子设备及存储介质,涉及网络通信技术领域,能够促进直播中观众与主播的互动,有效提升用户体验。所述方法包括:在第一直播间显示界面的局部区域,展示游戏界面;向服务器推送直播内容,以使所述第一直播间的观众客户端从所述服务器拉取所述直播内容并播放所述直播内容;接收所述服务器发送的游戏进度推进消息;其中,所述游戏进度推进消息中携带有游戏进度推进步长,所述游戏进度推进步长由所述服务器根据从所述观众客户端接收到的预定互动信息确定;根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度。本申请可用于网络直播中。

Description

一种互动直播方法、装置、电子设备及存储介质
本申请要求于2019年1月15日提交中国专利局、申请号为201910038093.X发明名称为“一种互动直播方法、装置、电子设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及网络通信技术领域,尤其涉及一种互动直播方法、装置、电子设备及存储介质。
背景技术
目前,网络直播越来越流行,观众可以通过直播平台观看主播的直播,并与主播互动。然而在很多情况下,主播仅仅是利用主播客户端进行直播视频数据的录制,观众也仅仅是利用观众客户端观看主播录制的直播视频数据,观众与主播的互动较少,导致主播客户端与观众客户端之间的耦合性较差。
发明内容
有鉴于此,本申请实施例提供一种互动直播方法、装置、电子设备及存储介质,能够促进直播中观众与主播的互动,从而提高主播客户端和观众客户端的耦合性。
第一方面,本申请实施例提供一种互动直播方法,应用于主播客户端,所述方法包括:在第一直播间显示界面的局部区域,展示游戏界面;向服务器推送直播内容,以使所述第一直播间的观众客户端从所述服务器拉取所述直播内容,并播放所述直播内容;接收所述服务器发送的游戏进度推进消息;其中,所述游戏进度推进消息中携带有游戏进度推进步长,所述游戏进度推进步长由所述服务器根据从所述观众客户端接收到的预定互动信息确定;根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度。
可选的,所述在第一直播间显示界面的局部区域,展示游戏界面,包括:在第一直播间显示界面的局部区域,展示第一游戏界面和第二游戏界面;所述第二游戏界面的游戏难度等级高于所述第一游戏界面的游戏难度等级;所述根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度, 包括:根据所述游戏进度推进步长,推进所述第一游戏界面所对应的游戏的游戏进度至游戏结束后,推进所述第二游戏界面所对应的游戏的游戏进度。
可选的,所述接收所述服务器发送的游戏进度推进消息,包括:接收所述服务器发送的第一游戏进度推进消息和第二游戏推进消息,所述第一游戏进度推进消息中携带有第一游戏进度推进步长,所述第二游戏进度推进消息中携带有第二游戏进度推进步长;所述根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度,包括:根据所述第一游戏进度推进消息,按所述第一游戏进度推进步长推进所述游戏界面的游戏进度;根据所述第二游戏进度推进消息,按所述第二游戏进度推进步长推进所述游戏界面的游戏进度;所述第二游戏进度推进步长不同于所述第一游戏进度推进步长。
可选的,在接收所述服务器发送的游戏进度推进消息之后,所述方法还包括:接收所述服务器发送的第一观众的展示信息,所述第一观众为所述服务器统计的、在预定时间周期内对所述游戏进度推进最多的观众;根据所述第一观众的展示信息,在所述第一直播间显示界面展示所述第一观众的用户信息。
可选的,在接收所述服务器发送的第一观众的展示信息之前,所述方法还包括:向所述服务器发送第一观众展示请求,以使所述服务器统计并向所述第一直播间的观众客户端发送预定时间周期内对所述游戏进度推进最多的第一观众的展示信息。
可选的,在向服务器推送直播内容之前,所述方法还包括:向所述服务器发送主播对战请求消息;接收所述服务器返回的对手主播信息,并将所述对手主播信息在所述第一直播间显示界面显示;所述对手主播信息为第二直播间的主播信息。
第二方面,本申请的实施例还提供一种互动直播方法,应用于观众客户端,所述方法包括:在第一直播间显示界面的局部区域,展示游戏界面;从服务器拉取所述第一直播间的直播内容,并在本地播放所述直播内容;向所述服务器发送预定互动信息,以使所述服务器根据所述预定互动信息确定游戏进度推进步长;接收所述服务器发送的游戏进度推进消息;所述游戏进度推进消息中携带有所述游戏进度推进步长;根据所述游戏进度推进步长,推 进所述游戏界面所对应的游戏的游戏进度。
可选的,所述在第一直播间显示界面的局部区域,展示游戏界面,包括:在第一直播间显示界面的局部区域,展示第一游戏界面和第二游戏界面;所述第二游戏界面的游戏难度等级高于所述第一游戏界面的游戏难度等级;所述根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度,包括:根据所述游戏进度推进步长,推进所述第一游戏界面所对应的游戏的游戏进度至游戏结束后,推进所述第二游戏界面所对应的游戏的游戏进度。
可选的,在所述第一游戏界面所对应的游戏的游戏进度结束后,和/或在所述第二游戏界面所对应的游戏的游戏进度结束后,所述方法还包括:在所述第一直播间显示界面展示虚拟奖品;接收对所述虚拟奖品的点击操作,并向所述服务器发送针对所述点击操作的点击操作信息,以使所述服务器根据所述点击操作信息,将所述虚拟奖品分配给最先对所述虚拟奖品发起点击操作的观众所对应的账户。
可选的,所述接收所述服务器发送的游戏进度推进消息,包括:接收所述服务器发送的第一游戏进度推进消息和第二游戏推进消息,所述第一游戏进度推进消息中携带有第一游戏进度推进步长,所述第二游戏进度推进消息中携带有第二游戏进度推进步长;所述根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度,包括:根据所述第一游戏进度推进消息,按所述第一游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;根据所述第二游戏进度推进消息,按所述第二游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;所述第二游戏进度推进步长不同于所述第一游戏进度推进步长。
可选的,在接收所述服务器发送的游戏进度推进消息之后,所述方法还包括:接收所述服务器发送的第一观众的展示信息,其中,所述第一观众为所述服务器统计的、在预定时间周期内对所述游戏进度推进最多的观众;根据所述第一观众的展示信息,在所述第一直播间显示界面展示所述第一观众的用户信息。
可选的,所述在第一直播间显示界面的局部区域,展示游戏界面之后,所述方法还包括:在第一直播间显示界面的局部区域,展示第一直播间和第 二直播间分别对应的主播信息及游戏进度信息。
第三方面,本申请的实施例还提供一种互动直播方法,应用于服务器,所述方法包括:向第一直播间的主播客户端和观众客户端发送预设游戏的游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域,分别展示与所述游戏信息相对应的游戏界面;接收所述第一直播间的主播客户端推送的直播内容,以供所述第一直播间的观众客户端拉取所述直播内容,并播放所述直播内容;接收所述第一直播间的观众客户端发送的预定互动信息;根据所述预定互动信息确定游戏进度推进步长;向所述第一直播间的主播客户端和观众客户端发送游戏进度推进消息,所述游戏进度推进消息中携带有所述游戏进度推进步长,以使所述第一直播间的主播客户端和观众客户端,根据所述游戏进度推进步长同步推进所述游戏界面所对应的游戏的游戏进度。
可选的,所述向第一直播间的主播客户端和观众客户端发送预设游戏的游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域,分别展示与所述游戏信息相对应的游戏界面,包括:向所述第一直播间的主播客户端和观众客户端发送所述游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域,分别展示与所述游戏信息相对应的第一游戏界面和第二游戏界面;所述第二游戏界面的游戏难度等级高于所述第一游戏界面的游戏难度等级。
可选的,在所述第一游戏界面所对应的游戏的游戏进度结束后,和/或在所述第二游戏界面所对应的游戏的游戏进度结束后,所述方法还包括:向所述第一直播间的观众客户端推送虚拟奖品信息,以在所述观众客户端的第一直播间显示界面展示虚拟奖品;根据所述第一直播间的观众客户端返回的对所述虚拟奖品的点击操作信息,将所述虚拟奖品分配给最先对所述虚拟奖品发起点击操作的观众所对应的账户。
可选的,所述接收所述第一直播间的观众客户端发送的预定互动信息,包括:接收所述第一直播间的观众客户端发送的第一预定互动信息和第二预定互动信息;所述根据所述预定互动信息确定游戏进度推进步长,包括:根据所述第一预定互动信息确定游戏进度的第一游戏进度推进步长,并根据所 述第二预定互动信息确定游戏进度的第二游戏进度推进步长;或者根据所述第一预定互动信息和所述第二预定互动信息确定所述游戏进度的综合游戏进度推进步长;其中,所述第一预定互动信息不同于所述第二预定互动信息,所述第二游戏进度推进步长不同于所述第一游戏进度推进步长。
可选的,在根据所述预定互动信息确定游戏进度推进步长之后,所述方法还包括:统计预定时间周期内、对所述游戏进度推进最多的第一观众;向所述第一直播间的主播客户端和观众客户端发送第一观众的展示信息,以使所述主播客户端和所述观众客户端分别根据所述第一观众的展示信息,在所述第一直播间显示界面展示所述第一观众的用户信息。
可选的,在统计预定时间周期内、对所述游戏进度推进最多的第一观众之前,所述方法还包括:接收所述主播客户端发送的第一观众展示请求;所述统计预定时间周期内、对所述游戏进度推进最多的第一观众,包括:根据所述第一观众展示请求统计预定时间周期内、对所述游戏进度推进最多的第一观众。
可选的,在接收所述第一直播间的主播客户端推送的直播内容之前,所述方法还包括:接收所述第一直播间的主播客户端发送的主播对战请求消息;按照预定的匹配规则,为所述第一直播间的主播匹配对手主播;向所述第一直播间的主播客户端返回对手主播信息,以将所述对手主播信息在所述第一直播间的主播客户端的直播间显示界面显示;所述对手主播信息为第二直播间的主播信息;在接收所述第一直播间的主播客户端推送的直播内容之后,所述方法还包括:将所述第一直播间和所述第二直播间对应的主播信息、及所述第一直播间和所述第二直播间对应的游戏进度信息,发送给所述第一直播间和所述第二直播间的观众客户端。
第四方面,本申请的实施例还提供一种互动直播装置,设置于主播客户端,所述装置包括:主播展示单元,用于在第一直播间显示界面的局部区域,展示游戏界面;主播推送单元,用于向服务器推送直播内容,以使所述第一直播间的观众客户端从所述服务器拉取所述直播内容,并播放所述直播内容;主播接收单元,用于接收所述服务器发送的游戏进度推进消息;其中,所述游戏进度推进消息中携带有游戏进度推进步长,所述游戏进度推进步长由所 述服务器根据从所述观众客户端接收到的预定互动信息确定;主播推进单元,用于根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度。
可选的,所述主播展示单元,具体用于:在第一直播间显示界面的局部区域,展示第一游戏界面和第二游戏界面;所述第二游戏界面的游戏难度等级高于所述第一游戏界面的游戏难度等级;所述主播推进单元,具体用于:根据所述游戏进度推进步长,推进所述第一游戏界面所对应的游戏的游戏进度至游戏结束后,推进所述第二游戏界面所对应的游戏的游戏进度。
可选的,所述主播接收单元,具体用于:接收所述服务器发送的第一游戏进度推进消息和第二游戏推进消息,所述第一游戏进度推进消息中携带有第一游戏进度推进步长,所述第二游戏进度推进消息中携带有第二游戏进度推进步长;所述主播推进单元,具体用于:根据所述第一游戏进度推进消息,按所述第一游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;根据所述第二游戏进度推进消息,按所述第二游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;所述第二游戏进度推进步长不同于所述第一游戏进度推进步长。
可选的,所述主播接收单元,还用于在接收所述服务器发送的游戏进度推进消息之后,接收所述服务器发送的第一观众的展示信息,所述第一观众为所述服务器统计的、在预定时间周期内对所述游戏进度推进最多的观众;所述主播展示单元,还用于根据所述第一观众的展示信息,在所述第一直播间显示界面展示所述第一观众的用户信息。
可选的,所述装置还包括:第一请求发送单元,用于在接收所述服务器发送的第一观众的展示信息之前,向所述服务器发送第一观众展示请求,以使所述服务器统计并向所述第一直播间的观众客户端发送预定时间周期内对所述游戏进度推进最多的第一观众的展示信息。
