WO2021244205A1 - 一种交互场景启动方法、装置、存储介质、客户端及服务器 - Google Patents

一种交互场景启动方法、装置、存储介质、客户端及服务器 Download PDF

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Publication number
WO2021244205A1
WO2021244205A1 PCT/CN2021/091858 CN2021091858W WO2021244205A1 WO 2021244205 A1 WO2021244205 A1 WO 2021244205A1 CN 2021091858 W CN2021091858 W CN 2021091858W WO 2021244205 A1 WO2021244205 A1 WO 2021244205A1
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WIPO (PCT)
Prior art keywords
interaction
scene
game
progress
virtual
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PCT/CN2021/091858
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English (en)
French (fr)
Inventor
胡珏
葛春晓
曾晨
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腾讯科技(深圳)有限公司
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Priority to EP21818355.6A priority Critical patent/EP4119209A4/en
Priority to JP2022539028A priority patent/JP7423134B2/ja
Publication of WO2021244205A1 publication Critical patent/WO2021244205A1/zh
Priority to US17/877,831 priority patent/US20220362666A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/493Resuming a game, e.g. after pausing, malfunction or power failure
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/497Partially or entirely replaying previous game actions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing

Definitions

  • This application relates to the field of computer technology, and in particular to a method, device, storage medium, client and server for starting an interactive scene.
  • the virtual interaction scene is a scene for virtual interaction.
  • users watch virtual interactive scenes in the game through game videos recorded by game anchors.
  • game scenes users watch virtual interactive scenes in the game through game videos recorded by game anchors.
  • the user in the process of watching a video, if the user is interested in the virtual interactive scene after watching the video for a while and wants to manipulate the virtual interactive scene, he needs to jump out of the video site and perform complex operations to find a fixed entrance. After that, a large number of repeated operations have to be performed from the beginning to reach the interactive progress of interest and manipulate the virtual interactive scene.
  • the user needs to jump out of the video site and search for the game installation package to download and install, and need to repeat the operation.
  • the content of the game it takes a lot of time to play the game progress that you want to play.
  • a method, device, computer-readable storage medium, client, and server are provided for starting an interactive scene.
  • an embodiment of the present application provides a method for starting an interactive scene, which is executed by the client.
  • the method includes: displaying the playback interface of the target video; displaying the video screen of the virtual interactive scene in the target video; when the target video is played to the virtual
  • the start option of the virtual interactive scene is displayed in the playback interface;
  • the scene interactive data corresponding to the first interactive progress is obtained from the scene interactive server in response to the trigger signal for the start option; according to the scene
  • the interaction data shows the scene interaction screen when the virtual interaction scene is in the first interaction progress, so as to facilitate the manipulation of the virtual interaction scene from the first interaction progress.
  • an embodiment of the present application provides a method for starting an interactive scene, which is executed by a server, and the method includes: receiving a starting instruction of a virtual interactive scene sent by a client, where the starting instruction includes the first interactive progress of the virtual interactive scene Description information, the start instruction is generated by the client in response to the trigger signal of the start option of the virtual interaction scene; according to the description information of the first interaction progress, the scene interaction data corresponding to the first interaction progress is generated; the scene interaction data is sent to the client , So that the client can display the scene interaction screen when the virtual interaction scene is in the first interaction progress according to the scene interaction data, so as to control the virtual interaction scene from the first interaction progress.
  • an embodiment of the present application provides a device for starting an interactive scene, which is set in a client, and the device includes: an output module for displaying a playback interface of a target video; and a video screen of a virtual interactive scene is displayed in the target video; The output module is also used to display the start option of the virtual interactive scene in the playback interface when the target video is played to the video screen corresponding to the first interactive progress of the virtual interactive scene; the acquisition module is used to respond to the trigger signal for the start option Obtain the scene interaction data corresponding to the first interaction progress from the scene interaction server; the output module is also used to display the scene interaction screen when the virtual interaction scene is in the first interaction progress according to the scene interaction data, so as to facilitate the operation of the virtual interaction from the first interaction progress.
  • Interactive scene for displaying a playback interface of a target video; and a video screen of a virtual interactive scene is displayed in the target video;
  • the output module is also used to display the start option of the virtual interactive scene in the playback interface when the target video is played to
  • an embodiment of the present application provides a device for starting an interactive scene, which is set in a server, and the device includes: a receiving module for receiving a starting instruction of a virtual interactive scene sent by a client, where the starting instruction includes a virtual interactive scene The description information of the first interaction progress, the start instruction is generated by the client in response to the user's trigger signal for the start option of the virtual interaction scene; the processing module is used to generate the first interaction progress corresponding to the description information of the first interaction progress Scene interaction data; sending module for sending scene interaction data to the client, so that the client can display the scene interaction screen when the virtual interaction scene is in the first interaction progress according to the scene interaction data, so that the user can start operations from the first interaction progress Virtual interactive scene.
