WO2021196685A1 - 直播互动方法、装置、电子设备及存储介质 - Google Patents

直播互动方法、装置、电子设备及存储介质 Download PDF

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Publication number
WO2021196685A1
WO2021196685A1 PCT/CN2020/132920 CN2020132920W WO2021196685A1 WO 2021196685 A1 WO2021196685 A1 WO 2021196685A1 CN 2020132920 W CN2020132920 W CN 2020132920W WO 2021196685 A1 WO2021196685 A1 WO 2021196685A1
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WIPO (PCT)
Prior art keywords
team
battle
identification
identifier
participant
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PCT/CN2020/132920
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English (en)
French (fr)
Inventor
王智博
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北京达佳互联信息技术有限公司
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Application filed by 北京达佳互联信息技术有限公司 filed Critical 北京达佳互联信息技术有限公司
Priority to EP20929453.7A priority Critical patent/EP4096223A1/en
Publication of WO2021196685A1 publication Critical patent/WO2021196685A1/zh
Priority to US17/895,531 priority patent/US20220417602A1/en

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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]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/472End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification, for manipulating displayed content
    • 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
    • H04N21/2541Rights Management
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/80Generation or processing of content or additional data by content creator independently of the distribution process; Content per se
    • H04N21/81Monomedia components thereof
    • H04N21/8106Monomedia components thereof involving special audio data, e.g. different tracks for different languages

Definitions

  • the present disclosure relates to the field of live broadcast technology, and in particular to live broadcast interactive methods, devices, servers, electronic equipment, and storage media.
  • live broadcast platform has launched a variety of live broadcast methods for anchors to choose from, including live broadcast battles.
  • the present disclosure provides a live broadcast interactive method, device, server, electronic device and storage medium, so as to at least solve the problem of a single interactive mode in a live broadcast battle in the related art that the multi-person PK cannot be realized in the chat room scene.
  • the technical solutions of the present disclosure are as follows:
  • a live interaction method which includes: after receiving a battle start request initiated by a client where the first user identification is located, acquiring interaction information corresponding to each participant identification in each battle team identification , Transform the interactive information into the match value of the corresponding match team; wherein, the match team identifier corresponds to the virtual space identifier where the first user identifier is located; and the match value of each match team identifier is determined according to the match value of each match team. The sorting position of the identities of the teams.
  • a live interaction method which includes: in response to a first trigger operation of a first user identification corresponding to a first user identification on a client where the first user identification is located, generating a battle start request; The interactive information corresponding to each participant identifier in a battle team identification is converted into the battle value of the corresponding battle team; wherein the battle team identification corresponds to the virtual space identification where the first user identification is located; according to The match value of each match team identifier determines the sort position of each match team identifier.
  • a live interaction method which includes: displaying at least two battle team identities on the client where the second user identity is located; sending a request to use audio permissions to the server; After the identification acquisition instruction for requesting feedback of the audio permission, the second user identification is determined as the participant identification.
  • a live interactive device including: a battle value acquiring unit configured to execute a battle start request initiated by a client where the first user identification is located, and obtain the identification of each battle team
  • a live interactive device including: a battle start request generating unit configured to execute a first identification of a client where the first user identification is located in response to a first identity corresponding to the first user identification. Trigger the operation to generate a match start request; the match value acquisition unit is configured to acquire the interactive information corresponding to each participant identifier in each match team identifier, and convert the interactive information into the match value of the corresponding match team; The matching team identifier corresponds to the virtual space identifier where the first user identifier is located; the sorting position determining unit is configured to determine the sorting position of each matching team identifier according to the matching value of each matching team identifier.
  • a live interactive device including: a display unit configured to perform display of at least two battle team identities on a client where the second user identity is located; and a request sending unit configured to Sending a request for audio use authority to the server is executed; the identification acquisition instruction receiving unit is configured to execute the identification acquisition instruction fed back by the server according to the audio use authority request, and determine the second user identification as the participant identification .
  • a server including: a processor; a memory for storing executable instructions of the processor; wherein the processor is configured to execute the instructions to implement the first The live interactive method described in any of the embodiments in one aspect.
  • an electronic device including: a processor; a memory for storing executable instructions of the processor; wherein the processor is configured to execute the instructions to implement The live interactive method described in any embodiment of the second aspect or the live interactive method described in any embodiment of the third aspect.
  • a storage medium is provided.
  • the server can execute the live interaction method described in any one of the embodiments of the first aspect .
  • a storage medium is provided.
  • the electronic device can execute any one of the embodiments of the second aspect.
  • a computer program product includes a computer program, the computer program is stored in a readable storage medium, and at least one processor of the device reads from the readable storage medium.
  • the medium reads and executes the computer program, so that the device executes the live interaction method described in any one of the embodiments of the first aspect, the second aspect, or the third aspect.
  • Fig. 1 is a diagram showing an application environment of a live interactive method according to an exemplary embodiment.
  • Fig. 2 is a flow chart showing a method for live broadcast interaction according to an exemplary embodiment.
  • Fig. 3 is a schematic diagram showing an interface of a client where a virtual space identifier is located according to an exemplary embodiment.
  • Fig. 4 is a flow chart showing a method for live broadcast interaction according to an exemplary embodiment.
  • Fig. 5 is a schematic diagram showing an interface of a client where a virtual space identifier is located according to an exemplary embodiment.
  • Fig. 6 is a schematic diagram showing an interface of a client where a virtual space identifier is located according to an exemplary embodiment.
  • Fig. 7 is a schematic diagram showing an interface of a client where a virtual space identifier is located according to an exemplary embodiment.
  • Fig. 8 is a flow chart showing a method for live broadcast interaction according to an exemplary embodiment.
  • Fig. 9 is a flow chart showing a method for live broadcast interaction according to an exemplary embodiment.
  • Fig. 10 is a flow chart showing a method for live broadcast interaction according to an exemplary embodiment.
  • Fig. 11 is a block diagram showing a live interactive device according to an exemplary embodiment.
  • Fig. 12 is a block diagram showing a live interactive device according to an exemplary embodiment.
  • Fig. 13 is a block diagram showing a live interactive device according to an exemplary embodiment.
  • Fig. 14 is a diagram showing the internal structure of a server according to an exemplary embodiment.
  • Fig. 15 is a diagram showing an internal structure of an electronic device according to an exemplary embodiment.
  • the live interactive method provided by the present disclosure can be applied to the application environment shown in FIG. 1.
  • the client 110 interacts with the server 120 through the network.
  • the client 110 may be, but is not limited to, various personal computers, notebook computers, smart phones, tablet computers, and portable wearable devices.
  • the server 120 may be implemented as an independent server or a server cluster composed of multiple servers.
  • the client 110 initiates a battle start request to the server 120. After receiving the battle start request, the server 120 obtains the battle points of each battle team, and determines the winning team and the losing team according to the battle points of each battle team.
  • the client 110 may also independently obtain the battle points of each battle team, and determine the technical solutions of the winning team and the losing team according to the battle points of each battle team.
  • Fig. 2 is a flow chart showing a method for live broadcast interaction according to an exemplary embodiment. As shown in Fig. 2, the method for live broadcast interaction is used in the server 120 in Fig. 1.
  • the interaction information corresponding to each participant identifier in each battle team identification is obtained, and the interaction information is converted into the battle value of the corresponding battle team;
  • the match team identifier corresponds to the virtual space identifier where the first user identifier is located.
  • the user ID is an identifier used to distinguish user identities.
  • the virtual space identifier may be an identifier that uniquely represents a chat room or live broadcast room created according to the first user identifier, and the virtual space identifier may be a character string or the like.
  • the match team identifier is an identifier used to distinguish the match team, for example, different titles (yellow team, blue team) are used as the match team identifier.
  • the interactive information represents the interactive information of the audience and participant IDs in the chat room, for example, the value of gifts received by each participant ID, the number of fans added by each participant ID, and the number of times that each participant ID has been @, etc. .
  • the battle value represents the points obtained by a battle team.
  • the client there is a "start game" control on the interface of the client.
  • the first identity corresponding to the first user ID can be used for the "start game” control.
  • Perform a click operation In response to the click operation, the client where the first user ID is located will generate a match start request.
  • the client where the first user identity is located will send the match start request to the server. After the server receives the match start request, it will get each match.
  • the interactive information is converted into the match value of the corresponding team.
  • the identifiers of each battle team are sorted according to the order of the battle value from the largest to the smallest to obtain the ranking position. For ease of understanding, here is an example. If the match value of the yellow team is 1099 and the match value of the blue team is 982, the ranking position of the yellow team is the first place, and the ranking position of the blue team is the second place.
  • the interaction information corresponding to each participant identifier in each match team identity is obtained, and the interactive information is converted into the match value of the corresponding match team, where ,
  • the battle team logo corresponds to the virtual space logo where the first user logo is located, and the ranking position of each battle team logo is determined according to the battle value of each battle team logo, and the interaction of each participant logo in each battle team logo corresponds to the interaction
  • the information is transformed into the battle value of the corresponding battle team.
  • the method in the embodiment of the present disclosure increases the interaction between each participant and the audience, enriches the interaction method, and increases the stickiness between the account identification and the platform.
  • Fig. 4 is a flow chart showing a method for live broadcast interaction according to an exemplary embodiment. As shown in Fig. 4, the method for live broadcast interaction is used in the server 120 in Fig. 1.
  • a battle preparation request initiated by a client where the first user identification is located is received, and the battle preparation request carries the first user identification and the virtual space identification where it is located; the first user identification has a first identity.
  • the first identity represents the host identity.
  • the descriptions of the user identification, virtual space identification, etc. are consistent with the content described in the previous embodiment, and will not be repeated here.
  • there is a "PK Linked Wheat Battle" control on the interface of the client and the first identity corresponding to the first user ID can perform a click operation on the "PK Linked Wheat Battle” control.
  • a client where the user identification is located will generate a battle preparation request, and the client where the first user identification is located will send the battle preparation request to the server.
  • At least two battle team identifiers corresponding to the virtual space identifiers are generated according to the battle preparation request.
  • the team battle Pk service (TPS) of the server will generate at least two battle team identifications corresponding to the virtual space identifications, for example, the battle team identification-Huang The team and the match team logo-the blue team, at the same time, will enter the PK preparation stage. As shown in Figure 6, two areas will also appear on the client interface to indicate the match team logo-the yellow team and the match team logo - The blue team.
  • the participant identifiers are obtained, and the participant identifiers are associated with the corresponding battle team identifiers; the participant identifiers have a second identity.
  • the member identifier corresponding to the virtual space identifier indicates the members in the chat room corresponding to the virtual space identifier.
  • the participant ID indicates the ID of the member who joined the battle team.
  • the second identity means the identity of a member who joined the battle team. In some embodiments, first obtain the member ID corresponding to the virtual space ID according to the virtual space ID, and obtain the ID of the member who joined the battle team from the member ID, and compare the participant ID with the corresponding battle team ID. Associated.
  • the member IDs corresponding to the virtual space IDs include 1, 2, 3, 4, 5, and 6, the team ID corresponding to 1, 2, 3 is the yellow team, and the team ID corresponding to 4, 5, and 6 is For the blue team, you can associate 1, 2, 3 with the yellow team, and 4, 5, and 6 with the blue team.
  • the interaction information corresponding to each participant identification in each battle team identification is obtained, and the interaction information is converted into the battle value of the corresponding battle team;
  • the match team identifier corresponds to the virtual space identifier where the first user identifier is located.
  • the content described in S44 and S45 above is consistent with the content described in S21 and S22 in the embodiment shown in FIG. 2, and will not be repeated here.
  • the server receives the battle preparation request initiated by the client where the first user identification is located. Because the battle preparation request includes the virtual space identification, at least two battle team identifications corresponding to the virtual space identification can be generated and determined to participate in the battle. Participant ID. Obtain the interactive information corresponding to each participant's identification in each battle team identification, and convert the interactive information into the battle value of the corresponding battle team, thereby realizing a multiplayer team battle mode in a virtual space. In addition, each battle team The interactive information corresponding to each participant's identification in the identification is transformed into the battle value of the corresponding battle team.