可选的,所述装置还包括:第二请求发送单元,用于在向服务器推送直播内容之前,向所述服务器发送主播对战请求消息;所述主播接收单元,还用于接收所述服务器返回的对手主播信息;所述主播展示单元,还用于将所述对手主播信息在所述第一直播间显示界面显示;所述对手主播信息为第二 直播间的主播信息。
第五方面,本申请的实施例还提供一种互动直播装置,设置于观众客户端,所述装置包括:观众展示单元,用于在第一直播间显示界面的局部区域,展示游戏界面;观众播放单元,用于从服务器拉取所述第一直播间的直播内容,并在本地播放所述直播内容;观众发送单元,用于向所述服务器发送预定互动信息,以使所述服务器根据所述预定互动信息确定游戏进度推进步长;观众接收单元,用于接收所述服务器发送的游戏进度推进消息;所述游戏进度推进消息中携带有所述游戏进度推进步长;观众推进单元,用于根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度。
可选的,所述观众展示单元,具体用于:在第一直播间显示界面的局部区域,展示第一游戏界面和第二游戏界面;所述第二游戏界面的游戏难度等级高于所述第一游戏界面的游戏难度等级;所述观众推进单元,具体用于:根据所述游戏进度推进步长,推进所述第一游戏界面所对应的游戏的游戏进度至游戏结束后,推进所述第二游戏界面所对应的游戏的游戏进度。
可选的,所述观众展示单元,还用于在所述第一游戏界面所对应的游戏的游戏进度结束后,和/或在所述第二游戏界面所对应的游戏的游戏进度结束后,在所述第一直播间显示界面展示虚拟奖品;所述观众接收单元,还用于接收对所述虚拟奖品的点击操作,并向所述服务器发送针对所述点击操作的点击操作信息,以使所述服务器根据所述点击操作信息,将所述虚拟奖品分配给最先对所述虚拟奖品发起点击操作的观众所对应的账户。
可选的,所述观众接收单元,具体用于:接收所述服务器发送的第一游戏进度推进消息和第二游戏推进消息,所述第一游戏进度推进消息中携带有第一游戏进度推进步长,所述第二游戏进度推进消息中携带有第二游戏进度推进步长;所述观众推进单元,具体用于:根据所述第一游戏进度推进消息,按所述第一游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;根据所述第二游戏进度推进消息,按所述第二游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;所述第二游戏进度推进步长不同于所述第一游戏进度推进步长。
可选的,所述观众接收单元,还用于在接收所述服务器发送的游戏进度 推进消息之后,接收所述服务器发送的第一观众的展示信息,其中,所述第一观众为所述服务器统计的、在预定时间周期内对所述游戏进度推进最多的观众;所述观众展示单元,还用于根据所述第一观众的展示信息,在所述第一直播间的显示界面展示所述第一观众的用户信息。
可选的,所述观众展示单元,还用于在第一直播间显示界面的局部区域,展示游戏界面之后,在第一直播间显示界面的局部区域,展示第一直播间和第二直播间分别对应的主播信息及游戏进度信息。
第六方面,本申请的实施例还提供一种互动直播装置,设置于服务器,所述装置包括:服务发送单元,用于向第一直播间的主播客户端和观众客户端发送预设游戏的游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域,分别展示与所述游戏信息相对应的游戏界面;服务接收单元,用于接收所述第一直播间的主播客户端推送的直播内容,以供所述第一直播间的观众客户端拉取所述直播内容,并播放所述直播内容;所述服务接收单元,还用于接收所述第一直播间的观众客户端发送的预定互动信息;服务确定单元,用于根据所述预定互动信息确定游戏进度推进步长;所述服务发送单元,还用于向所述第一直播间的主播客户端和观众客户端发送游戏进度推进消息,所述游戏进度推进消息中携带有所述游戏进度推进步长,以使所述第一直播间的主播客户端和观众客户端,根据所述游戏进度推进步长同步推进所述游戏界面所对应的游戏的游戏进度。
可选的,所述服务发送单元,具体用于:向所述第一直播间的主播客户端和观众客户端发送所述游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域,分别展示与所述游戏信息相对应的第一游戏界面和第二游戏界面;所述第二游戏界面的游戏难度等级高于所述第一游戏界面的游戏难度等级。
可选的,所述服务发送单元,还用于:在所述第一游戏界面所对应的游戏的游戏进度结束后,和/或在所述第二游戏界面所对应的游戏的游戏进度结束后,向所述第一直播间的观众客户端推送虚拟奖品信息,以在所述观众客户端第一直播间显示界面展示虚拟奖品;所述装置还包括:分配单元,用于根据所述第一直播间的观众客户端返回的对所述虚拟奖品的点击操作信息, 将所述虚拟奖品分配给最先对所述虚拟奖品发起点击操作的观众所对应的账户。
可选的,所述服务接收单元,具体用于:接收所述第一直播间的观众客户端发送的第一预定互动信息和第二预定互动信息;所述服务确定单元,具体用于:根据所述第一预定互动信息确定游戏进度的第一游戏进度推进步长,并根据所述第二预定互动信息确定游戏进度的第二游戏进度推进步长;或者根据所述第一预定互动信息和所述第二预定互动信息确定所述游戏进度的综合游戏进度推进步长;其中,所述第一预定互动信息不同于所述第二预定互动信息,所述第二游戏进度推进步长不同于所述第一游戏进度推进步长。
可选的,所述装置还包括统计单元,用于在根据所述预定互动信息确定游戏进度推进步长之后,统计预定时间周期内、对所述游戏进度推进最多的第一观众;所述服务发送单元,还用于向所述第一直播间的主播客户端和观众客户端发送第一观众的展示信息,以使所述主播客户端和所述观众客户端分别根据所述第一观众的展示信息,在所述第一直播间显示界面展示所述第一观众的用户信息。
可选的,所述服务接收单元,还用于在统计预定时间周期内、对所述游戏进度推进最多的第一观众之前,接收所述主播客户端发送的第一观众展示请求;所述统计单元,具体用于根据所述第一观众展示请求统计预定时间周期内、对所述游戏进度推进最多的第一观众。
可选的,所述服务接收单元,还用于在接收所述第一直播间的主播客户端推送的直播内容之前,接收所述第一直播间的主播客户端发送的主播对战请求消息;所述装置还包括:匹配单元,用于按照预定的匹配规则,为所述第一直播间的主播匹配对手主播;所述服务发送单元,还用于:向所述第一直播间的主播客户端返回对手主播信息,以将所述对手主播信息在所述第一直播间的主播客户端的直播间显示界面显示;所述对手主播信息为第二直播间的主播信息;在接收所述第一直播间的主播客户端推送的直播内容之后,将所述第一直播间和所述第二直播间对应的主播信息、及所述第一直播间和所述第二直播间对应的游戏进度信息,发送给所述第一直播间和所述第二直播间的观众客户端。
第七方面,本申请的实施例还提供一种电子设备,所述电子设备为主播客户端,包括:壳体、处理器、存储器、电路板和电源电路,其中,电路板安置在壳体围成的空间内部,处理器和存储器设置在电路板上;电源电路,用于为上述电子设备的各个电路或器件供电;存储器用于存储可执行程序代码;处理器通过读取存储器中存储的可执行程序代码来运行与可执行程序代码对应的程序,用于执行本申请实施例提供的第一方面的互动直播方法。
第八方面,本申请的实施例还提供一种电子设备,所述电子设备为观众客户端,包括:壳体、处理器、存储器、电路板和电源电路,其中,电路板安置在壳体围成的空间内部,处理器和存储器设置在电路板上;电源电路,用于为上述电子设备的各个电路或器件供电;存储器用于存储可执行程序代码;处理器通过读取存储器中存储的可执行程序代码来运行与可执行程序代码对应的程序,用于执行本申请实施例提供的第二方面互动直播方法。
第九方面,本申请的实施例还提供一种电子设备,所述电子设备为服务器,包括:壳体、处理器、存储器、电路板和电源电路,其中,电路板安置在壳体围成的空间内部,处理器和存储器设置在电路板上;电源电路,用于为上述电子设备的各个电路或器件供电;存储器用于存储可执行程序代码;处理器通过读取存储器中存储的可执行程序代码来运行与可执行程序代码对应的程序,用于执行本申请实施例提供的第三方面的互动直播方法。
第十方面,本申请的实施例还提供一种计算机可读存储介质,所述计算机可读存储介质存储有一个或者多个程序,所述一个或者多个程序可被一个或者多个处理器执行,以实现本申请实施例提供的第一方面的互动直播方法。
第十一方面,本申请的实施例还提供一种计算机可读存储介质,所述计算机可读存储介质存储有一个或者多个程序,所述一个或者多个程序可被一个或者多个处理器执行,以实现本申请实施例提供的第二方面的互动直播方法。
第十二方面,本申请的实施例还提供一种计算机可读存储介质,所述计算机可读存储介质存储有一个或者多个程序,所述一个或者多个程序可被一个或者多个处理器执行,以实现本申请实施例提供的第三方面的互动直播方法。
第十三方面,本申请实施例还提供了一种包含指令的计算机程序产品,当其在计算机上运行时,使得计算机本申请实施例提供的第一方面的互动直播方法。
第十四方面,本申请实施例还提供了一种包含指令的计算机程序产品,当其在计算机上运行时,使得计算机本申请实施例提供的第二方面的互动直播方法。
第十五方面,本申请实施例还提供了一种包含指令的计算机程序产品,当其在计算机上运行时,使得计算机本申请实施例提供的第三方面的互动直播方法。
本申请的实施例提供的互动直播方法、装置、电子设备、存储介质,主播客户端能够在第一直播间显示界面的局部区域展示游戏界面,然后向服务器推送直播内容,并接收服务器发送的游戏进度推进消息,该游戏进度推进消息中携带有游戏进度推进步长,根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度。由于游戏进度推进消息中携带有游戏进度推进步长,而该游戏进度推进步长是由服务器根据从观众客户端接收到的预定互动信息确定的,这样就使游戏进度的推进与观众的互动情况联系起来,使观众能够为了游戏的快速推进而与主播进行更积极地互动,从而有效促进了直播中观众与主播的互动,有效提升了用户体验,提高了主播客户端和观众客户端的耦合性。
附图说明
为了更清楚地说明本申请实施例和现有技术的技术方案,下面对实施例和现有技术中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,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为本申请的实施例提供的互动直播方法的一种流程图;
图2为本申请的实施例提供的互动直播方法的另一种流程图;
图3为本申请的实施例提供的互动直播方法的又一种流程图;
图4为本申请的实施例提供的互动直播方法的一种详细流程图;
图5为本申请的实施例提供的互动直播方法的另一种详细流程图;
图6为本申请的实施例提供的互动直播装置的一种结构示意图;
图7为本申请的实施例提供的互动直播装置的另一种结构示意图;
图8为本申请的实施例提供的互动直播装置的又一种结构示意图;
图9为本申请的实施例提供的电子设备的一种结构示意图;
图10为本申请的实施例提供的电子设备的另一种结构示意图;
图11为本申请的实施例提供的电子设备的又一种结构示意图。
具体实施方式
为使本申请的目的、技术方案、及优点更加清楚明白,以下参照附图并举实施例,对本申请进一步详细说明。显然,所描述的实施例仅仅是本申请一部分实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本申请保护的范围。
直播系统通常可以包括主播客户端、观众客户端和直播服务器。其中,直播服务器可以提供多个直播间,每个直播间中可以设置有一个主播客户端和若干个观众客户端。主播客户端可以在主播本地拍摄音频、视频等直播内容,并上传到服务器,服务器可以对从主播客户端接收到的直播内容进行处理,并将处理后的直播内容推送给该主播客户端所在直播间的各观众客户端。观众通过观众客户端观看主播的直播内容时,可以将文字、图片、音视频等消息通过服务器转发给主播客户端,从而实现与主播的互动。
基于上述直播系统,第一方面,本申请实施例提供一种互动直播方法,能够促进直播中观众与主播的互动,有效提升用户体验,从而提高主播客户端和观众客户端的耦合性。
如图1所示,本申请的实施例提供的互动直播方法,应用于主播客户端,该方法可以包括:
S11,在第一直播间显示界面的局部区域,展示游戏界面;
第一直播间显示界面即为主播客户端对应第一直播间的直播界面,游戏界面为在局部区域展示的游戏内容。第一直播间显示界面可以为主播客户端的整个屏幕所在区域,也可以为主播客户端的屏幕中的部分区域。上述第一 直播间显示界面的局部区域可以为第一直播间显示界面中的任一区域。主播客户端连接到服务器后,可以在屏幕上显示主播客户端所在的直播间,即第一直播间。第一直播间显示界面中可以包括显示直播视频的区域、显示互动消息的区域、显示系统信息的区域等。本步骤中,还特别在第一直播间显示界面的局部区域显示游戏界面,从而在直播时也提供游戏进度的展示。
在本申请的一个实施例中,在主播客户端的主播进行直播的过程中,服务器可以分别向主播客户端以及观众客户端发送预设游戏的游戏信息。主播客户端在第一直播间显示界面的局部区域展示与接收到的游戏信息对应的游戏内容。
S12,向服务器推送直播内容,以使所述第一直播间的观众客户端从所述服务器拉取所述直播内容并播放;