  • the embodiments of the present application provide a client.
  • the client includes one or more processors, storage devices, network interfaces, and input/output devices, and one or more processors, storage devices, network interfaces, and input devices.
  • /Output devices are connected to each other, where the network interface is controlled by the processor to send and receive data, the input/output device is used to detect touch operations and output images, the storage device is used to store computer-readable instructions, and the processor is configured to call Computer-readable instructions are used to execute the interactive scene activation method of the first aspect.
  • the embodiments of the present application provide a server.
  • the scene interaction server includes one or more processors, storage devices, and network interfaces.
  • the processors, storage devices, and network interfaces are connected to each other.
  • the network interface is controlled by the processor.
  • the control is used to send and receive data
  • the storage device is used to store computer-readable instructions
  • the processor is configured to call the computer-readable instructions to execute the interactive scene activation method of the second aspect.
  • the embodiments of the present application provide one or more computer-readable storage media, characterized in that the computer storage medium stores computer-readable instructions, and the computer-readable instructions are executed by one or more processors to execute The interactive scene activation method of the first aspect or the second aspect.
  • FIG. 1 is a schematic diagram of the architecture of a game management system provided by an embodiment of the present application
  • FIG. 2 is a schematic flowchart of a method for starting an interactive scene provided by an embodiment of the present application
  • Fig. 3a is a schematic diagram of a game video playing interface provided by an embodiment of the present application.
  • Figure 3b is a schematic diagram of an operation for starting a game provided by an embodiment of the present application.
  • Figure 3c is another schematic diagram of an operation for starting a game provided by an embodiment of the present application.
  • FIG. 3d is a schematic diagram of playing a game video provided by an embodiment of the present application.
  • Fig. 3e is a schematic diagram of a game screen provided by an embodiment of the present application.
  • FIG. 4 is a schematic flowchart of another method for starting an interactive scene provided by an embodiment of the present application.
  • FIG. 5a is a schematic diagram of a process for extracting and configuring archive files according to an embodiment of the present application
  • Fig. 5b is a relational view of each data table in the database provided by an embodiment of the present application.
  • FIG. 5c is a schematic diagram of a process for configuring the binding relationship between game videos, archives, and scenes according to an embodiment of the present application
  • FIG. 6 is a schematic flowchart of another method for starting an interactive scene provided by an embodiment of the present application.
  • FIG. 7 is a schematic structural diagram of an interactive scene activation device provided by an embodiment of the present application.
  • FIG. 8 is a schematic structural diagram of another interactive scene activation device provided by an embodiment of the present application.
  • FIG. 9 is a schematic structural diagram of a client provided by an embodiment of the present application.
  • Fig. 10 is a schematic structural diagram of a game server provided by an embodiment of the present application.
  • Game progress the progress of the game content, just like reading a novel, the progress is 0% when entering the game, and the progress of the game experience has reached 100% when the game is cleared.
  • the progress of the game is usually multi-threaded and multi-branch.
  • the character level is a thread. When the level is full, the level of the game progress is 100%; the character’s weapons and equipment are diverse, and when all the equipment is collected When the time, the progress of equipment collection is 100%; therefore, the progress of the game is actually an intuitive perception result produced by comprehensive factors such as play time and operation progress.
  • Game archive game save, game save, game save or "archive" for short. It is the digital storage information of player progress in electronic games. Game archive is a data file after all the progress is integrated.
  • Archive scheme A game that has the functions of saving game progress and reading archives. There are solutions for saving and reading archives in many stand-alone games. When saving, the game will generate an "archive" data file, and generally only the game can open it.
  • Game installation path When the game is installed on the device, an installation location will be automatically generated on the device, such as a folder named "D: ⁇ ruanjian ⁇ steam ⁇ anzhuangbao" in a personal computer PC. There will be all the data and files required for the game to run, including the files and file locations of the game archive, which are used to find the corresponding data according to the corresponding path when the game is running.
  • ROOT also known as root user, it is the only super user in Unix (such as Solaris, AIX, BSD) and UNIX-like systems (such as Linux, QNX, etc.), and Android and iOS mobile device systems, because it can control the root directory Named for performing read, write and execute operations. It is equivalent to SYSTEM (XP and below)/Trusted Installer (Vista and above) users in Windows systems. It has the highest authority in the system, such as starting or stopping a process, deleting or adding users, adding or disabling hardware, adding files or deleting all files, and so on.