  • the live interaction method provided by the embodiments of the present disclosure increases the interaction between each participant and the audience.
  • the obtaining the participant ID in the member ID corresponding to the virtual space ID includes: obtaining the corresponding member ID and the member status corresponding to each member ID according to the virtual space ID;
  • the member identification whose member state is the first state is determined to be the participant identification, and the first state is a state with the right to use audio.
  • first obtain the member ID corresponding to the virtual space ID that is, obtain the person in the chat room corresponding to the virtual space ID
  • the member status indicates whether the member has the status of using audio rights.
  • the chat room corresponding to the virtual space ID already has a member ID with the audio permission state
  • the member ID with the audio permission state is directly determined as the participant ID
  • the participant ID is performed Randomly group, and associate the grouped participant ID with the corresponding match team ID.
  • the chat room corresponding to the virtual space ID contains 5 member IDs that have the right to use audio, including: the first user ID A (that is, the host user ID A), the third user ID B, the third user ID C, and the third user ID.
  • the client where the first user identification A is located responds to the click operation, A battle preparation request will be generated, the client where the first user ID A is located will send the battle preparation request to the server, and the team battle Pk service (TPS) of the server will generate at least two battle team IDs corresponding to the virtual space IDs.
  • TPS team battle Pk service
  • the battle team logo-the yellow team and the battle team logo-the blue team at the same time, will enter the PK preparation stage, and two areas will appear on the client interface to indicate the battle team logo-the yellow team and the battle team logo --Blue team.
  • the server obtains the corresponding member ID and the member status corresponding to each member ID according to the virtual space ID, and assigns IDs other than the first user ID A (the third user ID B, the third user ID C , The third user ID D, the third user ID E) are determined as participant IDs, and then the server randomly and evenly group the participant IDs, for example, the third user ID B and the third user ID C are determined as one
  • the group is also associated with the yellow team, and the third user identification D and the third user identification E are determined as a group and associated with the blue team.
  • the battle team can be quickly determined according to the status of the audio authority, and the efficiency can be improved.
  • the yellow team on the left and the blue team on the right will display 2 participant IDs or nicknames corresponding to the 2 participant IDs respectively.
  • the third user ID refers to the ID of the member ID that has the permission to use the audio before the server receives the battle preparation request.
  • participant IDs is the base number, for example, 5 participant IDs
  • it will be divided into 3-2, that is, one team ID is assigned 3 participant IDs, and the other team ID is assigned 2 participants ⁇ ID.
  • the yellow team on the left in the interface of Fig. 7 is divided into one more participant identification (that is, one more person).
  • the method further includes: when it is detected that the member status of the member ID is switched from the second state to the first state, determining the member ID switched to the first state as the participant ID, and
  • the second state is a state where there is no right to use audio.
  • the server randomly and evenly group the participant IDs, for example, the third user ID B and the third user ID C are determined as a group, and they are associated with the yellow team.
  • the third user ID D and the third user ID E are determined to be a group and are associated with the blue team.
  • the yellow team on the left and the blue team on the right respectively display 2 participant IDs or show 2 participant IDs corresponding to each other. After waiting for the nickname, the yellow team on the left and the blue team on the right have remaining wheat sequence identifiers, then the member identifiers in the chat room without audio rights (for example, the second user identifier F and the second user identifier H) It is also possible to join the battle team identification.
  • the second user identification F and the second user identification H is determined as the participant identification.
  • the member ID of the chat room without audio permission can participate in the battle (that is, the audience), which increases the stickiness between the account ID and the platform, and increases the interaction between each participant and the audience.
  • the third identity corresponding to the second user identification F initiates the triggering operation of the wheat sequence identification of the yellow team (for example, the No. 3 wheat position in the yellow team), and the second user identification F
  • the client terminal In response to this operation, the client terminal generates a request for audio permission, and sends the request for audio permission to the server.
  • the server will obtain the sequence identifier clicked by the second user identifier F and obtain the second user identifier F or the second user identifier.
  • the member IDs corresponding to the virtual space ID can be displayed on the interface of the client where the first user ID is located. The first ID corresponding to the first user ID is first clicked to join the yellow team, and a list will be displayed showing the virtual space.
  • the member ID corresponding to the ID clicks on a certain member ID (for example, the second user ID F)
  • the client where the first user ID is located will generate an invitation request
  • the invitation request contains the second User identification F
  • the client where the first user identification is located sends an invitation request to the second user identification F through the server, so that the second user identification F joins the yellow team.
  • the chat room corresponding to the virtual space ID does not have a member ID with the audio permission state
  • the second user ID F and the second user ID H switch from the state without the audio permission to the user ID.
  • the method of the state of the audio authority to determine the participant ID is the same as the content described in the previous paragraph, and will not be repeated here.
  • the acquiring interaction information corresponding to each participant identifier in each battle team identification, and converting the interaction information into a battle value of the corresponding battle team includes: acquiring each participant in each battle team identification The corresponding interactive information is identified, and the interactive information is converted into the battle value of the participant identification; the cumulative sum of the battle values of all the participants in the battle team identification is determined as the battle value of the battle team.
  • the countdown match mode is entered, and the TPS obtains the interactive information corresponding to each participant identifier in each match team identifier (including each participant Identify the value of the gift received, the number of fans added by each participant's ID, the number of times each participant's ID has been @, etc.), and convert the interactive information corresponding to each participant's ID into the battle value of the participant's ID,
  • the cumulative sum of the battle values of all participants in the battle team identification is determined as the battle value of the battle team. This expands the rules for the conversion of battle values, and accumulates the battle values of all participants in the battle team identification, so that only gifts can be given to the existing PK.
  • the method in the embodiment of the present disclosure increases the interaction of the battle. .
  • the match value of the participant identifier before the change is still the first match team Identifies the match value of the corresponding match team.
  • the yellow team includes the second user identification F, and the countdown to the match is 20 minutes. If the TPS is counting down 10 minutes, the match value obtained for the second user identification F is 100, and the 100 needs to be counted to Huang. Team, if the second user ID F joins the blue team when the countdown is 9 minutes and 59 seconds, the match value of 100 from 20 minutes, 0 seconds to 10 minutes, 0 seconds will remain on the yellow team and will not follow the second User logo F replaces the match team logo and takes away the previous match value, which increases the fairness of the match.
  • the method further includes: according to the sorting position of the identification of each competing team, determining the identification of the target competing team that executes a preset task; wherein the preset task includes a preset duration; reaching the After the preset time period, return to perform the step of obtaining the participant identifier from the member identifiers corresponding to the virtual space identifiers.
  • the preset task means a punishment task.
  • a preset number of match team identifiers sorted later are determined as the target match team identifier.
  • the identification of the other battle team except the first in the ranking position is determined as the identification of the target battle team.
  • Fig. 8 is a flow chart showing a method for live broadcast interaction according to an exemplary embodiment. As shown in Fig. 8, the method for live broadcast interaction is used in the client 110 of Fig. 1.
  • the first identity corresponding to the first user ID can be used for the "start game” control.
  • Perform a click operation In response to the click operation, the client where the first user ID is located will generate a match start request.
  • the client where the first user identity is located will send the match start request to the server. After the server receives the match start request, it will get each match.
  • the interactive information is converted into the match value of the corresponding team. According to the order of the battle value from highest to lowest, sort the identifiers of each battle team to obtain the ranking position. For ease of understanding, here is an example. If the match value of the yellow team is 1099 and the match value of the blue team is 982, the ranking position of the yellow team is the first place, and the ranking position of the blue team is the second place.
  • a battle start request is generated, and interaction information corresponding to each participant identification in each battle team identification is obtained
  • the interactive information is converted into the match value of the corresponding battle team; where the match team identifier corresponds to the virtual space identifier where the first user identifier is located, and the ranking position of each match team identifier is determined according to the match value of each match team identifier.
  • the interactive information corresponding to each participant identifier in each battle team identification is converted into the battle value of the corresponding battle team.
  • the method in the embodiment of the present disclosure increases the interaction between each participant and the audience, enriches the interaction method, and increases the stickiness between the account identification and the platform.
  • Fig. 9 is a flow chart showing a method for live broadcast interaction according to an exemplary embodiment. As shown in Fig. 9, the method for live broadcast interaction is used in the client 110 of Fig. 1.
  • the first identity represents the host identity.
  • the descriptions of the user identification, virtual space identification, etc. are consistent with the content described in the previous embodiment, and will not be repeated here.
  • FIG. 5 there is a "PK Linked Wheat Battle" control on the interface of the client, and the first identity corresponding to the first user ID can perform a click operation on the "PK Linked Wheat Battle" control.
  • a client where the user identification is located will generate a battle preparation request, and the client where the first user identification is located will send the battle preparation request to the server.
  • At least two battle team identifiers corresponding to the virtual space identifiers are generated according to the battle preparation request.
  • the team battle Pk service (TPS) of the server will generate at least two battle team identifications corresponding to the virtual space identifications, for example, the battle team identification-Huang The team and the match team logo-the blue team, at the same time, will enter the PK preparation stage. As shown in Figure 6, two areas will also appear on the client interface to indicate the team logo-the yellow team and the match team logo - The blue team.
  • the participant identifiers are obtained, and the participant identifiers are associated with the corresponding battle team identifiers; the participant identifiers have a second identity.
  • first obtain the member ID corresponding to the virtual space ID according to the virtual space ID and obtain the ID of the member who joined the battle team from the member ID, and compare the participant ID with the corresponding battle team ID.
  • the member IDs corresponding to the virtual space IDs include 1, 2, 3, 4, 5, and 6, the team ID corresponding to 1, 2, 3 is the yellow team, and the team ID corresponding to 4, 5, and 6 is For the blue team, you can associate 1, 2, 3 with the yellow team, and 4, 5, and 6 with the blue team.
  • the interaction information corresponding to each participant identification in each competition team identification is acquired, and the interaction information is converted into the competition value of the corresponding competition team; where the competition team identification and the first user identification are located
  • the virtual space identifier corresponds.
  • the above-mentioned live interactive method obtains the interactive information corresponding to each participant's identifier in each battle team identification, and converts the interactive information into the battle value of the corresponding battle team, thereby realizing a multiplayer team battle mode in a virtual space.
  • the interactive information corresponding to each participant identifier in each battle team identification is converted into the battle value of the corresponding battle team, so that only gifts can be given to the existing PK.
  • the method in the embodiment of the present disclosure adds each participant Interactivity with the audience.
  • the obtaining the participant ID in the member ID corresponding to the virtual space ID includes: obtaining the corresponding member ID and the member status corresponding to each member ID according to the virtual space ID;
  • the member identification whose member state is the first state is determined to be the participant identification, and the first state is a state with the right to use audio.
  • the method further includes: when it is detected that the member status of the member ID is switched from the second state to the first state, determining the member ID switched to the first state as the participant ID, and
  • the second state is a state where there is no right to use audio.
  • the acquiring interaction information corresponding to each participant identifier in each battle team identification, and converting the interaction information into a battle value of the corresponding battle team includes: acquiring each participant in each battle team identification The corresponding interactive information is identified, and the interactive information is converted into the battle value of the participant identification; the cumulative sum of the battle values of all the participants in the battle team identification is determined as the battle value of the battle team.
  • the match value of the participant identifier before the change is still the first match team Identifies the match value of the corresponding match team.
  • the method further includes: according to the sorting position of the identification of each competing team, determining the identification of the target competing team that executes a preset task; wherein the preset task includes a preset duration; reaching the After the preset time period, return to perform the step of obtaining the participant identifier from the member identifiers corresponding to the virtual space identifiers.
  • the content described in each of the foregoing embodiments with the terminal 110 as the execution subject is basically the same as the content described in the embodiment with the server 120 as the execution subject, but the execution subject is different, which will not be repeated here.
  • Fig. 10 is a flow chart showing a method for live broadcast interaction according to an exemplary embodiment. As shown in Fig. 10, the method for live broadcast interaction is used in the client 110 of Fig. 1.
  • At least two battle team logos are displayed on the client where the second user logo is located.