上述步骤S12即为向服务器推送直播内容,以使所述第一直播间的观众客户端从所述服务器拉取所述直播内容,并播放所述直播内容。
本步骤中,可选的,主播客户端向服务器推送的直播内容可以是主播客户端发送到直播平台服务器的、与观众分享的任何内容,例如美食制作、活动播报、脱口秀、歌唱、舞蹈等。观众客户端可以从服务器拉取这些内容并在观众客户端本地播放。
主播客户端在直播过程中,实时向服务器推送直播内容,观众客户端实时从服务器拉取第一直播间的直播内容。上述步骤S12可以在上述步骤S11,以及后续的步骤S13和步骤S14中的任一步骤之前或之后执行,在此不作具体限定。
S13,接收所述服务器发送的游戏进度推进消息;其中,所述游戏进度推进消息中携带有游戏进度推进步长,所述游戏进度推进步长由所述服务器根据从所述观众客户端接收到的预定互动信息确定;
具体的,游戏进度推进消息可以是主播客户端从服务器获得的关于如何推进游戏界面中的游戏的消息,主要可以通过游戏进度推进步长来标识游戏进度的推进。其中,游戏进度推进步长可以指本次推进游戏时对游戏推进多少。可选的,游戏进度推进步长的单位可以是时间,例如向前推进30秒,也可以是关卡,例如向前跳跃一个关卡,还可以是百分数,例如向前跳跃游戏 的1/20等。
预定互动信息是指,观众观看主播的直播内容时,向主播发送的预定类型的信息,例如点赞、送礼物等。这种预定互动信息可以影响游戏的推进步长的大小。
S14,根据所述游戏进度推进消息,推进所述游戏界面所展示的游戏的游戏进度。
上述游戏进度推进消息包括游戏进度推进步长,上述步骤S14即为根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度。
本步骤中,可以根据接收到的游戏进度推进消息中携带的游戏进度推进步长,将游戏界面所对应的游戏的游戏进度向前推进游戏进度推进步长。
本申请的实施例提供的互动直播方法,主播客户端能够在第一直播间显示界面的局部区域展示游戏界面,然后向服务器推送直播内容,并接收服务器发送的游戏进度推进消息,根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度。由于游戏进度推进消息中携带有游戏进度推进步长,而该游戏进度推进步长是由服务器根据从观众客户端接收到的预定互动信息确定的,这样就使游戏进度的推进与观众的互动情况联系起来,使观众能够为了游戏的快速推进而与主播进行更积极地互动,从而有效促进了直播中观众与主播的互动,有效提升了用户体验,提高了主播客户端和观众客户端的耦合性。
可选的,在步骤S11中展示的游戏界面所对应的游戏类型可以是多种多样的,例如益智类游戏、动作类游戏、攻击类游戏等。每种类型的游戏可以包括一个或多个关卡,每个关卡可以有不同的游戏界面。可选的,当进行游戏界面的展示时,可以先展示出一个关卡的游戏界面,当通过该关卡后再展示下一个关卡的游戏界面,也可以将各个关卡的界面都展示出,本申请的实施例对此不作限定。
例如,在本申请的一个实施例中,步骤S11中在所述第一直播间显示界面的局部区域,展示游戏界面,具体可以包括:
在所述第一直播间显示界面的局部区域,展示第一游戏界面和第二游戏界面;所述第二游戏界面的游戏难度等级高于所述第一游戏界面的游戏难度 等级。
基于此,在步骤S14中,根据所述游戏进度推进消息,推进所述游戏界面所展示的游戏的游戏进度,具体可以包括:
根据所述游戏进度推进步长,推进所述第一游戏界面所对应的游戏的游戏进度至游戏结束后,推进所述第二游戏界面所对应的游戏的游戏进度。
也就是说,虽然第一游戏界面和第二游戏界面是两个不同的关卡,但游戏进度推进步长对游戏的推进作用可以贯穿这些不同的关卡。
可选的,本申请的实施例中,游戏界面中的游戏进度可以通过多次推进来完成,在进行游戏进度推进时,每次推进多少由主播客户端每次接收的游戏进度推进消息中携带的游戏进度推进步长决定。每次游戏进度推进消息中携带的游戏进度推进步长仅适用于本次游戏推进,随着直播的继续,游戏下一次向前推进的步长由下一条游戏进度推进消息中携带的游戏进度推进步长决定。各条游戏进度推进消息中的游戏进度推进步长可以相等,也可以不等,具体步长数值由观众与主播的互动情况决定。
具体而言,在本申请的一个实施例中,步骤S12中接收所述服务器发送的游戏进度推进消息可以包括:
接收服务器发送的第一游戏进度推进消息和第二游戏推进消息,所述第一游戏进度推进消息中携带有第一游戏进度推进步长,所述第二游戏进度推进消息中携带有第二游戏进度推进步长;
步骤S14中根据所述游戏进度推进消息,推进所述游戏界面所展示的游戏的游戏进度,具体可以包括:
根据所述第一游戏进度推进消息,按所述第一游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;
根据所述第二游戏进度推进消息,按所述第二游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;所述第二游戏进度推进步长不同于所述第一游戏进度推进步长。
例如,在本申请的一个实施例中,主播客户端接收的第一游戏进度推进消息中携带的第一游戏进度推进步长为前进30秒,则接收到该第一游戏进度推进消息后,将游戏界面的游戏进度向前推进30秒。主播客户端接收到的第 二游戏进度推进消息中携带的第二游戏进度推进步长为前进15秒,则接收到该第二游戏进度推进消息后,主播客户端将游戏界面的游戏进度向前推进15秒。
在接收所述服务器发送的游戏进度推进消息之后,为了及时了解观众与主播的互动情况,进一步的,本申请的实施例提供的互动直播方法还可以包括:
接收服务器发送的第一观众的展示信息,所述第一观众为所述服务器统计的、在预定时间周期内对所述游戏进度推进最多的观众;
根据所述第一观众的展示信息,在所述第一直播间显示界面展示所述第一观众的用户信息。
具体的,服务器可以分别向主播客户端和观众客户端发送第一观众的展示信息。该第一观众的展示信息中包括第一观众的用户信息。主播客户端在接收到第一观众的展示信息时,可以在第一直播间显示界面中展示第一观众的用户信息。在此,对第一观众的用户信息在第一直播间显示界面中的展示位置不作具体限定。
在本申请的一个实施例中,上述第一观众的展示信息中除了包括第一观众的用户信息以外,还可以包括第一观众的其他信息,例如,第一观众的展示信息还可以包括第一观众在预设时间周期内对应的游戏进度推进步长,每一次游戏进度推进所作用的具体时间等信息。主播客户端在展示第一观众的用户信息的同时,也可以将第一观众的展示信息中的其他信息展示在主播客户端的第一直播间显示界面中。
可选的,在每个预定时间周期中,游戏进度可以向前推进一个游戏进度推进步长或多个游戏进度推进步长。其中每个游戏进度推进步长可以对应一位观众的推进作用,也可以对应多为观众的综合推进作用。第一观众的展示信息中只要指明在这段预定时间周期内对游戏进度推进最多的一名观众即可。
例如,在预定时间周期3分钟内,游戏向前推进了2次,第一次推进对应第一游戏进度推进步长,第二次推进对应第二游戏进度推进步长。假设第一游戏进度推进步长为10秒,在第一游戏进度推进步长中观众A对游戏作用的游戏进度推进步长为4秒,观众B对游戏作用的游戏进度推进步长为6秒; 第二游戏进度推进步长为15秒,在第二游戏进度推进步长中观众A对游戏作用的游戏进度推进步长为10秒,观众B对游戏作用的游戏进度推进步长为1秒,观众C对游戏作用的游戏进度推进步长为4秒,则在这3分钟内对游戏进度推进最多的第一观众为观众A,即14秒=4秒+10秒。主播客户端接收到第一观众的展示信息之后,将观众A的用户信息,例如用户名、头像、用户等级等信息在第一直播间显示界面上展示。
除了被动接收服务器发送的第一观众的展示信息外,在本申请的一个实施例中,主播客户端也可以对服务器是否统计和发送第一观众的展示信息进行控制。具体而言,在所述接收所述服务器发送的第一观众的展示信息之前,本申请的实施例提供的互动直播方法还可以包括:
向服务器发送第一观众展示请求,以使服务器统计并向所述第一直播间的观众客户端发送预定时间周期内对游戏进度推进最多的第一观众的展示信息。
具体的,服务器在接收到主播客户端的第一观众展示请求时,可以统计预定时间周期内对主播客户端推送进度最多的第一观众,并确定第一观众的展示信息。服务器可以将第一观众的展示信息发送给主播客户端。主播客户端在接收到该第一观众的展示信息后,可以展示第一终端的用户信息。
以上实施例中,仅仅根据一个直播间中观众与主播的互动情况来推进游戏进度,但本申请的实施例不限于此。在本申请的其他实施例中,一个直播间的主播还可以和另一个直播间的主播进行游戏进度的竞赛,从而能够更为显著地调动观众的积极性,使观众更多地投入到与主播的互动中,提高主播客户端和观众客户端的耦合性。
具体而言,在本申请的一个实施例中,在向服务器推送直播内容之前,本申请的实施例提供的互动直播方法还可以包括:
向服务器发送主播对战请求消息;
接收服务器返回的对手主播信息,并将对手主播信息在第一直播间显示界面显示;所述对手主播信息为第二直播间的主播信息。
例如,主播客户端在开始直播前,可以向服务器发送主播对战请求消息,服务器会根据主播的主播信息为主播匹配一个实力接近的对手,当主播客户 端接收到服务器返回的对手主播的主播信息后,就可以与该主播对手展开游戏进度的竞技,也就是看谁最先完成游戏。其中,对手主播在第二直播间进行直播,第二直播间同样会有观众收看对手主播的直播内容,并通过与对手主播进行互动推进第二直播间的游戏进度,具体细节与第一直播间中的情况类似,可以参考前文说明,此处不再赘述。
上述第一直播间的主播信息可以包括第一直播间主播的用户信息、历史战绩等多种信息。其中,主播的用户信息包括但不限于主播的账号、用户名、用户等级。历史战绩包括但不限于直播与其他主播的对战记录、胜率。第二直播间的主播信息与第一主播间的主播信息类似,在此不作赘述。
相应的,第二方面,本申请的实施例还提供一种互动直播方法,应用于观众客户端,能够促进直播中观众与主播的互动,有效提升用户体验,从而提高主播客户端和观众客户端的耦合性。
如图2所示,本申请的实施例提供的互动直播方法,基于观众客户端,该方法可以包括:
S21,在第一直播间显示界面的局部区域,展示游戏界面;
第一直播间显示界面即为观众客户端接入的第一直播间的直播界面,游戏界面为在局部区域展示的游戏内容。第一直播间显示界面可以为观众客户端的整个屏幕所在区域,也可以为观众客户端的屏幕中的部分区域。上述第一直播间显示界面的局部区域可以为第一直播间显示界面中的任一区域。观众客户端连接到服务器后,可以在屏幕上显示观众客户端所在的直播间,即主播客户端的主播正在进行直播的第一直播间。第一直播间显示界面中可以包括显示直播视频的区域、显示互动消息的区域、显示系统信息的区域等。本步骤中,还特别在第一直播间显示界面的局部区域显示游戏界面,从而在直播时也提供游戏进度的展示。
在本申请的一个实施例中,在观众客户端的观众在观看第一直播间的主播的直播内容时,服务器可以分别向主播客户端以及观众客户端发送预设游戏的游戏信息。观众客户端在第一直播间显示界面的局部区域,展示与接收到的游戏信息对应的游戏内容。
S22,从服务器拉取所述第一直播间的直播内容,并在本地播放;
上述步骤S22即为从服务器拉取所述第一直播间的直播内容,并在本地播放所述直播内容。
观众客户端可以从服务器拉取第一直播间中的主播的直播内容,并在观众客户端本地播放。其中,直播内容可以包括主播客户端发送到直播平台服务器的、与观众分享的任何内容,例如美食制作、活动播报、脱口秀、歌唱、舞蹈等。
主播客户端在直播过程中,实时向服务器推送直播内容,观众客户端实时从服务器拉取第一直播间的直播内容。上述步骤S22可以在上述步骤S21,以及后续的步骤S23、步骤S24和、步骤S25中的任一步骤之前或之后执行,在此不作具体限定。
S23,向所述服务器发送预定互动信息,以使所述服务器根据所述预定互动信息确定游戏进度推进步长;
本步骤中,第一直播间的观众收看到主播的直播内容后,可以与主播进行互动,例如聊天、点赞或送虚拟礼物等,以表达对主播的喜爱、感谢和支持。服务器接收到这些互动信息后,可以将其中的预定互动信息作为确定游戏进度推进步长的参数,例如可以将点赞和送虚拟礼物作为确定游戏进度推进步长的参数。当然,在本申请的其他实施例中,还可以根据其他互动信息确定游戏进度推进步长,本申请的实施例对此不作限定。
S24,接收所述服务器发送的游戏进度推进消息;所述游戏进度推进消息中携带有所述游戏进度推进步长;
具体的,游戏进度推进消息可以是观众客户端从服务器获得的关于如何推进游戏界面中的游戏的消息,主要可以通过游戏进度推进步长来标识游戏进度的推进。其中,游戏进度推进步长可以指本次推进游戏时对游戏推进多少。可选的,游戏进度推进步长的单位可以是时间,例如向前推进30秒,也可以是关卡,例如向前跳跃一个关卡,还可以是百分数,例如向前跳跃游戏的1/20等。
S25,根据所述游戏进度推进消息,推进所述游戏界面所展示的游戏的游戏进度。
上述步骤S25即为根据所述游戏进度推进步长,推进所述游戏界面所对 应的游戏的游戏进度。
本步骤中,观众客户端可以根据接收到的游戏推行进度消息中携带的游戏进度推进步长,将游戏界面所对应的游戏的游戏进度向前推进游戏进度推进步长。
本申请的实施例提供的互动直播方法,观众客户端能够在第一直播间显示界面的局部区域展示游戏界面,然后从服务器拉取第一直播间的直播内容并在本地播放,接收服务器发送的游戏进度推进消息,并根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度。由于游戏进度推进消息中携带有游戏进度推进步长,而该游戏进度推进步长是由服务器根据从观众客户端接收到的预定互动信息确定的,这样就使游戏进度的推进与观众的互动情况联系起来,使观众能够为了游戏的快速推进而与主播进行更积极地互动,从而有效促进了直播中观众与主播的互动,有效提升了用户体验,提高了主播客户端和观众客户端的耦合性。
可选的,在步骤S21中展示的游戏界面所对应的游戏类型可以是多种多样的,例如益智类游戏、动作类游戏、攻击类游戏等。每种类型的游戏可以包括一个或多个关卡,每个关卡可以有不同的游戏界面。可选的,当进行游戏界面的展示时,可以先展示出一个关卡的游戏界面,当通过该关卡后再展示下一个关卡的游戏界面,也可以将各个关卡的界面都展示出,本申请的实施例对此不作限定。
例如,在本申请的一个实施例中,步骤S21中在所述第一直播间显示界面的局部区域,展示游戏界面,具体可以包括:
在所述第一直播间显示界面的局部区域,展示第一游戏界面和第二游戏界面;所述第二游戏界面的游戏难度等级高于所述第一游戏界面的游戏难度等级。
基于此,在步骤S25中,根据所述游戏进度推进消息,推进所述游戏界面所展示的游戏的游戏进度,具体可以包括:根据所述游戏进度推进步长,推进所述第一游戏界面所对应的游戏的游戏进度至游戏结束后,推进所述第二游戏界面所对应的游戏的游戏进度。也就是说,虽然第一游戏界面和第二游戏界面是两个不同的关卡,但游戏进度推进消息对游戏的推进作用可以贯 穿这些不同的关卡。
可选的,本申请的实施例中,游戏界面中的游戏可以通过多次推进来完成,在进行游戏推进时,每次推进多少由观众客户端每次接收的游戏进度推进消息中携带的游戏进度推进步长决定。每次游戏进度推进消息中携带的游戏进度推进步长仅适用于本次游戏推进,随着直播的继续,游戏下一次向前推进的步长由下一条游戏进度推进消息中携带的游戏进度推进步长决定。各条游戏进度推进消息中的游戏进度推进步长可以相等,也可以不等,具体步长数值由观众与主播的互动情况决定。
具体而言,在本申请的一个实施例中,接收所述服务器发送的游戏进度推进消息可以包括:
接收服务器发送的第一游戏进度推进消息和第二游戏推进消息,所述第一游戏进度推进消息中携带有第一游戏进度推进步长,所述第二游戏进度推进消息中携带有第二游戏进度推进步长;
基于此,在步骤S25中,根据所述游戏进度推进消息,推进所述游戏界面所展示的游戏的游戏进度,具体可以包括:
根据所述第一游戏进度推进消息,按所述第一游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;
根据所述第二游戏进度推进消息,按所述第二游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;所述第二游戏进度推进步长不同于所述第一游戏进度推进步长。
例如,在本申请的一个实施例中,观众客户端接收的第一游戏进度推进消息中携带的第一游戏进度推进步长为前进30秒,则接收到该第一游戏进度推进消息后,观众客户端将游戏界面的游戏进度向前推进30秒。观众客户端接收到的第二游戏进度推进消息中携带的第二游戏进度推进步长为前进15秒,则接收到该第二游戏进度推进消息后,观众客户端将游戏界面的游戏进度向前推进15秒。
在接收所述服务器发送的游戏进度推进消息之后,为了及时了解观众与主播的互动情况,进一步的,本申请的实施例提供的互动直播方法还可以包括:
接收服务器发送的第一观众的展示信息,所述第一观众为所述服务器统计的、在预定时间周期内对所述游戏进度推进最多的观众;
根据所述第一观众的展示信息,在所述第一直播间显示界面展示所述第一观众的用户信息。
具体的,服务器可以分别向主播客户端和观众客户端发送第一观众的展示信息。该第一观众的展示信息中包括第一观众的用户信息。观众客户端在接收到第一观众的展示信息时,可以在第一直播间显示界面中展示第一观众的用户信息。在此,对第一观众的用户信息在第一直播间显示界面中的展示位置不作具体限定。
可选的,在每个预定时间周期中,游戏进度可以向前推进一个游戏进度推进步长或多个游戏进度推进步长。其中每个游戏进度推进步长可以对应一位观众的推进作用,也可以对应多为观众的综合推进作用。第一观众的展示信息中只要指明在这段预定时间周期内对游戏进度推进最多的一名观众即可。
例如,在预定时间周期3分钟内,游戏向前推进了2次,第一次推进对应第一游戏进度推进步长,第二次推进对应第二游戏进度推进步长。假设第一游戏进度推进步长为10秒,在第一游戏进度推进步长中观众A对游戏作用的游戏进度推进步长为4秒,观众对游戏作用的游戏进度推进步长为6秒;第二游戏进度推进步长为15秒,在第二游戏进度推进步长中观众A对游戏作用的游戏进度推进步长为10秒,观众B对游戏作用的游戏进度推进步长为1秒,观众C对游戏作用的游戏进度推进步长为4秒,则在这3分钟内对游戏进度推进最多的第一观众为观众A,即14秒=4秒+10秒。主播客户端接收到第一观众的展示信息之后,将观众A的用户信息,例如用户名、头像、用户等级等信息在第一直播间显示界面上展示。
为了进一步激励观众参与到与主播的互动中来,在本申请的一个实施例中,在第一游戏界面所对应的游戏的游戏进度结束后,和/或在第二游戏界面所对应的游戏的游戏进度结束后,本申请的实施例提供的互动直播方法还可以包括:
在所述第一直播间显示界面展示虚拟奖品;
接收对所述虚拟奖品的点击操作,并向所述服务器发送针对所述点击操 作的点击操作信息,以使所述服务器根据所述点击操作信息,将所述虚拟奖品分配给最先对所述虚拟奖品发起点击操作的观众所对应的账户。
可选的,虚拟奖品例如可以是宝藏、宝箱、勋章、金币、装备等,观众客户端可以将这些虚拟奖品展示给观众,观众可以对虚拟奖品进行快速点击,服务器可以将虚拟奖品分配给最先对虚拟奖品发起点击操作的观众所对应的账户。
可选的,上述点击操作信息至少可以包括观众点击的虚拟奖品的标识和点击操作对应的时间点。
以上实施例中,仅仅根据一个直播间中观众与主播的互动情况来推进游戏进度,但本申请的实施例不限于此。在本申请的其他实施例中,观众客户端可以在观看本直播间的直播及游戏的同时,获知与主播进行游戏进度竞赛的另一直播间主播的游戏进度,从而能够更为积极地与本直播间的主播互动,以便让本直播间的主播在游戏进度竞赛中取得胜利。
具体而言,在第一直播间显示界面的局部区域,展示游戏界面之后,本申请的实施例提供的互动直播方法还可以包括:在第一直播间显示界面的局部区域,展示第一直播间和第二直播间的主播信息及游戏进度信息。例如,可以在第一直播间显示界面的局部区域展示第一直播间的主播的用户名为David,用户等级是铂金用户,当前游戏进度完成了游戏的47%,第二直播间的主播的用户名为Jay,用户等级是钻石用户,当前游戏进度完成了游戏的64%等。
相应的,第三方面,本申请的实施例还提供一种互动直播方法,应用于服务器,能够促进直播中观众与主播的互动,有效提升用户体验,提高了主播客户端和观众客户端的耦合性。
如图3所示,本申请的实施例提供的互动直播方法,应用于服务器,可以包括:
S31,向第一直播间的主播客户端和观众客户端发送预设游戏的游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域,展示与所述游戏信息相对应的游戏界面;
上述步骤S31即为向第一直播间的主播客户端和观众客户端发送预设游 戏的游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域,分别展示与所述游戏信息相对应的游戏界面。
也就是说,除了提供直播推送等服务外,服务器还可以向第一直播间中的主播客户端和观众客户端发送游戏信息,以便在主播客户端和观众客户端在进行视频直播的同时还可以展示相应的游戏界面。
S32,接收所述第一直播间的主播客户端推送的直播内容,以供所述第一直播间的观众客户端拉取所述直播内容并播放;
上述步骤S32即为接收所述第一直播间的主播客户端推送的直播内容,以供所述第一直播间的观众客户端拉取所述直播内容,并播放所述直播内容。
本步骤中,服务器可以从主播客户端接收直播内容并向观众客户端推送。可选的,直播内容可以包括主播客户端发送到直播平台服务器的、与观众分享的任何内容,例如美食制作、活动播报、脱口秀、歌唱、舞蹈等。
主播客户端在直播过程中,实时向服务器推送直播内容,观众客户端实时从服务器拉取第一直播间的直播内容。述步骤S32可以上述步骤S31,以及后续的步骤S33、步骤S34和步骤S35中的任一步骤之前或之后执行,在此不作具体限定。
S33,接收所述第一直播间的观众客户端发送的预定互动信息;
本步骤中,第一直播间的观众收看到主播的直播内容后,可以与主播进行互动,例如聊天、点赞或送虚拟礼物等,以表达对主播的喜爱、感谢和支持。服务器接收到这些互动信息后,可以将其中的预定互动信息作为确定游戏进度推进步长的参数。例如可以将点赞和送虚拟礼物作为确定游戏进度推进步长的参数。
S34,根据所述预定互动信息确定游戏进度推进步长;
其中,游戏进度推进步长可以指本次推进游戏时对游戏推进多少。可选的,游戏进度推进步长的单位可以是时间,例如向前推进30秒,也可以是关卡,例如向前跳跃一个关卡,还可以是百分数,例如向前跳跃游戏的1/20等。
S35,向所述第一直播间的主播客户端和观众客户端发送游戏进度推进消息,以使所述第一直播间的主播客户端和观众客户端,根据所述游戏进度推进消息同步推进所述游戏界面中的游戏,其中,所述游戏进度推进消息中携 带有游戏进度推进步长。
上述步骤S35即为向所述第一直播间的主播客户端和观众客户端发送游戏进度推进消息,所述游戏进度推进消息中携带有所述游戏进度推进步长,以使所述第一直播间的主播客户端和观众客户端,根据所述游戏进度推进步长同步推进所述游戏界面所对应的游戏的游戏进度。
本步骤中,服务器以游戏进度推进消息的方式将游戏进度推进步长发送给主播客户端和观众客户端,从而使主播客户端和观众客户端同步推进各自的游戏界面中对应的游戏的游戏进度。
本申请的实施例提供的互动直播方法,服务器能够向第一直播间的主播客户端和观众客户端发送预设游戏的游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域展示与所述游戏信息相对应的游戏界面,然后根据从观众客户端接收的预定互动信息确定游戏进度推进步长,并通过游戏进度推进步长指示第一直播间的主播客户端和观众客户端同步推进游戏界面所对应的游戏的游戏进度。这样就使游戏进度的推进与观众的互动情况联系起来,使观众能够为了游戏的快速推进而与主播进行更积极地互动,从而有效促进了直播中观众与主播的互动,有效提升了用户体验,提高了主播客户端和观众客户端的耦合性。
可选的,预设游戏的游戏类型可以是多种多样的,例如益智类游戏、动作类游戏、攻击类游戏等。每种类型的游戏可以包括一个或多个关卡,每个关卡可以有不同的游戏界面。可选的,服务器可以令主播客户端和观众客户端先展示出一个关卡的游戏界面,当通过该关卡后再展示下一个关卡的游戏界面,也可以将各个关卡的界面都展示出,本申请的实施例对此不作限定。
具体而言,在步骤S31中向第一直播间的主播客户端和观众客户端发送预设游戏的游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域,展示与所述游戏信息相对应的游戏界面可以包括:
向所述第一直播间的主播客户端和观众客户端发送所述游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域,分别展示与所述游戏信息相对应的第一游戏界面和第二游戏界面;所述第二游戏界面的游戏难度等级高于所述第一游戏界面的游戏难度等级。
也就是说,服务器向第一直播间的主播客户端和观众客户端发送的游戏信息中包括第一游戏界面和第二游戏界面所代表的两个游戏关卡,在通过第一游戏界面的游戏关卡后,可以进入第二游戏界面的游戏关卡。
为了进一步激励观众的互动积极性,在所述第一游戏界面所对应的游戏的游戏进度结束后,和/或在所述第二游戏界面所对应的游戏的游戏进度结束后,本申请的实施例提供的互动直播方法还可以包括:
向所述第一直播间的观众客户端推送虚拟奖品信息,以在所述观众客户端的第一直播间显示界面展示虚拟奖品;
根据所述第一直播间的观众客户端返回的对所述虚拟奖品的点击操作信息,将所述虚拟奖品分配给最先对所述虚拟奖品发起点击操作的观众所对应的账户。
可选的,虚拟奖品例如可以是宝藏、宝箱、勋章、金币、装备等,服务器可以通过观众客户端将这些虚拟奖品展示给观众,观众可以对虚拟奖品进行快速点击,服务器接收到观众客户端返回的点击信息后,可以将虚拟奖品分配给最先对虚拟奖品发起点击操作的观众所对应的账户。
可选的,上述点击操作信息可以至少包括观众点击的虚拟奖品的标识和点击操作对应的时间点。
在本申请的实施例中,服务器可以通过向主播客户端和观众客户端发送游戏进度推进消息对游戏进度进行推进。游戏进度推进消息中可以携带游戏进度推进步长,该游戏进度推进步长具体可以由服务器根据从第一直播间的观众客户端接收的预定互动信息来确定。