  • the second user identifier is an identifier representing the identity of the audience in the chat room. At least two battle team identifications are displayed on the client where each second user identification is located, and the member identifications included in each battle team identification are also displayed.
  • the server randomly and evenly group the participant IDs, for example, the third user ID B and the third user ID C are determined as a group, and they are associated with the yellow team.
  • the third user ID D and the third user ID E are determined to be a group and are associated with the blue team.
  • the yellow team on the left and the blue team on the right in the interface respectively show 2 participant IDs or show 2 participant IDs corresponding After waiting for the nickname, the yellow team on the left and the blue team on the right still have the remaining wheat sequence logos.
  • the member logos in the chat room without audio permission can also be added to the team logo, and those without audio permission
  • the member ID of the state initiates a request to use the audio permission to the server, and the request can use the audio.
  • the second user identification is determined as the participant identification.
  • the server after the server receives a request for using audio permissions initiated by a certain client, it will feed back an identification acquisition instruction to the client, notifying the client that the audio can be used, so that the second user identification is added to the battle team identification, so that the audience You can join the battle team for battle, which increases the stickiness between the account logo and the platform.
  • the sending the request to use the audio permission to the server further includes: in response to the third identity corresponding to the second user identity, a third trigger operation on the wheat sequence identity of the client where the second user identity is located, or In response to an invitation request initiated by the client where the first user identification is located to the client where the second user identification is located, the request for using the audio permission is generated.
  • At least two battle team identifications corresponding to the virtual space identifications are generated, for example, the battle team identification-the yellow team and the battle team identification-the blue team.
  • it will enter the PK preparation stage, as shown in Figure 5.
  • two areas will also appear on the client’s interface, which are used to indicate the match team logo-the yellow team and the match team logo-the blue team.
  • the second user ID can be added to the battle team ID.
  • the third identity corresponding to the second user identification F initiates the trigger operation of the wheat sequence identification of the yellow team (for example, the No. 3 wheat position in the yellow team), and the client where the second user identification F is located responds to this Operate, generate the audio permission request, and send the audio permission request to the server.
  • the server will obtain the wheat sequence identifier clicked by the second user identifier F and obtain the second user identifier F or the nickname of the second user identifier F, etc., and Broadcast the sequence identifier and the second user identifier F (or the nickname of the second user identifier F) to the client where all the member identifiers in the virtual space identifier are located, so that each member can see it on the corresponding client
  • the second user ID F joins the No. 3 wheat position of the yellow team.
  • the member ID corresponding to the virtual space ID can be displayed on the interface of the client where the first user ID is located. A list showing the member IDs corresponding to the virtual space ID.
  • the first ID corresponding to the first user ID clicks on a certain member ID (for example, the second user ID F), and the client where the first user ID is located will generate an invitation request.
  • the invitation request includes the second user identification F, and the client where the first user identification is located sends the invitation request to the second user identification F through the server, so that the second user identification F joins the yellow team.
  • the second user ID can be added to the battle team logo, so that the joining of the battle team has diversity.
  • the method further includes: sending the behavior data identified by the participant to the server and/or the client where the first user identification is located.
  • the terminal obtains the behavior data (for example, actions, language, etc.) of the participant ID, and sends the behavior data to the server and/or the first user ID The client where it is, for others to watch.
  • the behavior data for example, actions, language, etc.
  • Fig. 11 is a block diagram showing a live interactive device according to an exemplary embodiment.
  • the device includes a battle value acquisition unit 111 and a ranking position determination unit 112.
  • the battle value acquisition unit 111 is configured to execute the battle start request initiated by the client where the first user identification is located, acquire the interaction information corresponding to each participant identification in each battle team identification, and convert the interaction information into The battle value of the battle team; wherein, the battle team ID corresponds to the virtual space ID where the first user ID is located; Describe the sorting position of each team's identification.
  • the live interactive device further includes: a battle preparation request receiving unit configured to receive a battle preparation request initiated by the client where the first user identification is located, and the battle preparation request carries the first battle preparation request.
  • a battle preparation request receiving unit configured to receive a battle preparation request initiated by the client where the first user identification is located, and the battle preparation request carries the first battle preparation request.
  • a user identification and a virtual space identification ; the first user identification has a first identity; the battle team identification generating unit is configured to perform the task of generating a virtual space identification corresponding to the virtual space identification according to the battle preparation request At least two battle team identities;
  • a participant identification acquisition unit configured to execute among the member identities corresponding to the virtual space identification, acquire participant identities, and associate the participant identities with the corresponding battle team identities ;
  • the participant identifier has a second identity.
  • the participant identification acquiring unit is further configured to perform: acquiring the corresponding member identification and the member status corresponding to each member identification according to the virtual space identification;
  • the identifier is determined to be the participant identifier, and the first state is a state with the right to use audio.
  • the participant identification obtaining unit is further configured to execute: when it is detected that the member state of the member identification is switched from the second state to the first state, the member identification that is switched to the first state is determined to be According to the participant identifier, the second state is a state without audio permission.
  • the ranking position determining unit 112 is further configured to execute: obtain interactive information corresponding to each participant identifier in each battle team identifier, and convert the interactive information into a battle identified by the participant. Numerical value; the cumulative sum of the competition numerical values of all participants in the competition team identification is determined as the competition numerical value of the competition team.
  • the competition value of the participant identification before the change is still the first competition team identification.
  • the match value of the match team corresponding to the match team ID is still the first competition team identification.
  • the live interactive device further includes: a determining unit configured to determine the identification of the target competing team to perform the preset task according to the sorting position of the identification of each of the competing teams; wherein, the prediction It is assumed that the task includes a preset duration; after the preset duration is reached, return to perform the step of obtaining a participant identifier from among the member identifiers corresponding to the virtual space identifier.
  • Fig. 12 is a block diagram showing a live interactive device according to an exemplary embodiment. 12, the device includes a battle start request generating unit 121, a battle value acquiring unit 122, and a ranking position determining unit 123.
  • the battle start request generation unit 121 is configured to perform a first trigger operation on the client where the first user identification is located in response to the first identity corresponding to the first user identification, and generate a battle start request;
  • the battle value acquisition unit 122 is configured In order to obtain the interactive information corresponding to each participant's identifier in each battle team identification, the interactive information is converted into the battle value of the corresponding battle team; wherein, the virtual space where the battle team identification and the first user identification are located Identification correspondence;
  • the ranking position determining unit 123 is configured to determine the ranking position of the identification of each competing team according to the battle value identified by each competing team.
  • the live interactive device further includes: a battle preparation request generating unit configured to perform a second trigger operation on the client where the first user identification is located in response to the first identity corresponding to the first user identification, A battle preparation request is generated, and the battle preparation request carries the first user identification and the virtual space identification; the battle team identification generating unit is configured to perform generation corresponding to the virtual space identification according to the battle preparation request At least two battle team identities of the team; the participant identification acquisition unit is configured to execute among the member identities corresponding to the virtual space identity, acquire participant identities, and compare the participant identities with the corresponding battle team identities Association; The participant identifier has a second identity.
  • the participant identification acquiring unit is further configured to perform: acquiring a corresponding member identification and a member status corresponding to each member identification according to the virtual space identification;
  • the identifier is determined to be the participant identifier, and the first state is a state with the right to use audio.
  • the participant identification obtaining unit is further configured to execute: when it is detected that the member state of the member identification is switched from the second state to the first state, the member identification that is switched to the first state is determined to be According to the participant identifier, the second state is a state without audio permission.
  • the ranking position determining unit 123 is further configured to execute: obtain the interactive information corresponding to each participant identifier in each battle team identifier, and convert the interactive information into the battle identified by the participant. Numerical value; the cumulative sum of the competition numerical values of all participants in the competition team identification is determined as the competition numerical value of the competition team.
  • the competition value of the participant identification before the change is still the first competition team identification.
  • the match value of the match team corresponding to the match team ID is still the first competition team identification.
  • the live interactive device further includes: a determining unit configured to determine the identification of the target competing team to perform the preset task according to the sorting position of the identification of each of the competing teams; wherein, the prediction It is assumed that the task includes a preset duration; after the preset duration is reached, return to perform the step of obtaining a participant identifier from among the member identifiers corresponding to the virtual space identifier.
  • Fig. 13 is a block diagram showing a live interactive device according to an exemplary embodiment.
  • the device includes a display unit 131, a request sending unit 132, and an identification acquisition instruction receiving unit 133.
  • the display unit 131 is configured to display at least two battle team identities on the client where the second user identity is located; the request sending unit 132 is configured to execute sending a request to use audio permissions to the server; and an identity acquisition instruction receiving unit 133, It is configured to execute the identification acquisition instruction fed back by the server according to the request for using audio authority, and then determine the second user identification as the participant identification.
  • Fig. 14 is a block diagram showing a device 1400 for live broadcast of a battle according to an exemplary embodiment.
  • the device 1400 may be a server.
  • the device 1400 includes a processing component 1420, which further includes one or more processors, and a memory resource represented by a memory 1422, for storing instructions executable by the processing component 1420, such as application programs.
  • the application program stored in the memory 1422 may include one or more modules each corresponding to a set of instructions.
  • the processing component 1420 is configured to execute instructions to execute the above-mentioned method of live battle.
  • the device 1400 may also include a power component 1424 configured to perform power management of the device 1400, a wired or wireless network interface 1426 configured to connect the device 1400 to the network, and an input output (I/O) interface 1428.
  • the device 1400 can operate based on an operating system stored in the storage 1422, such as Windows Server, Mac OS X, Unix, Linux, FreeBSD or the like.
  • a storage medium including instructions such as the memory 1422 including instructions, and the foregoing instructions may be executed by a processor of the device 1400 to complete the foregoing method.
  • the storage medium may be a non-transitory computer-readable storage medium, for example, the non-transitory computer-readable storage medium may be ROM, random access memory (RAM), CD-ROM, magnetic tape, floppy disk, optical data storage device, etc.
  • Fig. 15 is a block diagram showing a device 1500 for live broadcast of a battle according to an exemplary embodiment.
  • the device 1500 may be a mobile phone, a computer, a digital broadcasting terminal, a messaging device, a game console, a tablet device, a medical device, a fitness device, a personal digital assistant, and the like.
  • the device 1500 may include one or more of the following components: a processing component 1502, a memory 1504, a power component 1506, a multimedia component 1508, an audio component 1510, an input/output (I/O) interface 1512, a sensor component 1514, and Communication component 1516.
  • the processing component 1502 generally controls the overall operations of the device 1500, such as operations associated with display, telephone calls, data communications, camera operations, and recording operations.
  • the processing component 1502 may include one or more processors 1520 to execute instructions to complete all or part of the steps of the foregoing method.
  • the processing component 1502 may include one or more modules to facilitate the interaction between the processing component 1502 and other components.
  • the processing component 1502 may include a multimedia module to facilitate the interaction between the multimedia component 1508 and the processing component 1502.
  • the memory 1504 is configured to store various types of data to support the operation of the device 1500. Examples of these data include instructions for any application or method operating on the device 1500, contact data, phone book data, messages, pictures, videos, and the like.
  • the memory 1504 can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable Programmable read only memory (EPROM), programmable read only memory (PROM), read only memory (ROM), magnetic memory, flash memory, magnetic or optical disk.
  • SRAM static random access memory
  • EEPROM electrically erasable programmable read-only memory
  • EPROM erasable Programmable read only memory
  • PROM programmable read only memory
  • ROM read only memory
  • magnetic memory flash memory
  • flash memory magnetic or optical disk.
  • the power supply component 1506 provides power for various components of the device 1500.
  • the power supply component 1506 may include a power management system, one or more power supplies, and other components associated with the generation, management, and distribution of power for the device 1500.
  • the multimedia component 1508 includes a screen that provides an output interface between the device 1500 and the user.
  • the screen may include a liquid crystal display (LCD) and a touch panel (TP). If the screen includes a touch panel, the screen may be implemented as a touch screen to receive input signals from the user.
  • the touch panel includes one or more touch sensors to sense touch, sliding, and gestures on the touch panel. The touch sensor may not only sense the boundary of a touch or slide action, but also detect the duration and pressure related to the touch or slide operation.