可选的,第一直播间的观众收看到主播的直播内容后,可以与主播进行互动,例如聊天、点赞或送虚拟礼物等,以表达对主播的喜爱、感谢和支持。服务器接收到这些互动信息后,可以将其中的预定互动信息作为确定游戏进度推进步长的参数,例如可以将点赞和送虚拟礼物作为确定游戏进度推进步长的参数。
具体而言,在本申请的一个实施例中,接收所述第一直播间的观众客户端发送的预定互动信息可以包括:
接收所述第一直播间的观众客户端发送的第一预定互动信息和第二预定 互动信息;
根据所述预定互动信息确定游戏进度推进步长具体可以包括:
根据所述第一预定互动信息确定游戏进度的第一游戏进度推进步长,并根据所述第二预定互动信息确定游戏进度的第二游戏进度推进步长;或者根据所述第一预定互动信息和所述第二预定互动信息确定所述游戏进度的综合游戏进度推进步长;
其中,所述第一预定互动信息不同于所述第二预定互动信息,所述第二游戏进度推进步长不同于所述第一游戏进度推进步长。
也就是说,本申请的实施例中,可以根据不同的预定互动信息分别计算每个预定互动信息对应的游戏进度推进步长,例如根据第一预定互动信息确定的第一游戏进度推进步长为推进5秒,根据第二预定互动信息确定的第二游戏进度推进步长为推进9秒,也可以将多个预定互动信息综合在一起确定一个综合游戏进度步长,例如将第一预定互动信息和第二预定互动信息中观众与主播的互动,按照预设规则转换成综合游戏进度推进步长。
可选的,在确定综合游戏进度推进步长时,预定互动信息中不同的互动,如礼物及点赞等,对综合游戏进度推进步长的影响可以不同。即不同的礼物或者来自不同身份的观众的点赞都可以具有不同的支持权重。例如,一束鲜花的支持权重可以为5,一辆跑车的支持权重可以为2000,来自一个普通身份的观众的点赞的支持权重可以为2,来自一个贵宾(Very Important Person,VIP)观众的点赞的支持权重可以为10等。
确定了游戏进度推进步长之后,服务器可以将游戏进度推进步长放入游戏进度推进消息中,分别向第一直播间的主播客户端和各观众客户端发送。其中每条游戏进度推进消息可以使主播客户端和各观众客户端的游戏进度同步推进一次。
主播客户端和观众客户端展示的游戏进度可以通过多次推进来完成。每次游戏进度推进消息中携带的游戏进度推进步长仅适用于本次游戏推进,随着直播的继续,游戏下一次向前推进的游戏进度推进步长由下一条游戏进度推进消息中携带的游戏进度推进步长决定。各条游戏进度推进消息中的游戏进度推进步长可以相等,也可以不等,具体步长数值由观众与主播的互动情 况决定。
为了及时了解观众与主播的互动情况,进一步的,根据所述预定互动信息确定游戏进度推进步长之后,本申请的实施例提供的互动直播方法还可以包括:
统计预定时间周期内、对游戏进度推进最多的第一观众;
向第一直播间的主播客户端和观众客户端发送第一观众的展示信息,以使所述主播客户端和所述观众客户端分别根据所述第一观众的展示信息,在所述第一直播间显示界面展示所述第一观众的用户信息。
举例而言,在本申请的一个实施例中,可以每隔3分钟统计一次观众与主播的互动,如果某次统计中观众E对游戏作用的游戏进度推进步长为1/5,在所有观众中对游戏作用的游戏进度推进步长中最多,则可以在各观众客户端的第一直播间显示界面中展示观众E的用户信息,例如在第一直播间显示界面中跑马灯展示观众E的用户名和头像,以及观众E对游戏进度的推进情况等。
服务器除了向第一直播间的主播客户端和各观众客户端发送第一观众的展示信息以外,还可以根据主播客户端的请求来发送第一观众的展示信息。例如,在本申请的一个实施例中,在统计预定时间周期内、对所述游戏进度推进最多的第一观众之前,本申请的实施例提供的互动直播方法还可以包括:
接收主播客户端发送的第一观众展示请求;
基于此,上述统计预定时间周期内、对所述游戏进度推进最多的第一观众具体可以包括:
根据所述第一观众展示请求统计预定时间周期内、对所述游戏进度推进最多的第一观众。
例如,可以统计5分钟内有哪些观众向主播发送了预定互动信息,这些预定互动信息使游戏进度推进了多少,其中,对游戏进度推进最多的是哪个观众等。
以上实施例中,仅仅根据一个直播间中观众与主播的互动情况来推进游戏进度,但本申请的实施例不限于此。在本申请的其他实施例中,一个直播间的主播还可以和另一个直播间的主播进行游戏进度的竞赛,从而能够更为 显著地调动观众的积极性,使观众更多地投入到与主播的互动中。
具体而言,在本申请的一个实施例中,服务器在所述接收所述第一直播间的主播客户端推送的直播内容之前,还可以接收所述第一直播间的主播客户端发送的主播对战请求消息;按照预定的匹配规则,为所述第一直播间的主播匹配对手主播;向所述第一直播间的主播客户端返回对手主播信息,以将所述对手主播信息在所述第一直播间的主播客户端的直播间显示界面显示;其中,所述对手主播信息为第二直播间的主播信息。
可选的,预定的匹配规则可以为以所述主播所属国家、所述主播最近预设局数中的净胜局数、所述主播当前等级为参数的模型。
具体而言,在进行对手匹配时,主播与对手可以不在同一个直播间内,在主播与对手对战过程中可以不联屏。这样就能够放宽一些不关注的次要条件,而在匹配模型中重点突出主播实力相匹配等主要条件。可选的,主播与对手虽然是在游戏中进行游戏对战,但主播正在进行的直播与对手正在进行的直播却不受此限制。也就是说,主播与对手也可以是各自进行各自的直播。例如,主播在进行美食直播,对手在进行运动直播等。
在利用上述模型进行对手匹配时,如果在规定时间内,根据上述模型能够找到与主播实力相近的对手,则可以开始进行游戏,如果在规定时间内没有找到与主播实力相近的对手,则可以重新进行匹配,或者修改模型参数后重新匹配。
进一步的,在接收所述第一直播间的主播客户端推送的直播内容之后,服务器还可以将第一直播间和第二直播间对应的主播信息、及第一直播间和第二直播间对应的游戏进度信息,发送给第一直播间和第二直播间的观众客户端,从而使观众客户端可以及时获知对战双方的游戏进度情况,进而更积极地与主播进行互动,提高主播客户端与观众客户端的耦合性。
下面通过具体实施例对本申请实施例提供的互动直播方法进行详细说明。
如图4所示,本申请的实施例提供的直播方法可以包括:
S401、主播客户端向服务器发送直播请求,在第一直播间开播展示厨艺。
S402、服务器根据直播请求向第一直播间的主播客户端及观众客户端发送预设游戏信息。
可选的,预设游戏信息例如可以为提供万圣节主题游戏等。例如,可以刷出若干万圣节怪物形象,根据怪物血量的多少可以分为4个难度等级的关卡。
S403、主播客户端和观众客户端在第一直播间的局部区域展示该预设游戏信息对应的游戏界面。
上述步骤S403即为主播客户端和观众客户端在第一直播间显示界面的局部区域展示该预设游戏信息对应的游戏界面。
S404、主播客户端向服务器推送烧菜过程的直播内容。
S405、服务器将该直播内容推送给第一直播间的各观众客户端。
S406、观众客户端播放直播内容并向服务器发送观众针对直播内容的预定互动信息,例如送主播礼物、点赞等;
S407、服务器根据接收到的预定互动信息确定游戏推进步长。
上述步骤S407即为服务器根据接收到的预定互动信息确定游戏进度推进步长。
可选的,根据游戏进度实时性的要求,服务器既可以根据接收到的每条预定互动信息确定一个游戏进度推进步长,也可以根据接收到的多条预定互动信息确定一个综合步长。
S408、服务器向第一直播间的主播客户端和各观众客户端发送游戏进度推进消息,游戏进度推进消息中携带有游戏进度推进步长。
S409、主播客户端和各观众客户端根据接收到的游戏进度推进消息同步推进界面中展示的游戏。
上述步骤S409即为主播客户端和各观众客户端根据接收到的游戏进度推进步长同步推进界面中对应的游戏进度。
S410、服务器每隔5分钟统计一次这段时间内对游戏进度推进最多的第一观众。
S411、服务器向主播客户端和各观众客户端发送第一观众展示消息,第一观众展示消息中携带第一观众的用户信息。
上述步骤S411、服务器向主播客户端和各观众客户端发送第一观众的展示信息,第一观众的展示信息中携带第一观众的用户信息。
S412、主播客户端和各观众客户端根据第一观众展示消息在第一直播间展示界面的局部区域展示第一观众的用户名、头像等用户信息。
上述步骤S412即为主播客户端和各观众客户端根据第一观众展示信息在第一直播间展示界面的局部区域展示第一观众的用户名、头像等用户信息。
S413、游戏通关结束,服务器向第一直播间的观众客户端推送虚拟奖品信息。
S414、第一直播间的观众客户端在显示界面展示虚拟奖品,并接收观众对虚拟奖品的点击操作。
S415、观众客户端将观众对虚拟奖品的点击操作向服务器发送。
上述步骤S415即为各观众客户端根据观众对虚拟奖品的点击操作向服务器发送点击操作信息。
S416、服务器根据第一直播间的观众客户端返回的对所述虚拟奖品的点击操作信息,将所述虚拟奖品分配给最先对所述虚拟奖品发起点击操作的观众所对应的账户。
如图5所示,本申请的实施例还提供一种互动直播方法,具体可以包括:
S501、主播客户端向服务器发送直播请求,请求在第一直播间开播脱口秀。
S502、服务器根据直播请求向第一直播间的主播客户端及观众客户端发送预设游戏信息。
S503、主播客户端和观众客户端在第一直播间的局部区域展示该预设游戏信息对应的游戏界面。
S504、主播客户端向服务器发送主播对战请求消息,请求与对手进行游戏进度的竞赛。
S505、服务器根据对战请求消息,按照预设规则为主播匹配对手主播,其中对手主播为第二直播间的主播。
上述S505即为服务器根据主播对战请求消息,按照预设规则为主播匹配对手主播,其中对手主播为第二直播间的主播。
可选的,匹配算法模型可以为主播所属国家+主播近50局净胜数+主播当前等级的一个综合模型。若在预设时长内未匹配到对手,则匹配超时,提示 重新匹配。可选的,对手主播的直播内容可以多种多样,与第一直播间的直播内容无关。
S506、服务器向主播客户端发送对手主播消息。
上述步骤S506即为服务器向主播客户端发送对手主播的主播信息。
S507、主播客户端将对手主播信息在第一直播间显示界面显示。
上述步骤S507即为主播客户端将对手主播的主播信息显示在第一直播间显示界面上。
S508、主播客户端向服务器推送脱口秀的直播内容。
S509、服务器将该直播内容推送给第一直播间的各观众客户端。
S510、观众客户端播放直播内容并向服务器发送观众针对直播内容的预定互动信息,例如送主播礼物、点赞等;
S511、服务器根据接收到的预定互动信息确定游戏推进步长。
上述步骤S511即为服务器根据接收到的预定互动信息确定游戏进度推进步长。
可选的,根据游戏进度实时性的要求,服务器既可以根据接收到的每条预定互动信息确定一个游戏进度推进步长,也可以根据接收到的多条预定互动信息确定一个综合步长。
S512、服务器向第一直播间的主播客户端和各观众客户端发送游戏进度推进消息,游戏进度推进消息中携带有游戏进度推进步长。
S513、主播客户端和各观众客户端根据接收到的游戏进度推进消息同步推进界面中展示的游戏。
上述步骤S513即为主播客户端和各观众客户端根据接收到的游戏进度推进步长同步推进界面中对应的游戏进度。
S514、服务器将第二直播间的游戏进度信息推送给第一直播间和第二直播间的各观众客户端(其中,第二直播间的各观众客户端未示出)。
本申请的实施例提供的互动直播方法,将直播与游戏进行结合,从而增加了主播与观众的趣味互动。而其中的对战模式更是实现了跨直播间主播与观众的竞争与互动,进一步促进了观众与主播的互动。这有效提高了主播客户端和观众客户端的耦合性,从而促进直播中观众与主播的互动,有效提升 用户体验。
第四方面,本申请的实施例还提供一种互动直播装置,设置于主播客户端,能够促进直播中观众与主播的互动,有效提升用户体验,从而提高主播客户端和观众客户端的耦合性。
如图6所示,本申请的实施例提供的互动直播装置,设置于主播客户端,所述装置可以包括:
主播展示单元61,用于在第一直播间显示界面的局部区域,展示游戏界面;
主播推送单元62,用于向服务器推送直播内容,以使所述第一直播间的观众客户端从所述服务器拉取所述直播内容,并播放所述直播内容;
主播接收单元63,用于接收所述服务器发送的游戏进度推进消息;其中,所述游戏进度推进消息中携带有游戏进度推进步长,所述游戏进度推进步长由所述服务器根据从所述观众客户端接收到的预定互动信息确定;
主播推进单元64,用于根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度。
本申请的实施例提供的互动直播装置,主播客户端能够在第一直播间显示界面的局部区域展示游戏界面,然后向服务器推送直播内容,并接收服务器发送的游戏进度推进消息,根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度。由于游戏进度推进消息中携带有游戏进度推进步长,而该游戏进度推进步长是由服务器根据从观众客户端接收到的预定互动信息确定的,这样就使游戏进度的推进与观众的互动情况联系起来,使观众能够为了游戏的快速推进而与主播进行更积极地互动,从而有效促进了直播中观众与主播的互动,有效提升了用户体验,提高了主播客户端和观众客户端的耦合性。
可选的,主播展示单元61,具体可以用于:
在所述第一直播间显示界面的局部区域,展示第一游戏界面和第二游戏界面;所述第二游戏界面的游戏难度等级高于所述第一游戏界面的游戏难度等级;