  • the multimedia component 1508 includes a front camera and/or a rear camera. When the device 1500 is in an operation mode, such as a shooting mode or a video mode, the front camera and/or the rear camera can receive external multimedia data. Each front camera and rear camera can be a fixed optical lens system or have focal length and optical zoom capabilities.
  • the audio component 1510 is configured to output and/or input audio signals.
  • the audio component 1510 includes a microphone (MIC), and when the device 1500 is in an operation mode, such as a call mode, a recording mode, and a voice recognition mode, the microphone is configured to receive external audio signals.
  • the received audio signal may be further stored in the memory 1504 or transmitted via the communication component 1516.
  • the audio component 1510 further includes a speaker for outputting audio signals.
  • the I/O interface 1512 provides an interface between the processing component 1502 and a peripheral interface module.
  • the peripheral interface module may be a keyboard, a click wheel, a button, and the like. These buttons may include, but are not limited to: home button, volume button, start button, and lock button.
  • the sensor component 1514 includes one or more sensors for providing the device 1500 with various aspects of status assessment.
  • the sensor component 1514 can detect the on/off status of the device 1500 and the relative positioning of components.
  • the component is the display and the keypad of the device 1500, and the sensor component 1514 can also detect the position change of the device 1500 or a component of the device 1500. , The presence or absence of contact between the user and the device 1500, the orientation or acceleration/deceleration of the device 1500, and the temperature change of the device 1500.
  • the sensor assembly 1514 may include a proximity sensor configured to detect the presence of nearby objects when there is no physical contact.
  • the sensor component 1514 may also include a light sensor, such as a CMOS or CCD image sensor, for use in imaging applications.
  • the sensor component 1514 may also include an acceleration sensor, a gyroscope sensor, a magnetic sensor, a pressure sensor, or a temperature sensor.
  • the communication component 1516 is configured to facilitate wired or wireless communication between the device 1500 and other devices.
  • the device 1500 can access a wireless network based on a communication standard, such as WiFi, an operator network (such as 2G, 3G, 4G, or 5G), or a combination thereof.
  • the communication component 1516 receives a broadcast signal or broadcast related information from an external broadcast management system via a broadcast channel.
  • the communication component 1516 further includes a near field communication (NFC) module to facilitate short-range communication.
  • the NFC module can be implemented based on radio frequency identification (RFID) technology, infrared data association (IrDA) technology, ultra-wideband (UWB) technology, Bluetooth (BT) technology and other technologies.
  • RFID radio frequency identification
  • IrDA infrared data association
  • UWB ultra-wideband
  • Bluetooth Bluetooth
  • the device 1500 may be implemented by one or more application specific integrated circuits (ASIC), digital signal processors (DSP), digital signal processing devices (DSPD), programmable logic devices (PLD), field programmable A gate array (FPGA), controller, microcontroller, microprocessor, or other electronic components are implemented to implement the above methods.
  • ASIC application specific integrated circuits
  • DSP digital signal processors
  • DSPD digital signal processing devices
  • PLD programmable logic devices
  • FPGA field programmable A gate array
  • controller microcontroller, microprocessor, or other electronic components are implemented to implement the above methods.
  • non-transitory computer-readable storage medium including instructions, such as a memory 1504 including instructions, which may be executed by the processor 1520 of the device 1500 to complete the foregoing method.
  • the non-transitory computer-readable storage medium may be ROM, random access memory (RAM), CD-ROM, magnetic tape, floppy disk, optical data storage device, etc.
  • a server including: a processor; a memory for storing executable instructions of the processor; wherein the processor is configured to execute the instructions to implement the above-mentioned various embodiments. Method steps.
  • an electronic device including: a processor; a memory for storing executable instructions of the processor; wherein the processor is configured to execute the instructions to implement the methods described in the foregoing embodiments A step of.
  • a storage medium is provided, and when the instructions in the storage medium are executed by the processor of the electronic device, the steps of the method described in the foregoing embodiments are realized when the electronic device can be executed.

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Abstract

一种直播互动方法、装置、服务器、电子设备及存储介质,方法包括:接收到第一用户标识所在客户端发起的对战开始请求后,获取每个对战团队标识中各参与者标识对应的互动信息,将互动信息转化为对应对战团队的对战数值,其中,对战团队标识与第一用户标识所在的虚拟空间标识对应,根据每个对战团队标识的对战数值,确定每个对战团队标识的排序位置,从而实现了一个虚拟空间内的多人组队对战模式,并增加每个参与者与观众的互动性。

Description

直播互动方法、装置、电子设备及存储介质
相关申请的交叉引用
本申请要求于2020年3月31日递交的中国专利申请第202010246482.4号的优先权,在此全文引用上述中国专利申请公开的内容以作为本申请的一部分。
技术领域
本公开涉及直播技术领域,尤其涉及直播互动方法、装置、服务器、电子设备及存储介质。
背景技术
随着互联网技术及智能移动终端设备的发展,各种互联网产品给人们的工作、生活带来了很多便利与娱乐,近年来,各类用于视频直播的直播平台层出不穷,视频直播给人们带来更实时的社交体验。为了吸引更多的观众观看直播,直播平台推出了各种各样的直播方式供主播选择,其中,包括直播对战。
传统的直播对战中,通常是主播之间的对战(PK),即通过不同直播间的主播一对一的连麦互动PK,提高两侧直播间内用户的参与度。而在聊天室场景下,因为上麦的嘉宾很多,不具备一对一PK的场景,因此,传统的直播对战中,无法实现聊天室场景下的多人PK,互动方式单一。
发明内容
本公开提供一种直播互动方法、装置、服务器、电子设备及存储介质,以至少解决相关技术中的直播对战中无法实现聊天室场景下的多人PK,互动方式单一的问题。本公开的技术方案如下:
根据本公开实施例的第一方面,提供一种直播互动方法,包括:接收到第一用户标识所在客户端发起的对战开始请求后,获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚拟空间标识对应;根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
根据本公开实施例的第二方面,提供一种直播互动方法,包括:响应于第一用户标识对应的第一身份对第一用户标识所在客户端的第一触发操作,生成对战开始请求;获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚拟空间标识对应;根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