主播推进单元64,具体可以用于:
根据所述游戏进度推进步长,推进所述第一游戏界面所对应的游戏的游戏进度至游戏结束后,推进所述第二游戏界面所对应的游戏的游戏进度。
可选的,主播接收单元63,具体可以用于:
接收所述服务器发送的第一游戏进度推进消息和第二游戏推进消息,所述第一游戏进度推进消息中携带有第一游戏进度推进步长,所述第二游戏进度推进消息中携带有第二游戏进度推进步长;
主播推进单元64,具体可以用于:
根据所述第一游戏进度推进消息,按所述第一游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;
根据所述第二游戏进度推进消息,按所述第二游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;所述第二游戏进度推进步长不同于所述第一游戏进度推进步长。
可选的,主播接收单元63,还可以用于在接收所述服务器发送的游戏进度推进消息之后,接收所述服务器发送的第一观众的展示信息,所述第一观众为所述服务器统计的、在预定时间周期内对所述游戏进度推进最多的观众;
主播展示单元61,还可以用于根据所述第一观众的展示信息,在所述第一直播间显示界面展示所述第一观众的用户信息。
进一步的,该互动直播装置还可以包括:
第一请求发送单元,用于在接收所述服务器发送的第一观众展示信息之前,向所述服务器发送第一观众展示请求,以使所述服务器统计并向所述第一直播间的观众客户端发送预定时间周期内对所述游戏进度推进最多的第一观众的展示信息。
进一步的,该互动直播装置还可以包括:
第二请求发送单元,用于在所述向服务器推送直播内容之前,向所述服务器发送主播对战请求消息;
主播接收单元63,还用于接收所述服务器返回的对手主播信息;
主播展示单元61,还用于将所述对手主播信息在所述第一直播间显示界面显示;所述对手主播信息为第二直播间的主播信息。
第五方面,本申请的实施例还提供一种互动直播装置,设置于观众客户 端,能够促进直播中观众与主播的互动,有效提升用户体验,从而提高主播客户端和观众客户端的耦合性。
如图7所示,本申请的实施例提供的互动直播装置,设置于观众客户端,所述装置可以包括:
观众展示单元71,用于在第一直播间显示界面的局部区域,展示游戏界面;
观众播放单元72,用于从服务器拉取所述第一直播间的直播内容,并在本地播放所述直播内容;
观众发送单元73,用于向所述服务器发送预定互动信息,以使所述服务器根据所述预定互动信息确定游戏进度推进步长;
观众接收单元74,用于接收所述服务器发送的游戏进度推进消息;所述游戏进度推进消息中携带有所述游戏进度推进步长;
观众推进单元75,用于根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度。
本申请的实施例提供的互动直播装置,观众客户端能够在第一直播间显示界面的局部区域展示游戏界面,然后从服务器拉取第一直播间的直播内容并在本地播放,接收服务器发送的游戏进度推进消息,并根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度。由于游戏进度推进消息中携带有游戏进度推进步长,而该游戏进度推进步长是由服务器根据从观众客户端接收到的预定互动信息确定的,这样就使游戏进度的推进与观众的互动情况联系起来,使观众能够为了游戏的快速推进而与主播进行更积极地互动,从而有效促进了直播中观众与主播的互动,有效提升了用户体验,提高了主播客户端和观众客户端的耦合性。
可选的,观众展示单元71,具体用于:在第一直播间显示界面的局部区域,展示第一游戏界面和第二游戏界面;所述第二游戏界面的游戏难度等级高于所述第一游戏界面的游戏难度等级;
观众推进单元75,具体用于:根据所述游戏进度推进消息,推进所述第一游戏界面所对应的游戏的游戏进度至游戏结束后,推进所述第二游戏界面所对应的游戏的游戏进度。
可选的,观众展示单元71,还用于在所述第一游戏界面所对应的游戏的游戏进度结束后,和/或在所述第二游戏界面所对应的游戏的游戏进度结束后,在所述第一直播间显示界面展示虚拟奖品;
观众接收单元74,还用于接收对所述虚拟奖品的点击操作,并向所述服务器发送针对所述点击操作的点击操作信息,以使所述服务器根据所述点击操作信息,将所述虚拟奖品分配给最先对所述虚拟奖品发起点击操作的观众所对应的账户。
可选的,观众接收单元74,具体用于:
接收所述服务器发送的第一游戏进度推进消息和第二游戏推进消息,所述第一游戏进度推进消息中携带有第一游戏进度推进步长,所述第二游戏进度推进消息中携带有第二游戏进度推进步长;
观众推进单元75,具体用于:
根据所述第一游戏进度推进消息,按所述第一游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;
根据所述第二游戏进度推进消息,按所述第二游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;所述第二游戏进度推进步长不同于所述第一游戏进度推进步长。
可选的,观众接收单元74,还用于在接收所述服务器发送的游戏进度推进消息之后,接收所述服务器发送的第一观众的展示信息,其中,所述第一观众为所述服务器统计的、在预定时间周期内对所述游戏进度推进最多的观众;
可选的,观众展示单元71,还用于根据所述第一观众的展示信息,在所述第一直播间显示界面展示所述第一观众的用户信息。
可选的,观众展示单元71,还用于在第一直播间显示界面的局部区域,展示游戏界面之后,在第一直播间显示界面的局部区域,展示第一直播间和第二直播间分别对应的主播信息及游戏进度信息。
相应的,第六方面,本申请的实施例还提供一种互动直播装置,应用于服务器,能够促进直播中观众与主播的互动,有效提升用户体验,从而提高主播客户端和观众客户端的耦合性。
如图8所示,本申请的实施例提供的互动直播装置,设置于服务器,所述装置可以包括:
服务发送单元81,用于向第一直播间的主播客户端和观众客户端发送预设游戏的游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域,分别展示与所述游戏信息相对应的游戏界面;
服务接收单元82,用于接收所述第一直播间的主播客户端推送的直播内容,以供所述第一直播间的观众客户端拉取所述直播内容,并播放所述直播内容;
服务接收单元82,还用于接收所述第一直播间的观众客户端发送的预定互动信息;
服务确定单元83,用于根据所述预定互动信息确定游戏进度推进步长;
服务发送单元81,还用于向所述第一直播间的主播客户端和观众客户端发送游戏进度推进消息,所述游戏进度推进消息中携带有所述游戏进度推进步长,以使所述第一直播间的主播客户端和观众客户端,根据所述游戏进度推进步长同步推进所述游戏界面所对应的游戏的游戏进度,其中,所述游戏进度推进消息中携带有所述游戏进度推进步长。
本申请的实施例提供的互动直播装置,服务器能够向第一直播间的主播客户端和观众客户端发送预设游戏的游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域展示与所述游戏信息相对应的游戏界面,然后根据从观众客户端接收的预定互动信息确定游戏进度推进步长,并通过游戏进度推进消息指示第一直播间的主播客户端和观众客户端同步推进游戏界面中的游戏。这样就使游戏进度的推进与观众的互动情况联系起来,使观众能够为了游戏的快速推进而与主播进行更积极地互动,从而有效促进了直播中观众与主播的互动,有效提升了用户体验,提高了主播客户端和观众客户端的耦合性。
可选的,服务发送单元81,具体可以用于:向所述第一直播间的主播客户端和观众客户端发送所述游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域,分别展示与所述游戏信息相对应的第一游戏界面和第二游戏界面;所述第二游戏界面的游戏难度等级高于所 述第一游戏界面的游戏难度等级。
可选的,服务发送单元81,还用于:
在所述第一游戏界面所对应的游戏的游戏进度结束后,和/或在所述第二游戏界面所对应的游戏的游戏进度结束后,向第一直播间的观众客户端推送虚拟奖品信息,以在所述观众客户端的第一直播间显示界面展示虚拟奖品;
该装置还可以包括:分配单元,用于根据所述第一直播间的观众客户端返回的对所述虚拟奖品的点击操作信息,将所述虚拟奖品分配给最先对所述虚拟奖品发起点击操作的观众所对应的账户。
可选的,服务接收单元82,具体可用于:接收所述第一直播间的观众客户端发送的第一预定互动信息和第二预定互动信息;
服务确定单元83,具体可以用于:
根据所述第一预定互动信息确定游戏进度的第一游戏进度推进步长,并根据所述第二预定互动信息确定游戏进度的第二游戏进度推进步长;或者
根据所述第一预定互动信息和所述第二预定互动信息确定所述游戏进度的综合游戏进度推进步长;
其中,所述第一预定互动信息不同于所述第二预定互动信息,所述第二游戏进度推进步长不同于所述第一游戏进度推进步长。
可选的,该装置还可以包括统计单元,用于在所述根据所述预定互动信息确定游戏进度推进步长之后,统计预定时间周期内、对所述游戏进度推进最多的第一观众;
服务发送单元81,还用于向所述第一直播间的主播客户端和观众客户端发送第一观众的展示信息,以使所述主播客户端和所述观众客户端分别根据所述第一观众的展示信息,在所述第一直播间显示界面展示所述第一观众的用户信息。
可选的,服务接收单元82,还用于在所述统计预定时间周期内、对所述游戏进度推进最多的第一观众之前,接收所述主播客户端发送的第一观众展示请求;
统计单元,具体用于根据所述第一观众展示请求统计预定时间周期内、对所述游戏进度推进最多的第一观众。
可选的,服务接收单元82,还用于在所述接收所述第一直播间的主播客户端推送的直播内容之前,接收所述第一直播间的主播客户端发送的主播对战请求消息;
所述装置还包括:
匹配单元,用于按照预定的匹配规则,为所述第一直播间的主播匹配对手主播;
服务发送单元81,还用于:
向所述第一直播间的主播客户端返回对手主播信息,以将所述对手主播信息在所述第一直播间的主播客户端的直播间显示界面显示;所述对手主播信息为第二直播间的主播信息;
在接收所述第一直播间的主播客户端推送的直播内容之后,将第一直播间和第二直播间对应的主播信息、及第一直播间和第二直播间对应的游戏进度信息,发送给第一直播间和第二直播间的观众客户端。
第七方面,本申请实施例提供一种电子设备,该电子设备为主播客户端,能够促进直播中观众与主播的互动,有效提升用户体验,从而提高主播客户端和观众客户端的耦合性。
如图9所示,本申请的实施例提供的一种电子设备,可以包括:壳体91、处理器92、存储器93、电路板94和电源电路95,其中,电路板94安置在壳体91围成的空间内部,处理器92和存储器93设置在电路板94上;电源电路95,用于为上述电子设备的各个电路或器件供电;存储器93用于存储可执行程序代码;处理器92通过读取存储器93中存储的可执行程序代码来运行与可执行程序代码对应的程序,用于执行前述任一实施例所述的互动直播方法。
处理器92对上述步骤的具体执行过程以及处理器92通过运行可执行程序代码来进一步执行上述第一方面的步骤,可以参见前述实施例的描述,在此不再赘述。
第八方面,本申请实施例提供一种电子设备,该电子设备为观众客户端,能够促进直播中观众与主播的互动,有效提升用户体验,从而提高主播客户端和观众客户端的耦合性。
如图10所示,本申请的实施例提供的一种电子设备,可以包括:壳体101、处理器102、存储器103、电路板104和电源电路105,其中,电路板104安置在壳体101围成的空间内部,处理器102和存储器103设置在电路板104上;电源电路105,用于为上述电子设备的各个电路或器件供电;存储器93用于存储可执行程序代码;处理器102通过读取存储器103中存储的可执行程序代码来运行与可执行程序代码对应的程序,用于执行前述任一实施例所述的互动直播方法。
处理器102对上述步骤的具体执行过程以及处理器102通过运行可执行程序代码来进一步执行上述第二方面的步骤,可以参见前述实施例的描述,在此不再赘述。
第九方面,本申请实施例提供一种电子设备,该电子设备为服务器,能够促进直播中观众与主播的互动,有效提升用户体验,从而提高主播客户端和观众客户端的耦合性。
如图11所示,本申请的实施例提供的一种电子设备,可以包括:壳体111、处理器112、存储器113、电路板114和电源电路115,其中,电路板114安置在壳体111围成的空间内部,处理器112和存储器113设置在电路板114上;电源电路115,用于为上述电子设备的各个电路或器件供电;存储器93用于存储可执行程序代码;处理器112通过读取存储器113中存储的可执行程序代码来运行与可执行程序代码对应的程序,用于执行前述任一实施例所述的互动直播方法。
处理器112对上述步骤的具体执行过程以及处理器112通过运行可执行程序代码来进一步执行上述第三方面的步骤,可以参见前述实施例的描述,在此不再赘述。
上述电子设备以多种形式存在,包括但不限于:
(1)移动通信设备:这类设备的特点是具备移动通信功能,并且以提供话音、数据通信为主要目标。这类终端包括:智能手机(例如iPhone)、多媒体手机、功能性手机,以及低端手机等。