根据本公开实施例的第三方面,提供一种直播互动方法,包括:在第二用户标识所在客户端上显示至少两个对战团队标识;发送使用音频权限的请求至服务器;接收到服务器根据所述使用音频权限的请求反馈的标识获取指令后,将所述第二用户标识确定为参与者标识。
根据本公开实施例的第四方面,提供一种直播互动装置,包括:对战数值获取单元,被配置为执行接收到第一用户标识所在客户端发起的对战开始请求后,获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚拟空间标识对应;排序位置确定单元,被配置为执行根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
根据本公开实施例的第五方面,提供一种直播互动装置,包括:对战开始请求生成单元,被配置为执行响应于第一用户标识对应的第一身份对第一用户标识所在客户端的第一触发操作,生成对战开始请求;对战数值获取单元,被配置为执行获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚拟空间标识对应;排序位置确定单元,被配置为执行根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
根据本公开实施例的第六方面,提供一种直播互动装置,包括:显示单元,被配置为执行在第二用户标识所在客户端上显示至少两个对战团队标识;请求发送单元,被配置为执行发送使用音频权限的请求至服务器;标识获取指令接收单元,被配置为执行接收到服务器根据所述使用音频权限的请求反馈的标识获取指令后,将所述第二用户标识确定为参与者标识。
根据本公开实施例的第七方面,提供一种服务器,包括:处理器;用于存储所述处理器可执行指令的存储器;其中,所述处理器被配置为执行所述指令,以实现第一方面的任一项实施例中所述的直播互动方法。
根据本公开实施例的第八方面,提供一种电子设备,包括:处理器;用于存储所述处理器可执行指令的存储器;其中,所述处理器被配置为执行所述指令,以实现第二方面的任一项实施例中所述的直播互动方法或第三方面的任一项实施例中所述的直播互动方法。
根据本公开实施例的第九方面,提供一种存储介质,当所述存储介质中的指令由服务器的处理器执行时,使得服务器能够执行第一方面任一项实施例所述的直播互动方法。
根据本公开实施例的第十方面,提供一种存储介质,当所述存储介质中的指令由电子设备的处理器执行时,使得电子设备能够执行第二方面的任一项实施例中所述的直播互动方法或第三方面的任一项实施例中所述的直播互动方法。
根据本公开实施例的第十一方面,提供一种计算机程序产品,所述程序产品包括计算机程序,所述计算机程序存储在可读存储介质中,设备的至少一个处理器从所述可读存储介质读取并执行所述计算机程序,使得设备执行第一方面或第二方面或第三方面中的任一 项实施例中所述的直播互动方法。
应当理解的是,以上的一般描述和后文的细节描述仅是示例性和解释性的,并不能限制本公开。
附图说明
此处的附图被并入说明书中并构成本说明书的一部分,示出了符合本公开的实施例,并与说明书一起用于解释本公开的原理,并不构成对本公开的不当限定。
图1是根据一示例性实施例示出的一种直播互动方法的应用环境图。
图2是根据一示例性实施例示出的一种直播互动方法的流程图。
图3是根据一示例性实施例示出的一种虚拟空间标识所在客户端的界面的示意图。
图4是根据一示例性实施例示出的一种直播互动方法的流程图。
图5是根据一示例性实施例示出的一种虚拟空间标识所在客户端的界面的示意图。
图6是根据一示例性实施例示出的一种虚拟空间标识所在客户端的界面的示意图。
图7是根据一示例性实施例示出的一种虚拟空间标识所在客户端的界面的示意图。
图8是根据一示例性实施例示出的一种直播互动方法的流程图。
图9是根据一示例性实施例示出的一种直播互动方法的流程图。
图10是根据一示例性实施例示出的一种直播互动方法的流程图。
图11是根据一示例性实施例示出的一种直播互动装置的框图。
图12是根据一示例性实施例示出的一种直播互动装置的框图。
图13是根据一示例性实施例示出的一种直播互动装置的框图。
图14是根据一示例性实施例示出的一种服务器的内部结构图。
图15是根据一示例性实施例示出的一种电子设备的内部结构图。
具体实施方式
为了使本领域普通人员更好地理解本公开的技术方案,下面将结合附图,对本公开实施例中的技术方案进行清楚、完整地描述。
需要说明的是,本公开的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本公开的实施例能够以除了在这里图示或描述的那些以外的顺序实施。以下示例性实施例中所描述的实施方式并不代表与本公开相一致的所有实施方式。相反,它们仅是与如所附权利要求书中所详述的、本公开的一些方面相一致的装置和方法的例子。
本公开所提供的直播互动方法,可以应用于如图1所示应用环境中。其中,客户端110通过网络与服务器120交互。其中,客户端110可以是但不限于各种个人计算机、笔记本电脑、智能手机、平板电脑和便携式可穿戴设备,服务器120可以用独立的服务器或是多 个服务器组成的服务器集群来实现。客户端110向服务器120发起对战开始请求,服务器120接收对战开始请求后,获取每个对战团队对战积分,根据每个对战团队的对战积分,确定获胜团队和失败团队。其中,也可以是客户端110独立实现获取每个对战团队的对战积分,根据每个对战团队的对战积分,确定获胜团队和失败团队的技术方案。
图2是根据一示例性实施例示出的一种直播互动方法的流程图,如图2所示,直播互动方法用于图1的服务器120中。
在S21中,接收到第一用户标识所在客户端发起的对战开始请求后,获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚拟空间标识对应。
其中,用户标识是用于区分用户身份的标识符。例如,设备标识码等。其中,虚拟空间标识可为唯一表示根据第一用户标识所创建的聊天室或直播间的标识,该虚拟空间标识可为字符串等。其中,对战团队标识是用于区分对战团队的标识符,例如,用不同的称号(黄队、蓝队)作为对战团队标识。其中,互动信息表示聊天室内观众和参与者标识的互动信息,例如,每个参与者标识收到的礼物价值、每个参与者标识新增的粉丝数、每个参与者标识被@的次数等。其中,对战数值表示一个对战团队所得到的积分。
在一些实施例中,如图3所示,客户端的界面上有一个“开始游戏”控件,当确定所有的参与者标识后,第一用户标识对应的第一身份可以对该“开始游戏”控件进行点击操作,第一用户标识所在客户端响应于该点击操作,会生成对战开始请求,第一用户标识所在客户端将对战开始请求发送至服务器,服务器接收到对战开始请求后,获取每个对战团队标识中各参与者标识对应的互动信息后,将互动信息转化为对应对战团队的对战数值。
在S22中,根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
在一些实施例中,按照对战数值从大到小的顺序,将每个对战团队标识进行排序,得到排序位置。为了便于理解,此处举例说明,若黄队的对战数值为1099,蓝队的对战数值为982,则黄队的排序位置为第1位,蓝队的排序位置为第2位。
上述直播互动方法,接收到第一用户标识所在客户端发起的对战开始请求后,获取每个对战团队标识中各参与者标识对应的互动信息,将互动信息转化为对应对战团队的对战数值,其中,对战团队标识与第一用户标识所在的虚拟空间标识对应,根据每个对战团队标识的对战数值,确定每个对战团队标识的排序位置,将每个对战团队标识中各参与者标识对应的互动信息转化为对应对战团队的对战数值。
本公开实施例中的方式与现有的PK中只能送礼物的方式相比,增加每个参与者与观众的互动性,丰富了互动方式,增加了账号标识与平台之间的粘性。
图4是根据一示例性实施例示出的一种直播互动方法的流程图,如图4所示,直播互动方法用于图1的服务器120中。
在S41中,接收第一用户标识所在客户端发起的对战准备请求,所述对战准备请求中 携带有所述第一用户标识以及所在的虚拟空间标识;所述第一用户标识具有第一身份。
其中,第一身份表示为主播身份。用户标识、虚拟空间标识等描述和上一实施例中描述的内容一致,此处不再加以赘述。在一些实施例中,如图5所示,客户端的界面上有一个“PK连麦对战”控件,第一用户标识对应的第一身份可以对该“PK连麦对战”控件进行点击操作,第一用户标识所在客户端响应于该点击操作,会生成对战准备请求,第一用户标识所在客户端将对战准备请求发送至服务器。
在S42中,根据所述对战准备请求生成与所述虚拟空间标识对应的至少两个对战团队标识。
在一些实施例中,服务器接收到对战准备请求后,服务器的团战Pk服务(Team Pk Service,TPS)会生成与虚拟空间标识对应的至少两个对战团队标识,例如,对战团队标识--黄队和对战团队标识--蓝队,同时,会进入PK准备阶段,如图6所示,客户端的界面也会出现两个区域,用于表示对战团队标识--黄队和对战团队标识--蓝队。
在S43中,在与所述虚拟空间标识对应的成员标识中,获取参与者标识,并将所述参与者标识与对应的对战团队标识进行关联;所述参与者标识具有第二身份。
其中,与虚拟空间标识对应的成员标识表示在该虚拟空间标识对应的聊天室内的成员。其中,参与者标识表示加入对战团队的成员的标识。其中,第二身份表示加入对战团队的成员身份。在一些实施例中,先根据虚拟空间标识,获取到与虚拟空间标识对应的成员标识,并且从成员标识中获取到加入对战团队的成员的标识,并将参与者标识与对应的对战团队标识进行关联。例如,与虚拟空间标识对应的成员标识包括1、2、3、4、5、6,与1、2、3对应的对战团队标识为黄队,与4、5、6对应的对战团队标识为蓝队,则可以将1、2、3与黄队进行关联,将4、5、6与蓝队进行关联。
在S44中,接收到第一用户标识所在客户端发起的对战开始请求后,获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚拟空间标识对应。
在S45中,根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
在一些实施例中,上述S44和S45描述的内容和图2所示实施例中的S21和S22描述的内容一致,此处不再加以赘述。
上述直播互动方法,服务器接收到第一用户标识所在客户端发起的对战准备请求,因为对战准备请求包括虚拟空间标识,所以可以生成与虚拟空间标识对应的至少两个对战团队标识,并确定参与对战的参与者标识。获取每个对战团队标识中各参与者标识对应的互动信息,将互动信息转化为对应对战团队的对战数值,从而实现了一个虚拟空间内的多人组队对战模式,此外,将每个对战团队标识中各参与者标识对应的互动信息转化为对应对战团队的对战数值。本公开实施例所提供的直播互动方法增加每个参与者与观众的互动性。
在一些实施例中,所述在与所述虚拟空间标识对应的成员标识中,获取参与者标识,包括:根据所述虚拟空间标识获取对应的成员标识以及每个成员标识对应的成员状态;将成员状态为第一状态的成员标识确定为所述参与者标识,所述第一状态为具有使用音频权限的状态。
在一些实施例中,先根据虚拟空间标识,获取与虚拟空间标识对应的成员标识(即获取到虚拟空间标识对应的聊天室内的人员),并获取每个成员标识对应的成员状态。
其中,成员状态表示成员是否具有使用音频权限的状态。
在一些实施例中,若虚拟空间标识对应的聊天室内已有具有使用音频权限的状态的成员标识,则直接将具有使用音频权限的状态的成员标识确定为参与者标识,并对参与者标识进行随机分组,将分组后的参与者标识与对应的对战团队标识进行关联。例如,虚拟空间标识对应的聊天室内包含5个具有使用音频权限的状态的成员标识,包括:第一用户标识A(即主播用户标识A)、第三用户标识B、第三用户标识C、第三用户标识D、第三用户标识E,当第一用户标识A对应的第一身份可以对该“PK连麦对战”控件进行点击操作,第一用户标识A所在客户端响应于该点击操作,会生成对战准备请求,第一用户标识A所在客户端将对战准备请求发送至服务器,服务器的团战Pk服务(Team Pk Service,TPS)会生成与虚拟空间标识对应的至少两个对战团队标识,例如,对战团队标识--黄队和对战团队标识--蓝队,同时,会进入PK准备阶段,客户端的界面也会出现两个区域,用于表示对战团队标识--黄队和对战团队标识--蓝队,同时,服务器根据虚拟空间标识获取对应的成员标识以及每个成员标识对应的成员状态,将除第一用户标识A以外的其他标识(第三用户标识B、第三用户标识C、第三用户标识D、第三用户标识E)确定为参与者标识,之后,服务器对参与者标识进行随机且平均的分组,例如,将第三用户标识B、第三用户标识C确定为一组,并且与黄队关联,将第三用户标识D、第三用户标识E确定为一组,并且与蓝队关联。通过上述方法,可以快速根据音频权限的状态确定对战团队,提高效率。同时,会如图7所示,界面中的左边的黄队和右边的蓝队上分别显示2个参与者标识或者示2个参与者标识对应的昵称等。
其中,需要说明的是,第三用户标识指服务器接收到对战准备请求之前,就具有使用音频权限的状态的成员标识的标识。
,若参与者标识的数量为基数,例如,5个参与者标识,则会将其分成3-2,即一个对战团队标识被分配3个参与者标识,另一个对战团队标识被分配2个参与者标识。如图7,向图7界面中的左边的黄队中多分1个参与者标识(即多分一人)。
在一些实施例中,所述方法还包括:当检测到成员标识的成员状态由第二状态切换到第一状态时,将切换为第一状态的成员标识确定为所述参与者标识,所述第二状态为无使用音频权限的状态。
在一些实施例中,如图7所示,服务器对参与者标识进行随机且平均的分组,例如,将第三用户标识B、第三用户标识C确定为一组,并且与黄队关联,将第三用户标识D、 第三用户标识E确定为一组,并且与蓝队关联,界面中的左边的黄队和右边的蓝队上分别显示2个参与者标识或者示2个参与者标识对应的昵称等之后,左边的黄队和右边的蓝队中都还有剩余的麦序标识,则聊天室内的无使用音频权限的状态的成员标识(例如,第二用户标识F和第二用户标识H)也可以加入对战团队标识,例如,若第二用户标识F和第二用户标识H的成员状态由无使用音频权限的状态切换到具有使用音频权限的状态,则将第二用户标识F和第二用户标识H确定为参与者标识。通过上述方案,可以让聊天室的无使用音频权限的状态的成员标识参加到对战中(即观众),增加了账号标识与平台之间的粘性,增加每个参与者与观众的互动性。
在一些实施例中,第二用户标识F和第二用户标识H由无使用音频权限的状态切换到具有使用音频权限的状态的方法包括两种。如图7所示,第一种,第二用户标识F对应的第三身份发起了对黄队的麦序标识(例如,黄队中的3号麦位)的触发操作,第二用户标识F所在客户端响应于该操作,生成使用音频权限请求,并将该音频权限请求发送至服务器,服务器会获取到第二用户标识F点击的麦序标识并获取第二用户标识F或者第二用户标识F的昵称等,并将麦序标识和第二用户标识F(或者第二用户标识F的昵)广播至该虚拟空间标识中的所有成员标识所在的客户端,从而使得每个成员在对应的客户端都可以看到第二用户标识F加入黄队的3号麦位。第二种,虚拟空间标识所对应的成员标识都可以显示在第一用户标识所在客户端的界面上,第一用户标识对应的第一身份先点击加入黄队,则会展示一个列表,显示虚拟空间标识所对应的成员标识,第一用户标识对应的第一身份点击某个成员标识(例如,第二用户标识F),则第一用户标识所在客户端会生成邀请请求,该邀请请求包含第二用户标识F,第一用户标识所在客户端通过服务器将邀请请求发送至第二用户标识F,使得第二用户标识F加入黄队。
在一些实施例中,若虚拟空间标识对应的聊天室内不存在具有使用音频权限的状态的成员标识,则按照第二用户标识F和第二用户标识H由无使用音频权限的状态切换到具有使用音频权限的状态的方法,确定参与者标识。具体实现方式和上一段描述的内容相同,此处不再加以赘述。
在一些实施例中,所述获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值,包括:获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为所述参与者标识的对战数值;将对战团队标识中所有参与者标识的对战数值的累加和,确定为所述对战团队的对战数值。
在一些实施例中,当接收到第一用户标识所在客户端发起的对战开始请求后,进入倒计时对战模式,TPS获取每个对战团队标识中各参与者标识对应的互动信息(包括每个参与者标识收到的礼物价值、每个参与者标识新增的粉丝数、每个参与者标识被@的次数等),并将各参与者标识对应的互动信息转化为该参与者标识的对战数值,将对战团队标识中所有参与者标识的对战数值的累加和,确定为该对战团队的对战数值。从而扩展对战数值转换规则,并通过将对战团队标识中所有参与者标识的对战数值进行累加,使得和现 有的PK中只能送礼物的方式,本公开实施例中的方式增加对战的互动性。
在一些实施例中,当参与者标识所对应的对战团队标识从第一对战团队标识变化为第二对战团队标识时,变化前的所述参与者标识的对战数值仍为所述第一对战团队标识对应的对战团队的对战数值。
在一些实施例中,例如,黄队包括第二用户标识F,对战倒计时为20分钟,若TPS在倒计时10分钟的时候,获取第二用户标识F的对战数值为100,该100需要计给黄队,若在倒计时9分钟59秒的时候,第二用户标识F加入蓝队,则20分分钟0秒-10分钟0秒的对战数值100仍会留在黄队,并不会随着第二用户标识F更换对战团队标识而将之前的对战数值也带走,增加了对战的公平性。
在一些实施例中,所述方法还包括:根据所述每个对战团队标识的排序位置,确定执行预设任务的目标对战团队标识;其中,所述预设任务包括预设时长;到达所述预设时长后,返回执行所述在与所述虚拟空间标识对应的成员标识中,获取参与者标识的步骤。
其中,预设任务表示惩罚任务。在一些实施例中,当确定每个对战团队标识的排序位置后,根据排序位置,将排序在后面的预设数量的对战团队标识确定为目标对战团队标识。将除了排序位置为第一位的其他对战团队标识确定为目标对战团队标识。将排序位置最后一位的对战团队标识确定为目标对战团队标识。当到达预设时长后(表示目标对战团队标识执行完预设任务),返回执行所述在与所述虚拟空间标识对应的成员标识中,获取参与者标识的步骤,可在结束一轮对战的情况下,快速进入下一轮对战,并增加账户在聊天室的逗留时间。
图8是根据一示例性实施例示出的一种直播互动方法的流程图,如图8所示,直播互动方法用于图1的客户端110中。
在S81中,响应于第一用户标识对应的第一身份对第一用户标识所在客户端的第一触发操作,生成对战开始请求。在S82中,获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚拟空间标识对应。在S83中,根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
在一些实施例中,如图3所示,客户端的界面上有一个“开始游戏”控件,当确定所有的参与者标识后,第一用户标识对应的第一身份可以对该“开始游戏”控件进行点击操作,第一用户标识所在客户端响应于该点击操作,会生成对战开始请求,第一用户标识所在客户端将对战开始请求发送至服务器,服务器接收到对战开始请求后,获取每个对战团队标识中各参与者标识对应的互动信息后,将互动信息转化为对应对战团队的对战数值。按照对战数值从大到小的顺序,将每个对战团队标识进行排序,得到排序位置。为了便于理解,此处举例说明,若黄队的对战数值为1099,蓝队的对战数值为982,则黄队的排序位置为第1位,蓝队的排序位置为第2位。
上述直播互动方法,响应于第一用户标识对应的第一身份对第一用户标识所在客户端 的第一触发操作,生成对战开始请求,获取每个对战团队标识中各参与者标识对应的互动信息,将互动信息转化为对应对战团队的对战数值;其中,对战团队标识与第一用户标识所在的虚拟空间标识对应,根据每个对战团队标识的对战数值,确定每个对战团队标识的排序位置。其中,将每个对战团队标识中各参与者标识对应的互动信息转化为对应对战团队的对战数值。
本公开实施例中的方式与现有的PK中只能送礼物的方式相比,增加每个参与者与观众的互动性,丰富了互动方式,增加了账号标识与平台之间的粘性。
图9是根据一示例性实施例示出的一种直播互动方法的流程图,如图9所示,直播互动方法用于图1的客户端110中。
在S91中,响应于与第一用户标识对应的第一身份对第一用户标识所在客户端的第二触发操作,生成对战准备请求,所述对战准备请求中携带有所述第一用户标识以及所在的虚拟空间标识。
其中,第一身份表示为主播身份。用户标识、虚拟空间标识等描述和上一实施例中描述的内容一致,此处不再加以赘述。
在一些实施例中,如图5所示,客户端的界面上有一个“PK连麦对战”控件,第一用户标识对应的第一身份可以对该“PK连麦对战”控件进行点击操作,第一用户标识所在客户端响应于该点击操作,会生成对战准备请求,第一用户标识所在客户端将对战准备请求发送至服务器。
在S92中,根据所述对战准备请求生成与所述虚拟空间标识对应的至少两个对战团队标识。
在一些实施例中,服务器接收到对战准备请求后,服务器的团战Pk服务(Team Pk Service,TPS)会生成与虚拟空间标识对应的至少两个对战团队标识,例如,对战团队标识--黄队和对战团队标识--蓝队,同时,会进入PK准备阶段,如图6所示,客户端的界面也会出现两个区域,用于表示对战团队标识--黄队和对战团队标识--蓝队。
在S93中,在与所述虚拟空间标识对应的成员标识中,获取参与者标识,并将所述参与者标识与对应的对战团队标识进行关联;所述参与者标识具有第二身份。
在一些实施例中,先根据虚拟空间标识,获取到与虚拟空间标识对应的成员标识,并且从成员标识中获取到加入对战团队的成员的标识,并将参与者标识与对应的对战团队标识进行关联。例如,与虚拟空间标识对应的成员标识包括1、2、3、4、5、6,与1、2、3对应的对战团队标识为黄队,与4、5、6对应的对战团队标识为蓝队,则可以将1、2、3与黄队进行关联,将4、5、6与蓝队进行关联。
在S94中,响应于第一用户标识对应的第一身份对第一用户标识所在客户端的第一触发操作,生成对战开始请求。
在S95中,获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚 拟空间标识对应。
在S96中,根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
在一些实施例中的S94、S95和S96描述的内容和上一实施例中的S81、S82和S83描述的内容一致,此处不再加以赘述。
上述直播互动方法,获取每个对战团队标识中各参与者标识对应的互动信息,将互动信息转化为对应对战团队的对战数值,从而实现了一个虚拟空间内的多人组队对战模式,此外,将每个对战团队标识中各参与者标识对应的互动信息转化为对应对战团队的对战数值,使得和现有的PK中只能送礼物的方式,本公开实施例中的方式增加每个参与者与观众的互动性。
在一些实施例中,所述在与所述虚拟空间标识对应的成员标识中,获取参与者标识,包括:根据所述虚拟空间标识获取对应的成员标识以及每个成员标识对应的成员状态;将成员状态为第一状态的成员标识确定为所述参与者标识,所述第一状态为具有使用音频权限的状态。
在一些实施例中,所述方法还包括:当检测到成员标识的成员状态由第二状态切换到第一状态时,将切换为第一状态的成员标识确定为所述参与者标识,所述第二状态为无使用音频权限的状态。
在一些实施例中,所述获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值,包括:获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为所述参与者标识的对战数值;将对战团队标识中所有参与者标识的对战数值的累加和,确定为所述对战团队的对战数值。
在一些实施例中,当参与者标识所对应的对战团队标识从第一对战团队标识变化为第二对战团队标识时,变化前的所述参与者标识的对战数值仍为所述第一对战团队标识对应的对战团队的对战数值。
在一些实施例中,所述方法还包括:根据所述每个对战团队标识的排序位置,确定执行预设任务的目标对战团队标识;其中,所述预设任务包括预设时长;到达所述预设时长后,返回执行所述在与所述虚拟空间标识对应的成员标识中,获取参与者标识的步骤。
在一些实施例中,上述各以终端110为执行主体的实施例描述的内容和以服务器120为执行主体的实施例描述的内容基本一致,只不过执行主体不同,此处不加以赘述。
图10是根据一示例性实施例示出的一种直播互动方法的流程图,如图10所示,直播互动方法用于图1的客户端110中。
在S101中,在第二用户标识所在客户端上显示至少两个对战团队标识。
在一些实施例中,第二用户标识为聊天室内的表示观众身份的标识。在每个第二用户标识所在客户端上显示至少两个对战团队标识,且还会显示每个对战团队标识包括的成员标识。
在S102中,发送使用音频权限的请求至服务器。
在一些实施例中,如图7所示,服务器对参与者标识进行随机且平均的分组,例如,将第三用户标识B、第三用户标识C确定为一组,并且与黄队关联,将第三用户标识D、第三用户标识E确定为一组,并且与蓝队关联,界面中的左边的黄队和右边的蓝队上分别显示2个参与者标识或者示2个参与者标识对应的昵称等之后,左边的黄队和右边的蓝队中都还有剩余的麦序标识,则聊天室内的无使用音频权限的状态的成员标识也可以加入对战团队标识,则无使用音频权限的状态的成员标识发起使用音频权限的请求至服务器,请求可以使用音频。
在S103中,接收到服务器根据所述使用音频权限的请求反馈的标识获取指令后,将所述第二用户标识确定为参与者标识。
在一些实施例中,服务器接收到某个客户端发起的使用音频权限的请求后,会反馈客户端一个标识获取指令,通知客户端可以使用音频,从而第二用户标识加入对战团队标识,使得观众可以加入对战团队进行对战,增加了账号标识与平台之间的粘性。
在一些实施例中,所述发送使用音频权限的请求至服务器,之前还包括:响应于第二用户标识对应的第三身份对第二用户标识所在客户端的麦序标识的第三触发操作,或者,响应于第一用户标识所在客户端向第二用户标识所在客户端发起的邀请请求,生成所述使用音频权限的请求。
在一些实施例中,生成与虚拟空间标识对应的至少两个对战团队标识,例如,对战团队标识--黄队和对战团队标识--蓝队,同时,会进入PK准备阶段,如图5所示,客户端的界面也会出现两个区域,用于表示对战团队标识--黄队和对战团队标识--蓝队。之后,第二用户标识可以加入对战团队标识,具体的,包括两种方案。
第一种,第二用户标识F对应的第三身份发起了对黄队的麦序标识(例如,黄队中的3号麦位)的触发操作,第二用户标识F所在客户端响应于该操作,生成使用音频权限请求,并将该音频权限请求发送至服务器,服务器会获取到第二用户标识F点击的麦序标识并获取第二用户标识F或者第二用户标识F的昵称等,并将麦序标识和第二用户标识F(或者第二用户标识F的昵)广播至该虚拟空间标识中的所有成员标识所在的客户端,从而使得每个成员在对应的客户端都可以看到第二用户标识F加入黄队的3号麦位。第二种,虚拟空间标识所对应的成员标识都可以显示在第一用户标识所在客户端的界面上,如图7所示,第一用户标识对应的第一身份先点击加入黄队,则会展示一个列表,显示虚拟空间标识所对应的成员标识,第一用户标识对应的第一身份点击某个成员标识(例如,第二用户标识F),则第一用户标识所在客户端会生成邀请请求,该邀请请求包含第二用户标识F,第一用户标识所在客户端通过服务器将邀请请求发送至第二用户标识F,使得第二用户标识F加入黄队。通过上述2中方案均可以使得第二用户标识加入对战团队标识,使得加入对战团队具有多样性。
在一些实施例中,所述方法还包括:将所述参与者标识的行为数据发送至服务器和/ 或第一用户标识所在客户端。
在一些实施例中,第二用户标识确定其为参与者标识后,终端获取参与者标识的行为数据(例如,动作、语言等),并将该行为数据发送至服务器和/或第一用户标识所在客户端,以供他人观看。
应该理解的是,虽然图2、3、8-10的流程图中的各个步骤按照箭头的指示依次显示,但是这些步骤并不是必然按照箭头指示的顺序依次执行。除非本文中有明确的说明,这些步骤的执行并没有严格的顺序限制,这些步骤可以以其它的顺序执行。而且,图2、3、8-10中的至少一部分步骤可以包括多个步骤或者多个阶段,这些步骤或者阶段并不必然是在同一时刻执行完成,而是可以在不同的时刻执行,这些步骤或者阶段的执行顺序也不必然是依次进行,而是可以与其它步骤或者其它步骤中的步骤或者阶段的至少一部分轮流或者交替地执行。