(2)超移动个人计算机设备:这类设备属于个人计算机的范畴,有计算和处理功能,一般也具备移动上网特性。这类终端包括:PDA、MID和UMPC 设备等,例如iPad。
(3)便携式娱乐设备:这类设备可以显示和播放多媒体内容。该类设备包括:音频、视频播放器(例如iPod),掌上游戏机,电子书,以及智能玩具和便携式车载导航设备。
(4)服务器:提供计算服务的设备,服务器的构成包括处理器、硬盘、内存、系统总线等,服务器和通用的计算机架构类似,但是由于需要提供高可靠的服务,因此在处理能力、稳定性、可靠性、安全性、可扩展性、可管理性等方面要求较高。
(5)其他具有数据交互功能的电子设备。
第十方面,本申请的实施例还提供一种计算机可读存储介质,所述计算机可读存储介质存储有一个或者多个程序,所述一个或者多个程序可被一个或者多个处理器执行,以实现前述实施例提供的第一方面的直播方法,因此也能实现相应的技术效果,前文已经进行了详细说明,此处不再赘述。
第十一方面,本申请的实施例还提供一种计算机可读存储介质,所述计算机可读存储介质存储有一个或者多个程序,所述一个或者多个程序可被一个或者多个处理器执行,以实现前述实施例提供的第二方面的互动直播方法,因此也能实现相应的技术效果,前文已经进行了详细说明,此处不再赘述。
第十二方面,本申请的实施例还提供一种计算机可读存储介质,所述计算机可读存储介质存储有一个或者多个程序,所述一个或者多个程序可被一个或者多个处理器执行,以实现前述实施例提供的第三方面的互动直播方法,因此也能实现相应的技术效果,前文已经进行了详细说明,此处不再赘述。
第十三方面,本申请的实施例还提供了一种计算机程序产品,当其在计算机上运行时,使得计算机执行上述实施例中第一方面的互动直播方法,因此也能实现相应的技术效果,前文已经进行了详细说明,此处不再赘述。
第十四方面,本申请的实施例还提供了一种计算机程序产品,当其在计算机上运行时,使得计算机执行上述实施例中第二方面的互动直播方法,因此也能实现相应的技术效果,前文已经进行了详细说明,此处不再赘述。
第十五方面,本申请的实施例还提供了一种计算机程序产品,当其在计算机上运行时,使得计算机执行上述实施例中第三方面的互动直播方法,因 此也能实现相应的技术效果,前文已经进行了详细说明,此处不再赘述。
在本文中,诸如第一和第二等之类的关系术语仅仅用来将一个实体或者操作与另一个实体或操作区分开来,而不一定要求或者暗示这些实体或操作之间存在任何这种实际的关系或者顺序。而且,术语“包括”、“包含”或者其任何其他变体意在涵盖非排他性的包含,从而使得包括一系列要素的过程、方法、物品或者设备不仅包括那些要素,而且还包括没有明确列出的其他要素,或者是还包括为这种过程、方法、物品或者设备所固有的要素。在没有更多限制的情况下,由语句“包括一个……”限定的要素,并不排除在包括所述要素的过程、方法、物品或者设备中还存在另外的相同要素。
本说明书中的各个实施例均采用相关的方式描述,各个实施例之间相同相似的部分互相参见即可,每个实施例重点说明的都是与其他实施例的不同之处。
尤其,对于装置实施例而言,由于其基本相似于方法实施例,所以描述的比较简单,相关之处参见方法实施例的部分说明即可。
为了描述的方便,描述以上装置是以功能分为各种单元/模块分别描述。当然,在实施本申请时可以把各单元/模块的功能在同一个或多个软件和/或硬件中实现。
本领域普通技术人员可以理解实现上述实施例方法中的全部或部分流程,是可以通过计算机程序来指令相关的硬件来完成,所述的程序可存储于一计算机可读取存储介质中,该程序在执行时,可包括如上述各方法的实施例的流程。其中,所述的存储介质可为磁碟、光盘、只读存储记忆体(Read-Only Memory,ROM)或随机存储记忆体(Random Access Memory,RAM)等。
以上所述,仅为本申请的具体实施方式,但本申请的保护范围并不局限于此,任何熟悉本技术领域的技术人员在本申请揭露的技术范围内,可轻易想到的变化或替换,都应涵盖在本申请的保护范围之内。因此,本申请的保护范围应以权利要求的保护范围为准。
以上所述仅为本申请的较佳实施例而已,并不用以限制本申请,凡在本申请的精神和原则之内,所做的任何修改、等同替换、改进等,均应包含在本申请保护的范围之内。

Claims (41)

  1. 一种互动直播方法,其特征在于,应用于主播客户端,所述方法包括:
    在第一直播间显示界面的局部区域,展示游戏界面;
    向服务器推送直播内容,以使所述第一直播间的观众客户端从所述服务器拉取所述直播内容,并播放所述直播内容;
    接收所述服务器发送的游戏进度推进消息;其中,所述游戏进度推进消息中携带有游戏进度推进步长,所述游戏进度推进步长由所述服务器根据从所述观众客户端接收到的预定互动信息确定;
    根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度。
  2. 根据权利要求1所述的互动直播方法,其特征在于,所述在第一直播间显示界面的局部区域,展示游戏界面,包括:
    在第一直播间显示界面的局部区域,展示第一游戏界面和第二游戏界面;所述第二游戏界面的游戏难度等级高于所述第一游戏界面的游戏难度等级;
    所述根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度,包括:
    根据所述游戏进度推进步长,推进所述第一游戏界面所对应的游戏的游戏进度至游戏结束后,推进所述第二游戏界面所对应的游戏的游戏进度。
  3. 根据权利要求1所述的互动直播方法,其特征在于,所述接收所述服务器发送的游戏进度推进消息,包括:
    接收所述服务器发送的第一游戏进度推进消息和第二游戏推进消息,所述第一游戏进度推进消息中携带有第一游戏进度推进步长,所述第二游戏进度推进消息中携带有第二游戏进度推进步长;
    所述根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度,包括:
    根据所述第一游戏进度推进消息,按所述第一游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;
    根据所述第二游戏进度推进消息,按所述第二游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;所述第二游戏进度推进步长不同于所 述第一游戏进度推进步长。
  4. 根据权利要求1所述的互动直播方法,其特征在于,在接收所述服务器发送的游戏进度推进消息之后,所述方法还包括:
    接收所述服务器发送的第一观众的展示信息,所述第一观众为所述服务器统计的、在预定时间周期内对所述游戏进度推进最多的观众;
    根据所述第一观众的展示信息,在所述第一直播间显示界面展示所述第一观众的用户信息。
  5. 根据权利要求4所述的互动直播方法,其特征在于,在接收所述服务器发送的第一观众的展示信息之前,所述方法还包括:
    向所述服务器发送第一观众展示请求,以使所述服务器统计并向所述第一直播间的观众客户端发送预定时间周期内对所述游戏进度推进最多的第一观众的展示信息。
  6. 根据权利要求1所述的互动直播方法,其特征在于,在向服务器推送直播内容之前,所述方法还包括:
    向所述服务器发送主播对战请求消息;
    接收所述服务器返回的对手主播信息,并将所述对手主播信息在所述第一直播间显示界面显示;所述对手主播信息为第二直播间的主播信息。
  7. 一种互动直播方法,其特征在于,应用于观众客户端,所述方法包括:
    在第一直播间显示界面的局部区域,展示游戏界面;
    从服务器拉取所述第一直播间的直播内容,并在本地播放所述直播内容;
    向所述服务器发送预定互动信息,以使所述服务器根据所述预定互动信息确定游戏进度推进步长;
    接收所述服务器发送的游戏进度推进消息;所述游戏进度推进消息中携带有所述游戏进度推进步长;
    根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度。
  8. 根据权利要求7所述的互动直播方法,其特征在于,所述在第一直播间显示界面的局部区域,展示游戏界面,包括:
    在第一直播间显示界面的局部区域,展示第一游戏界面和第二游戏界面; 所述第二游戏界面的游戏难度等级高于所述第一游戏界面的游戏难度等级;
    所述根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度,包括:
    根据所述游戏进度推进步长,推进所述第一游戏界面所对应的游戏的游戏进度至游戏结束后,推进所述第二游戏界面所对应的游戏的游戏进度。
  9. 根据权利要求8所述的互动直播方法,其特征在于,在所述第一游戏界面所对应的游戏的游戏进度结束后,和/或在所述第二游戏界面所对应的游戏的游戏进度结束后,所述方法还包括:
    在所述第一直播间显示界面展示虚拟奖品;
    接收对所述虚拟奖品的点击操作,并向所述服务器发送针对所述点击操作的点击操作信息,以使所述服务器根据所述点击操作信息,将所述虚拟奖品分配给最先对所述虚拟奖品发起点击操作的观众所对应的账户。
  10. 根据权利要求7所述的互动直播方法,其特征在于,所述接收所述服务器发送的游戏进度推进消息,包括:
    接收所述服务器发送的第一游戏进度推进消息和第二游戏推进消息,所述第一游戏进度推进消息中携带有第一游戏进度推进步长,所述第二游戏进度推进消息中携带有第二游戏进度推进步长;
    所述根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度,包括:
    根据所述第一游戏进度推进消息,按所述第一游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;
    根据所述第二游戏进度推进消息,按所述第二游戏进度推进步长推进所述游戏界面所对应的游戏的游戏进度;所述第二游戏进度推进步长不同于所述第一游戏进度推进步长。
  11. 根据权利要求7所述的互动直播方法,其特征在于,在接收所述服务器发送的游戏进度推进消息之后,所述方法还包括:
    接收所述服务器发送的第一观众的展示信息,其中,所述第一观众为所述服务器统计的、在预定时间周期内对所述游戏进度推进最多的观众;
    根据所述第一观众的展示信息,在所述第一直播间显示界面展示所述第 一观众的用户信息。
  12. 根据权利要求7所述的互动直播方法,其特征在于,所述在第一直播间显示界面的局部区域,展示游戏界面之后,所述方法还包括:
    在第一直播间显示界面的局部区域,展示第一直播间和第二直播间分别对应的主播信息及游戏进度信息。
  13. 一种互动直播方法,其特征在于,应用于服务器,所述方法包括:
    向第一直播间的主播客户端和观众客户端发送预设游戏的游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域,分别展示与所述游戏信息相对应的游戏界面;
    接收所述第一直播间的主播客户端推送的直播内容,以供所述第一直播间的观众客户端拉取所述直播内容,并播放所述直播内容;
    接收所述第一直播间的观众客户端发送的预定互动信息;
    根据所述预定互动信息确定游戏进度推进步长;
    向所述第一直播间的主播客户端和观众客户端发送游戏进度推进消息,所述游戏进度推进消息中携带有所述游戏进度推进步长,以使所述第一直播间的主播客户端和观众客户端,根据所述游戏进度推进步长同步推进所述游戏界面所对应的游戏的游戏进度。
  14. 根据权利要求13所述的互动直播方法,其特征在于,所述向第一直播间的主播客户端和观众客户端发送预设游戏的游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域,分别展示与所述游戏信息相对应的游戏界面,包括:
    向所述第一直播间的主播客户端和观众客户端发送所述游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域,分别展示与所述游戏信息相对应的第一游戏界面和第二游戏界面;所述第二游戏界面的游戏难度等级高于所述第一游戏界面的游戏难度等级。
  15. 根据权利要求14所述的互动直播方法,其特征在于,
    在所述第一游戏界面所对应的游戏的游戏进度结束后,和/或在所述第二游戏界面所对应的游戏的游戏进度结束后,所述方法还包括:
    向所述第一直播间的观众客户端推送虚拟奖品信息,以在所述观众客户 端的第一直播间显示界面展示虚拟奖品;
    根据所述第一直播间的观众客户端返回的对所述虚拟奖品的点击操作信息,将所述虚拟奖品分配给最先对所述虚拟奖品发起点击操作的观众所对应的账户。
  16. 根据权利要求13所述的互动直播方法,其特征在于,所述接收所述第一直播间的观众客户端发送的预定互动信息,包括:
    接收所述第一直播间的观众客户端发送的第一预定互动信息和第二预定互动信息;
    所述根据所述预定互动信息确定游戏进度推进步长,包括:
    根据所述第一预定互动信息确定游戏进度的第一游戏进度推进步长,并根据所述第二预定互动信息确定游戏进度的第二游戏进度推进步长;或者
    根据所述第一预定互动信息和所述第二预定互动信息确定所述游戏进度的综合游戏进度推进步长;
    其中,所述第一预定互动信息不同于所述第二预定互动信息,所述第二游戏进度推进步长不同于所述第一游戏进度推进步长。
  17. 根据权利要求13所述的互动直播方法,其特征在于,在根据所述预定互动信息确定游戏进度推进步长之后,所述方法还包括:
    统计预定时间周期内、对所述游戏进度推进最多的第一观众;
    向所述第一直播间的主播客户端和观众客户端发送第一观众的展示信息,以使所述主播客户端和所述观众客户端分别根据所述第一观众的展示信息,在所述第一直播间显示界面展示所述第一观众的用户信息。
  18. 根据权利要求17所述的互动直播方法,其特征在于,在统计预定时间周期内、对所述游戏进度推进最多的第一观众之前,所述方法还包括:
    接收所述主播客户端发送的第一观众展示请求;
    所述统计预定时间周期内、对所述游戏进度推进最多的第一观众,包括:
    根据所述第一观众展示请求统计预定时间周期内、对所述游戏进度推进最多的第一观众。
  19. 根据权利要求13所述的互动直播方法,其特征在于,在接收所述第一直播间的主播客户端推送的直播内容之前,所述方法还包括:
    接收所述第一直播间的主播客户端发送的主播对战请求消息;
    按照预定的匹配规则,为所述第一直播间的主播匹配对手主播;
    向所述第一直播间的主播客户端返回对手主播信息,以将所述对手主播信息在所述第一直播间的主播客户端的直播间显示界面显示;所述对手主播信息为第二直播间的主播信息;
    在接收所述第一直播间的主播客户端推送的直播内容之后,所述方法还包括:
    将所述第一直播间和所述第二直播间对应的主播信息、及所述第一直播间和所述第二直播间对应的游戏进度信息,发送给所述第一直播间和所述第二直播间的观众客户端。
  20. 一种互动直播装置,其特征在于,设置于主播客户端,所述装置包括:
    主播展示单元,用于在第一直播间显示界面的局部区域,展示游戏界面;
    主播推送单元,用于向服务器推送直播内容,以使所述第一直播间的观众客户端从所述服务器拉取所述直播内容,并播放所述直播内容;
    主播接收单元,用于接收所述服务器发送的游戏进度推进消息;其中,所述游戏进度推进消息中携带有游戏进度推进步长,所述游戏进度推进步长由所述服务器根据从所述观众客户端接收到的预定互动信息确定;
    主播推进单元,用于根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度。
  21. 根据权利要求20所述的互动直播装置,其特征在于,所述主播展示单元,具体用于:
    在第一直播间显示界面的局部区域,展示第一游戏界面和第二游戏界面;所述第二游戏界面的游戏难度等级高于所述第一游戏界面的游戏难度等级;
    所述主播推进单元,具体用于:
    根据所述游戏进度推进步长,推进所述第一游戏界面所对应的游戏的游戏进度至游戏结束后,推进所述第二游戏界面所对应的游戏的游戏进度。
  22. 根据权利要求20所述的互动直播装置,其特征在于,所述主播接收单元,具体用于:
    接收所述服务器发送的第一游戏进度推进消息和第二游戏推进消息,所述第一游戏进度推进消息中携带有第一游戏进度推进步长,所述第二游戏进度推进消息中携带有第二游戏进度推进步长;
    所述主播推进单元,具体用于:
    根据所述第一游戏进度推进消息,按所述第一游戏进度推进步长推进所述游戏界面的游戏进度;
    根据所述第二游戏进度推进消息,按所述第二游戏进度推进步长推进所述游戏界面的游戏进度;所述第二游戏进度推进步长不同于所述第一游戏进度推进步长。
  23. 根据权利要求20所述的互动直播装置,其特征在于,所述主播接收单元,还用于在接收所述服务器发送的游戏进度推进消息之后,接收所述服务器发送的第一观众的展示信息,所述第一观众为所述服务器统计的、在预定时间周期内对所述游戏进度推进最多的观众;
    所述主播展示单元,还用于根据所述第一观众的展示信息,在所述第一直播间显示界面展示所述第一观众的用户信息。
  24. 根据权利要求23所述的互动直播装置,其特征在于,还包括:
    第一请求发送单元,用于在接收所述服务器发送的第一观众的展示信息之前,向所述服务器发送第一观众展示请求,以使所述服务器统计并向所述第一直播间的观众客户端发送预定时间周期内对所述游戏进度推进最多的第一观众的展示信息。
  25. 根据权利要求20所述的互动直播装置,其特征在于,还包括:
    第二请求发送单元,用于在向服务器推送直播内容之前,向所述服务器发送主播对战请求消息;
    所述主播接收单元,还用于接收所述服务器返回的对手主播信息;
    所述主播展示单元,还用于将所述对手主播信息在所述第一直播间显示界面显示;所述对手主播信息为第二直播间的主播信息。
  26. 一种互动直播装置,其特征在于,设置于观众客户端,所述装置包括:
    观众展示单元,用于在第一直播间显示界面的局部区域,展示游戏界面;
    观众播放单元,用于从服务器拉取所述第一直播间的直播内容,并在本地播放所述直播内容;
    观众发送单元,用于向所述服务器发送预定互动信息,以使所述服务器根据所述预定互动信息确定游戏进度推进步长;
    观众接收单元,用于接收所述服务器发送的游戏进度推进消息;所述游戏进度推进消息中携带有所述游戏进度推进步长;
    观众推进单元,用于根据所述游戏进度推进步长,推进所述游戏界面所对应的游戏的游戏进度。
  27. 根据权利要求26所述的互动直播装置,其特征在于,所述观众展示单元,具体用于:在第一直播间显示界面的局部区域,展示第一游戏界面和第二游戏界面;所述第二游戏界面的游戏难度等级高于所述第一游戏界面的游戏难度等级;
    所述观众推进单元,具体用于:根据所述游戏进度推进步长,推进所述第一游戏界面所对应的游戏的游戏进度至游戏结束后,推进所述第二游戏界面所对应的游戏的游戏进度。
  28. 根据权利要求27所述的互动直播装置,其特征在于,所述观众展示单元,还用于在所述第一游戏界面所对应的游戏的游戏进度结束后,和/或在所述第二游戏界面所对应的游戏的游戏进度结束后,在所述第一直播间显示界面展示虚拟奖品;
    所述观众接收单元,还用于接收对所述虚拟奖品的点击操作,并向所述服务器发送针对所述点击操作的点击操作信息,以使所述服务器根据所述点击操作信息,将所述虚拟奖品分配给最先对所述虚拟奖品发起点击操作的观众所对应的账户。
  29. 根据权利要求26所述的互动直播装置,其特征在于,所述观众接收单元,具体用于:
    接收所述服务器发送的第一游戏进度推进消息和第二游戏推进消息,所述第一游戏进度推进消息中携带有第一游戏进度推进步长,所述第二游戏进度推进消息中携带有第二游戏进度推进步长;
    所述观众推进单元,具体用于:
    根据所述第一游戏进度推进消息,按所述第一游戏进度推进步长推进所述游戏界面的游戏进度;
    根据所述第二游戏进度推进消息,按所述第二游戏进度推进步长推进所述游戏界面的游戏进度;所述第二游戏进度推进步长不同于所述第一游戏进度推进步长。
  30. 根据权利要求26所述的互动直播装置,其特征在于,所述观众接收单元,还用于在接收所述服务器发送的游戏进度推进消息之后,接收所述服务器发送的第一观众的展示信息,其中,所述第一观众为所述服务器统计的、在预定时间周期内对所述游戏进度推进最多的观众;
    所述观众展示单元,还用于根据所述第一观众的展示信息,在所述第一直播间显示界面展示所述第一观众的用户信息。
  31. 根据权利要求26所述的互动直播装置,其特征在于,所述观众展示单元,还用于在第一直播间显示界面的局部区域,展示游戏界面之后,在第一直播间显示界面的局部区域,展示第一直播间和第二直播间分别对应的主播信息及游戏进度信息。
  32. 一种互动直播装置,其特征在于,设置于服务器,所述装置包括:
    服务发送单元,用于向第一直播间的主播客户端和观众客户端发送预设游戏的游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域,分别展示与所述游戏信息相对应的游戏界面;
    服务接收单元,用于接收所述第一直播间的主播客户端推送的直播内容,以供所述第一直播间的观众客户端拉取所述直播内容,并播放所述直播内容;
    所述服务接收单元,还用于接收所述第一直播间的观众客户端发送的预定互动信息;
    服务确定单元,用于根据所述预定互动信息确定游戏进度推进步长;
    所述服务发送单元,还用于向所述第一直播间的主播客户端和观众客户端发送游戏进度推进消息,所述游戏进度推进消息中携带有所述游戏进度推进步长,以使所述第一直播间的主播客户端和观众客户端,根据所述游戏进度推进步长同步推进所述游戏界面所对应的游戏的游戏进度。
  33. 根据权利要求32所述的互动直播装置,其特征在于,所述服务发送 单元,具体用于:
    向所述第一直播间的主播客户端和观众客户端发送所述游戏信息,以使所述第一直播间的主播客户端和观众客户端的直播间显示界面的局部区域,分别展示与所述游戏信息相对应的第一游戏界面和第二游戏界面;所述第二游戏界面的游戏难度等级高于所述第一游戏界面的游戏难度等级。
  34. 根据权利要求33所述的互动直播装置,其特征在于,所述服务发送单元,还用于:
    在所述第一游戏界面所对应的游戏的游戏进度结束后,和/或在所述第二游戏界面所对应的游戏的游戏进度结束后,向所述第一直播间的观众客户端推送虚拟奖品信息,以在所述观众客户端的第一直播间显示界面展示虚拟奖品;
    所述装置还包括:分配单元,用于根据所述第一直播间的观众客户端返回的对所述虚拟奖品的点击操作信息,将所述虚拟奖品分配给最先对所述虚拟奖品发起点击操作的观众所对应的账户。
  35. 根据权利要求32所述的互动直播装置,其特征在于,所述服务接收单元,具体用于:接收所述第一直播间的观众客户端发送的第一预定互动信息和第二预定互动信息;
    所述服务确定单元,具体用于:
    根据所述第一预定互动信息确定游戏进度的第一游戏进度推进步长,并根据所述第二预定互动信息确定游戏进度的第二游戏进度推进步长;或者
    根据所述第一预定互动信息和所述第二预定互动信息确定所述游戏进度的综合游戏进度推进步长;
    其中,所述第一预定互动信息不同于所述第二预定互动信息,所述第二游戏进度推进步长不同于所述第一游戏进度推进步长。
  36. 根据权利要求32所述的互动直播装置,其特征在于,还包括统计单元,用于在根据所述预定互动信息确定游戏进度推进步长之后,统计预定时间周期内、对所述游戏进度推进最多的第一观众;
    所述服务发送单元,还用于向所述第一直播间的主播客户端和观众客户端发送第一观众的展示信息,以使所述主播客户端和所述观众客户端分别根 据所述第一观众的展示信息,在所述第一直播间显示界面展示所述第一观众的用户信息。
  37. 根据权利要求36所述的互动直播装置,其特征在于,所述服务接收单元,还用于在统计预定时间周期内、对所述游戏进度推进最多的第一观众之前,接收所述主播客户端发送的第一观众展示请求;
    所述统计单元,具体用于根据所述第一观众展示请求统计预定时间周期内、对所述游戏进度推进最多的第一观众。
  38. 根据权利要求32所述的互动直播装置,其特征在于,所述服务接收单元,还用于在接收所述第一直播间的主播客户端推送的直播内容之前,接收所述第一直播间的主播客户端发送的主播对战请求消息;
    所述装置还包括:
    匹配单元,用于按照预定的匹配规则,为所述第一直播间的主播匹配对手主播;
    所述服务发送单元,还用于:
    向所述第一直播间的主播客户端返回对手主播信息,以将所述对手主播信息在所述第一直播间的主播客户端的直播间显示界面显示;所述对手主播信息为第二直播间的主播信息;
    在接收所述第一直播间的主播客户端推送的直播内容之后,将所述第一直播间和所述第二直播间对应的主播信息、及所述第一直播间和所述第二直播间对应的游戏进度信息,发送给所述第一直播间和所述第二直播间的观众客户端。
  39. 一种电子设备,其特征在于,所述电子设备包括:壳体、处理器、存储器、电路板和电源电路,其中,电路板安置在壳体围成的空间内部,处理器和存储器设置在电路板上;电源电路,用于为上述电子设备的各个电路或器件供电;存储器用于存储可执行程序代码;处理器通过读取存储器中存储的可执行程序代码来运行与可执行程序代码对应的程序,用于执行前述权利要求1至6、或7至12、或13至19中任一项所述的互动直播方法。
  40. 一种计算机可读存储介质,其特征在于,所述计算机可读存储介质存储有一个或者多个程序,所述一个或者多个程序可被一个或者多个处理器 执行,以实现前述权利要求1至6、或7至12、或13至19中任一项所述的互动直播方法。
  41. 一种包含指令的计算机程序产品,其特征在于,当其在计算机上运行时,使得计算机执行前述权利要求1至6、或7至12、或13至19中任一项所述的互动直播方法。
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