图11是根据一示例性实施例示出的一种直播互动装置框图。参照图11,该装置包括对战数值获取单元111和排序位置确定单元112。该对战数值获取单元111,被配置为执行接收到第一用户标识所在客户端发起的对战开始请求后,获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚拟空间标识对应;排序位置确定单元112,被配置为执行根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
在一示例性实施例中,该直播互动装置还包括:对战准备请求接收单元,被配置为执行接收第一用户标识所在客户端发起的对战准备请求,所述对战准备请求中携带有所述第一用户标识以及所在的虚拟空间标识;所述第一用户标识具有第一身份;对战团队标识生成单元,被配置为执行被配置为执行根据所述对战准备请求生成与所述虚拟空间标识对应的至少两个对战团队标识;参与者标识获取单元,被配置为执行在与所述虚拟空间标识对应的成员标识中,获取参与者标识,并将所述参与者标识与对应的对战团队标识进行关联;所述参与者标识具有第二身份。
在一示例性实施例中,该参与者标识获取单元还被配置为执行:根据所述虚拟空间标识获取对应的成员标识以及每个成员标识对应的成员状态;将成员状态为第一状态的成员标识确定为所述参与者标识,所述第一状态为具有使用音频权限的状态。
在一示例性实施例中,该参与者标识获取单元还被配置为执行:当检测到成员标识的成员状态由第二状态切换到第一状态时,将切换为第一状态的成员标识确定为所述参与者标识,所述第二状态为无使用音频权限的状态。
在一示例性实施例中,该排序位置确定单元112还被配置为执行:获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为所述参与者标识的对战数值;将对战团队标识中所有参与者标识的对战数值的累加和,确定为所述对战团队的对战数值。
在一示例性实施例中,当参与者标识所对应的对战团队标识从第一对战团队标识变化 为第二对战团队标识时,变化前的所述参与者标识的对战数值仍为所述第一对战团队标识对应的对战团队的对战数值。
在一示例性实施例中,该直播互动装置还包括:确定单元,被配置为执行根据所述每个对战团队标识的排序位置,确定执行预设任务的目标对战团队标识;其中,所述预设任务包括预设时长;到达所述预设时长后,返回执行所述在与所述虚拟空间标识对应的成员标识中,获取参与者标识的步骤。
图12是根据一示例性实施例示出的一种直播互动装置框图。参照图12,该装置包括对战开始请求生成单元121,对战数值获取单元122和排序位置确定单元123。该对战开始请求生成单元121,被配置为执行响应于第一用户标识对应的第一身份对第一用户标识所在客户端的第一触发操作,生成对战开始请求;该对战数值获取单元122,被配置为执行获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚拟空间标识对应;该排序位置确定单元123,被配置为执行根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
在一示例性实施例中,该直播互动装置还包括:对战准备请求生成单元,被配置为执行响应于与第一用户标识对应的第一身份对第一用户标识所在客户端的第二触发操作,生成对战准备请求,所述对战准备请求中携带有所述第一用户标识以及所在的虚拟空间标识;对战团队标识生成单元,被配置为执行根据所述对战准备请求生成与所述虚拟空间标识对应的至少两个对战团队标识;参与者标识获取单元,被配置为执行在与所述虚拟空间标识对应的成员标识中,获取参与者标识,并将所述参与者标识与对应的对战团队标识进行关联;所述参与者标识具有第二身份。
在一示例性实施例中,该参与者标识获取单元还被配置为执行:根据所述虚拟空间标识获取对应的成员标识以及每个成员标识对应的成员状态;将成员状态为第一状态的成员标识确定为所述参与者标识,所述第一状态为具有使用音频权限的状态。
在一示例性实施例中,该参与者标识获取单元还被配置为执行:当检测到成员标识的成员状态由第二状态切换到第一状态时,将切换为第一状态的成员标识确定为所述参与者标识,所述第二状态为无使用音频权限的状态。
在一示例性实施例中,该排序位置确定单元123还被配置为执行:获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为所述参与者标识的对战数值;将对战团队标识中所有参与者标识的对战数值的累加和,确定为所述对战团队的对战数值。
在一示例性实施例中,当参与者标识所对应的对战团队标识从第一对战团队标识变化为第二对战团队标识时,变化前的所述参与者标识的对战数值仍为所述第一对战团队标识对应的对战团队的对战数值。
在一示例性实施例中,该直播互动装置还包括:确定单元,被配置为执行根据所述每 个对战团队标识的排序位置,确定执行预设任务的目标对战团队标识;其中,所述预设任务包括预设时长;到达所述预设时长后,返回执行所述在与所述虚拟空间标识对应的成员标识中,获取参与者标识的步骤。
图13是根据一示例性实施例示出的一种直播互动装置框图。参照图13,该装置包括显示单元131,请求发送单元132和标识获取指令接收单元133。显示单元131,被配置为执行在第二用户标识所在客户端上显示至少两个对战团队标识;请求发送单元132,被配置为执行发送使用音频权限的请求至服务器;标识获取指令接收单元133,被配置为执行接收到服务器根据所述使用音频权限的请求反馈的标识获取指令后,将所述第二用户标识确定为参与者标识。
关于上述实施例中的装置,其中各个模块执行操作的具体方式已经在有关该方法的实施例中进行了详细描述,此处将不做详细阐述说明。
图14是根据一示例性实施例示出的一种用于直播对战的设备1400的框图。例如,设备1400可以为一服务器。参照图14,设备1400包括处理组件1420,其进一步包括一个或多个处理器,以及由存储器1422所代表的存储器资源,用于存储可由处理组件1420的执行的指令,例如应用程序。存储器1422中存储的应用程序可以包括一个或一个以上的每一个对应于一组指令的模块。此外,处理组件1420被配置为执行指令,以执行上述直播对战的方法。设备1400还可以包括一个电源组件1424被配置为执行设备1400的电源管理,一个有线或无线网络接口1426被配置为将设备1400连接到网络,和一个输入输出(I/O)接口1428。设备1400可以操作基于存储在存储器1422的操作系统,例如Windows Server,Mac OS X,Unix,Linux,FreeBSD或类似。
在示例性实施例中,还提供了一种包括指令的存储介质,例如包括指令的存储器1422,上述指令可由设备1400的处理器执行以完成上述方法。存储介质可以是非临时性计算机可读存储介质,例如,所述非临时性计算机可读存储介质可以是ROM、随机存取存储器(RAM)、CD-ROM、磁带、软盘和光数据存储设备等。
图15是根据一示例性实施例示出的一种用于直播对战的设备1500的框图。例如,设备1500可以是移动电话、计算机、数字广播终端、消息收发设备、游戏控制台、平板设备、医疗设备、健身设备、个人数字助理等。参照图15,设备1500可以包括以下一个或多个组件:处理组件1502、存储器1504、电力组件1506、多媒体组件1508、音频组件1510、输入/输出(I/O)的接口1512、传感器组件1514以及通信组件1516。
处理组件1502通常控制设备1500的整体操作,诸如与显示、电话呼叫、数据通信、相机操作和记录操作相关联的操作。处理组件1502可以包括一个或多个处理器1520来执行指令,以完成上述的方法的全部或部分步骤。此外,处理组件1502可以包括一个或多个模块,便于处理组件1502和其他组件之间的交互。例如,处理组件1502可以包括多媒体模块,以方便多媒体组件1508和处理组件1502之间的交互。
存储器1504被配置为存储各种类型的数据以支持在设备1500的操作。这些数据的示 例包括用于在设备1500上操作的任何应用程序或方法的指令、联系人数据、电话簿数据、消息、图片、视频等。存储器1504可以由任何类型的易失性或非易失性存储设备或者它们的组合实现,如静态随机存取存储器(SRAM)、电可擦除可编程只读存储器(EEPROM)、可擦除可编程只读存储器(EPROM)、可编程只读存储器(PROM)、只读存储器(ROM)、磁存储器、快闪存储器、磁盘或光盘。
电源组件1506为设备1500的各种组件提供电力。电源组件1506可以包括电源管理系统,一个或多个电源,及其他与为设备1500生成、管理和分配电力相关联的组件。
多媒体组件1508包括在所述设备1500和用户之间的提供一个输出接口的屏幕。在一些实施例中,屏幕可以包括液晶显示器(LCD)和触摸面板(TP)。如果屏幕包括触摸面板,屏幕可以被实现为触摸屏,以接收来自用户的输入信号。触摸面板包括一个或多个触摸传感器以感测触摸、滑动和触摸面板上的手势。所述触摸传感器可以不仅感测触摸或滑动动作的边界,而且还检测与所述触摸或滑动操作相关的持续时间和压力。在一些实施例中,多媒体组件1508包括一个前置摄像头和/或后置摄像头。当设备1500处于操作模式,如拍摄模式或视频模式时,前置摄像头和/或后置摄像头可以接收外部的多媒体数据。每个前置摄像头和后置摄像头可以是一个固定的光学透镜系统或具有焦距和光学变焦能力。
音频组件1510被配置为输出和/或输入音频信号。例如,音频组件1510包括一个麦克风(MIC),当设备1500处于操作模式,如呼叫模式、记录模式和语音识别模式时,麦克风被配置为接收外部音频信号。所接收的音频信号可以被进一步存储在存储器1504或经由通信组件1516发送。在一些实施例中,音频组件1510还包括一个扬声器,用于输出音频信号。
I/O接口1512为处理组件1502和外围接口模块之间提供接口,上述外围接口模块可以是键盘,点击轮,按钮等。这些按钮可包括但不限于:主页按钮、音量按钮、启动按钮和锁定按钮。
传感器组件1514包括一个或多个传感器,用于为设备1500提供各个方面的状态评估。例如,传感器组件1514可以检测到设备1500的打开/关闭状态,组件的相对定位,例如所述组件为设备1500的显示器和小键盘,传感器组件1514还可以检测设备1500或设备1500一个组件的位置改变,用户与设备1500接触的存在或不存在,设备1500方位或加速/减速和设备1500的温度变化。传感器组件1514可以包括接近传感器,被配置用来在没有任何的物理接触时检测附近物体的存在。传感器组件1514还可以包括光传感器,如CMOS或CCD图像传感器,用于在成像应用中使用。在一些实施例中,该传感器组件1514还可以包括加速度传感器、陀螺仪传感器、磁传感器、压力传感器或温度传感器。
通信组件1516被配置为便于设备1500和其他设备之间有线或无线方式的通信。设备1500可以接入基于通信标准的无线网络,如WiFi,运营商网络(如2G、3G、4G或5G),或它们的组合。在一个示例性实施例中,通信组件1516经由广播信道接收来自外部广播管理系统的广播信号或广播相关信息。在一个示例性实施例中,所述通信组件1516还包 括近场通信(NFC)模块,以促进短程通信。例如,在NFC模块可基于射频识别(RFID)技术,红外数据协会(IrDA)技术,超宽带(UWB)技术,蓝牙(BT)技术和其他技术来实现。
在示例性实施例中,设备1500可以被一个或多个应用专用集成电路(ASIC)、数字信号处理器(DSP)、数字信号处理设备(DSPD)、可编程逻辑器件(PLD)、现场可编程门阵列(FPGA)、控制器、微控制器、微处理器或其他电子元件实现,用于执行上述方法。
在示例性实施例中,还提供了一种包括指令的非临时性计算机可读存储介质,例如包括指令的存储器1504,上述指令可由设备1500的处理器1520执行以完成上述方法。例如,所述非临时性计算机可读存储介质可以是ROM、随机存取存储器(RAM)、CD-ROM、磁带、软盘和光数据存储设备等。
在一个实施例中,提供一种服务器,包括:处理器;用于存储处理器可执行指令的存储器;其中,所述处理器被配置为执行所述指令,以实现上述各实施例所述的方法的步骤。
在一个实施例中,提供一种电子设备,包括:处理器;用于存储处理器可执行指令的存储器;其中,处理器被配置为执行所述指令,以实现上述各实施例所述的方法的步骤。
在一个实施例中,提供一种存储介质,当所述存储介质中的指令由电子设备的处理器执行时,使得电子设备能够执行时实现上述各实施例所述的方法的步骤。
本领域技术人员在考虑说明书及实践这里公开的发明后,将容易想到本公开的其它实施方案。本申请旨在涵盖本公开的任何变型、用途或者适应性变化,这些变型、用途或者适应性变化遵循本公开的一般性原理并包括本公开未公开的本技术领域中的公知常识或惯用技术手段。说明书和实施例仅被视为示例性的,本公开的真正范围和精神由下面的权利要求指出。
应当理解的是,本公开并不局限于上面已经描述并在附图中示出的精确结构,并且可以在不脱离其范围进行各种修改和改变。本公开的范围仅由所附的权利要求来限制。

Claims (40)

  1. 一种直播互动方法,包括:
    接收第一用户标识所在客户端发起的对战开始请求;
    获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚拟空间标识对应;
    根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
  2. 根据权利要求1所述的直播互动方法,还包括:
    接收第一用户标识所在客户端发起的对战准备请求,所述对战准备请求中携带有所述第一用户标识以及所在的虚拟空间标识;所述第一用户标识具有第一身份;
    根据所述对战准备请求生成与所述虚拟空间标识对应的至少两个对战团队标识;
    在与所述虚拟空间标识对应的成员标识中,获取参与者标识,并将所述参与者标识与对应的对战团队标识进行关联;所述参与者标识具有第二身份。
  3. 根据权利要求2所述的直播互动方法,所述在与所述虚拟空间标识对应的成员标识中,获取参与者标识,包括:
    根据所述虚拟空间标识获取对应的成员标识以及每个成员标识对应的成员状态;
    将成员状态为第一状态的成员标识确定为所述参与者标识,所述第一状态为具有使用音频权限的状态。
  4. 根据权利要求2或3所述的直播互动方法,所述方法还包括:
    基于检测到成员标识的成员状态由第二状态切换到第一状态,将切换为第一状态的成员标识确定为所述参与者标识,所述第二状态为无使用音频权限的状态。
  5. 根据权利要求1所述的直播互动方法,所述获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值,包括:
    获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为所述参与者标识的对战数值;
    将对战团队标识中所有参与者标识的对战数值的累加和,确定为所述对战团队的对战数值。
  6. 根据权利要求5所述的直播互动方法,当参与者标识所对应的对战团队标识从第一对战团队标识变化为第二对战团队标识时,变化前的所述参与者标识的对战数值仍为所述第一对战团队标识对应的对战团队的对战数值。
  7. 根据权利要求2所述的直播互动方法,所述方法还包括:
    根据所述每个对战团队标识的排序位置,确定执行预设任务的目标对战团队标识;其中,所述预设任务包括预设时长;
    到达所述预设时长后,返回执行所述在与所述虚拟空间标识对应的成员标识中,获取参与者标识的步骤。
  8. 一种直播互动方法,包括:
    响应于第一用户标识对应的第一身份对第一用户标识所在客户端的第一触发操作,生成对战开始请求;
    获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚拟空间标识对应;
    根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
  9. 根据权利要求8所述的直播互动方法,所述响应于第一用户标识对应的第一身份对第一用户标识所在客户端的第一触发操作,生成对战开始请求,之前还包括:
    响应于与第一用户标识对应的第一身份对第一用户标识所在客户端的第二触发操作,生成对战准备请求,所述对战准备请求中携带有所述第一用户标识以及所在的虚拟空间标识;
    根据所述对战准备请求生成与所述虚拟空间标识对应的至少两个对战团队标识;
    在与所述虚拟空间标识对应的成员标识中,获取参与者标识,并将所述参与者标识与对应的对战团队标识进行关联;所述参与者标识具有第二身份。
  10. 根据权利要求9所述的直播互动方法,所述在与所述虚拟空间标识对应的成员标识中,获取参与者标识,包括:
    根据所述虚拟空间标识获取对应的成员标识以及每个成员标识对应的成员状态;
    将成员状态为第一状态的成员标识确定为所述参与者标识,所述第一状态为具有使用音频权限的状态。
  11. 根据权利要求9或10所述的直播互动方法,所述方法还包括:
    当检测到成员标识的成员状态由第二状态切换到第一状态时,将切换为第一状态的成员标识确定为所述参与者标识,所述第二状态为无使用音频权限的状态。
  12. 根据权利要求8所述的直播互动方法,所述获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值,包括:
    获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为所述参与者标识的对战数值;
    将对战团队标识中所有参与者标识的对战数值的累加和,确定为所述对战团队的对战数值。
  13. 根据权利要求12所述的直播互动方法,当参与者标识所对应的对战团队标识从第一对战团队标识变化为第二对战团队标识时,变化前的所述参与者标识的对战数值仍为所述第一对战团队标识对应的对战团队的对战数值。
  14. 根据权利要求9所述的直播互动方法,所述方法还包括:
    根据所述每个对战团队标识的排序位置,确定执行预设任务的目标对战团队标识;其中,所述预设任务包括预设时长;
    到达所述预设时长后,返回执行所述在与所述虚拟空间标识对应的成员标识中,获取参与者标识的步骤。
  15. 一种直播互动方法,包括:
    在第二用户标识所在客户端上显示至少两个对战团队标识;
    发送使用音频权限的请求至服务器;
    接收到服务器根据所述使用音频权限的请求反馈的标识获取指令后,将所述第二用户标识确定为参与者标识。
  16. 根据权利要求15所述的直播互动方法,所述发送使用音频权限的请求至服务器,之前还包括:
    响应于第二用户标识对应的第三身份对第二用户标识所在客户端的麦序标识的第三触发操作,或者,响应于第一用户标识所在客户端向第二用户标识所在客户端发起的邀请请求,生成所述使用音频权限的请求。
  17. 根据权利要求15所述的直播互动方法,所述方法还包括:
    将所述参与者标识的行为数据发送至服务器和/或第一用户标识所在客户端。
  18. 一种直播互动装置,包括:
    对战数值获取单元,被配置为执行接收到第一用户标识所在客户端发起的对战开始请求后,获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚拟空间标识对应;
    排序位置确定单元,被配置为执行根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
  19. 根据权利要求18所述的直播互动装置,所述直播互动装置还包括:
    对战准备请求接收单元,被配置为执行接收第一用户标识所在客户端发起的对战准备请求,所述对战准备请求中携带有所述第一用户标识以及所在的虚拟空间标识;所述第一用户标识具有第一身份;
    对战团队标识生成单元,被配置为执行被配置为执行根据所述对战准备请求生成与所述虚拟空间标识对应的至少两个对战团队标识;
    参与者标识获取单元,被配置为执行在与所述虚拟空间标识对应的成员标识中,获取参与者标识,并将所述参与者标识与对应的对战团队标识进行关联;所述参与者标识具有第二身份。
  20. 根据权利要求19所述的直播互动装置,所述参与者标识获取单元还被配置为执行:
    根据所述虚拟空间标识获取对应的成员标识以及每个成员标识对应的成员状态;
    将成员状态为第一状态的成员标识确定为所述参与者标识,所述第一状态为具有使用音频权限的状态。
  21. 根据权利要求19或20所述的直播互动装置,所述参与者标识获取单元还被配置为执行:
    当检测到成员标识的成员状态由第二状态切换到第一状态时,将切换为第一状态的成员标识确定为所述参与者标识,所述第二状态为无使用音频权限的状态。
  22. 根据权利要求18所述的直播互动装置,所述排序位置确定单元还被配置为执行:
    获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为所述参与者标识的对战数值;
    将对战团队标识中所有参与者标识的对战数值的累加和,确定为所述对战团队的对战数值。
  23. 根据权利要求22所述的直播互动装置,当参与者标识所对应的对战团队标识从第一对战团队标识变化为第二对战团队标识时,变化前的所述参与者标识的对战数值仍为所述第一对战团队标识对应的对战团队的对战数值。
  24. 根据权利要求19所述的直播互动装置,所述直播互动装置还包括:
    确定单元,被配置为执行根据所述每个对战团队标识的排序位置,确定执行预设任务的目标对战团队标识;其中,所述预设任务包括预设时长;到达所述预设时长后,返回执行所述在与所述虚拟空间标识对应的成员标识中,获取参与者标识的步骤。
  25. 一种直播互动装置,包括:
    对战开始请求生成单元,被配置为执行响应于第一用户标识对应的第一身份对第一用户标识所在客户端的第一触发操作,生成对战开始请求;
    对战数值获取单元,被配置为执行获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚拟空间标识对应;
    排序位置确定单元,被配置为执行根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
  26. 根据权利要求25所述的直播互动装置,所述直播互动装置还包括:
    对战准备请求生成单元,被配置为执行响应于与第一用户标识对应的第一身份对第一用户标识所在客户端的第二触发操作,生成对战准备请求,所述对战准备请求中携带有所述第一用户标识以及所在的虚拟空间标识;
    对战团队标识生成单元,被配置为执行根据所述对战准备请求生成与所述虚拟空间标识对应的至少两个对战团队标识;
    参与者标识获取单元,被配置为执行在与所述虚拟空间标识对应的成员标识中,获取参与者标识,并将所述参与者标识与对应的对战团队标识进行关联;所述参与者标识具有第二身份。
  27. 根据权利要求26所述的直播互动装置,所述参与者标识获取单元还被配置为执行:
    根据所述虚拟空间标识获取对应的成员标识以及每个成员标识对应的成员状态;
    将成员状态为第一状态的成员标识确定为所述参与者标识,所述第一状态为具有使用音频权限的状态。
  28. 根据权利要求26或27所述的直播互动装置,所述参与者标识获取单元还被配置为执行:
    当检测到成员标识的成员状态由第二状态切换到第一状态时,将切换为第一状态的成员标识确定为所述参与者标识,所述第二状态为无使用音频权限的状态。
  29. 根据权利要求25所述的直播互动装置,所述排序位置确定单元还被配置为执行:
    获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为所述参与者标识的对战数值;
    将对战团队标识中所有参与者标识的对战数值的累加和,确定为所述对战团队的对战数值。
  30. 根据权利要求29所述的直播互动装置,当参与者标识所对应的对战团队标识从第一对战团队标识变化为第二对战团队标识时,变化前的所述参与者标识的对战数值仍为所述第一对战团队标识对应的对战团队的对战数值。
  31. 根据权利要求26所述的直播互动装置,所述直播互动装置还包括:
    确定单元,被配置为执行根据所述每个对战团队标识的排序位置,确定执行预设任务的目标对战团队标识;其中,所述预设任务包括预设时长;到达所述预设时长后,返回执行所述在与所述虚拟空间标识对应的成员标识中,获取参与者标识的步骤。
  32. 一种直播互动装置,包括:
    显示单元,被配置为执行在第二用户标识所在客户端上显示至少两个对战团队标识;
    请求发送单元,被配置为执行发送使用音频权限的请求至服务器;
    标识获取指令接收单元,被配置为执行接收到服务器根据所述使用音频权限的请求反馈的标识获取指令后,将所述第二用户标识确定为参与者标识。
  33. 根据权利要求32所述的直播互动装置,所述直播互动装置还包括:
    请求生成单元,被配置为执行响应于第二用户标识对应的第三身份对第二用户标识所在客户端的麦序标识的第三触发操作,或者,响应于第一用户标识所在客户端向第二用户标识所在客户端发起的邀请请求,生成所述使用音频权限的请求。
  34. 根据权利要求32所述的直播互动装置,所述直播互动装置还包括:
    行为数据发送单元,被配置为执行将所述参与者标识的行为数据发送至服务器和/或第一用户标识所在客户端。
  35. 一种服务器,包括:
    处理器;
    用于存储所述处理器可执行指令的存储器;
    其中,所述处理器被配置为执行所述指令,以实现一种直播互动方法,所述方法包括:
    接收第一用户标识所在客户端发起的对战开始请求;
    获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚拟空间标识对应;
    根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
  36. 一种电子设备,包括:
    处理器;
    用于存储所述处理器可执行指令的存储器;
    其中,所述处理器被配置为执行所述指令,以实现一种直播互动方法,所述方法包括:
    响应于第一用户标识对应的第一身份对第一用户标识所在客户端的第一触发操作,生成对战开始请求;
    获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚拟空间标识对应;
    根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
  37. 一种电子设备,包括:
    处理器;
    用于存储所述处理器可执行指令的存储器;
    其中,所述处理器被配置为执行所述指令,以实现一种直播互动方法,所述方法包括:
    在第二用户标识所在客户端上显示至少两个对战团队标识;
    发送使用音频权限的请求至服务器;
    接收到服务器根据所述使用音频权限的请求反馈的标识获取指令后,将所述第二用户标识确定为参与者标识。
  38. 一种存储介质,当所述存储介质中的指令由服务器的处理器执行时,使得服务器能够执行一种直播互动方法,所述方法包括:
    接收第一用户标识所在客户端发起的对战开始请求;
    获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚拟空间标识对应;
    根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
  39. 一种存储介质,当所述存储介质中的指令由电子设备的处理器执行时,使得电子设备能够执行一种直播互动方法,所述方法包括:
    响应于第一用户标识对应的第一身份对第一用户标识所在客户端的第一触发操作,生成对战开始请求;
    获取每个对战团队标识中各参与者标识对应的互动信息,将所述互动信息转化为对应 对战团队的对战数值;其中,所述对战团队标识与所述第一用户标识所在的虚拟空间标识对应;
    根据每个对战团队标识的对战数值,确定所述每个对战团队标识的排序位置。
  40. 一种存储介质,当所述存储介质中的指令由电子设备的处理器执行时,使得电子设备能够执行一种直播互动方法,所述方法包括:
    在第二用户标识所在客户端上显示至少两个对战团队标识;
    发送使用音频权限的请求至服务器;
    接收到服务器根据所述使用音频权限的请求反馈的标识获取指令后,将所述第二用户标识确定为参与者标识。
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