  • this embodiment of the application provides a method for starting an interactive scene, which can be implemented The game starts quickly, and can efficiently load the game content that users are interested in, which effectively simplifies user operations.
  • Cloud gaming also known as gaming on demand, is an online gaming technology based on cloud computing technology. Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games.
  • the game does not run on the player's game terminal, but runs on the cloud server, and the cloud server renders the game scene into a video and audio stream, which is transmitted to the player's game terminal through the network.
  • the player's game terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input commands and send them to the cloud server.
  • Players can control the game on the remote server through the network. .
  • Pre-loading In order to allow players to start the cloud game to try out the game in the specified scene (that is, the game progress). Before the player plays the cloud game, the image recognition program will automatically control the game login in advance, and through the simulated click, let the game enter the specified scene, and the stage of preloading to the specified scene of the game is preloading.
  • FIG. 1 is a schematic diagram of the architecture of a game management system provided by an embodiment of the present application.
  • the game management system includes a game server 10, a client 20 on the user side, and a client 30 on the development side, wherein:
  • the game server 10 may be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server that provides cloud computing services.
  • the game server 10 is used to provide game data processing capabilities, render the game data into a video and audio stream, and transmit it to the client 20 on the user side via the network.
  • the game can be pre-loaded by loading the game archive file and directly enter the game In the game progress corresponding to the archive file, the game data of the game progress is rendered and then transmitted to the client 20 on the user side through the network. The user can directly see the game screen of the game progress on the client 20. The game is operated.
  • the game server 10 may specifically be a cloud game management system, responsible for maintaining cloud game data, and processing all configuration and parameter-related logic of the cloud game.
  • OSS is Operation Support Systems, the system is the operation support system, and it is the necessary support platform for the development and operation of telecommunications services.
  • OSS is an integrated and information resource sharing support system for telecom operators. It is mainly composed of network management, system management, billing, business, accounting, and customer service. The systems are organically integrated through a unified information bus. .
  • the operation and support system includes an operation and maintenance center and a network management center. It is responsible for the inspection and management of the communication quality and operation of the entire network, and records and collects various data in the operation of the entire network. It has connection lines between all devices in the entire network, and performs monitoring and control functions for each device.
  • the client 20 on the user side and the client 30 on the development side may include electronic devices such as smart phones, tablet computers, notebooks, desktop computers, and smart watches.
  • the client terminal 20 is configured to receive game data rendered by the game server 10, load a corresponding game screen according to the game data, and can receive operation instructions input by the user.
  • the client terminal 30 is used to archive the game by running the game, obtain the archive file corresponding to each game progress, and upload the archive file of each game progress to the game server 10 for storage.
  • the client terminal 20 may display the play interface of the game video of the target game.
  • the start option of the target game is displayed in the play interface, in response to the user’s
  • the trigger signal of the start option obtains the game data corresponding to the first game progress from the game server 10, and according to the game data, the game screen when the target game is in the first game progress can be displayed, so that the user (ie, the player) can start from the first game progress
  • the user ie, the player
  • the game can be started quickly, and the game content that the user is interested in can be loaded efficiently, which effectively simplifies the user's operation.
  • FIG. 1 only uses the game scene as an example to illustrate the architecture diagram, but does not limit the solutions of the embodiments of the present application to be limited to the game scene.
  • the embodiment of the present application proposes an interactive scene startup solution, which can be applied to any application scenarios involving the startup of virtual interactive scenes, such as game scenes, cloud travel scenes, cloud house viewing scenes, and other application scenarios.
  • the method for starting the interactive scene may be executed by the client, and may specifically include the following steps: displaying the playback interface of the target video; displaying the video screen of the virtual interactive scene in the target video; when the target video is played to the virtual interactive scene
  • the start option of the virtual interaction scene is displayed in the playback interface
  • the scene interaction data corresponding to the first interaction progress is obtained from the scene interaction server; interaction is based on the scene
  • the data shows the scene interaction screen at the first interaction progress, so as to control the virtual interaction scene from the first interaction progress.
  • the method in the embodiment of the present application can be applied to a game scene.
  • the target video may be a game video of the target game.
  • the virtual interactive scene is the interactive scene in the target game.
  • the interactive progress may be game progress.
  • the first interaction progress in the virtual interaction scene may be the first game progress in the target game.
  • the startup option for displaying the virtual interactive scene may be the startup option for displaying the target game.
  • the scene interaction data may be game data.
  • Manipulating the virtual interactive scene is the operation target game.
  • the scene interaction screen may be a game screen.
  • the scene interaction server can be a game server.
  • the playback interface of the target video is displayed; the target video displays the video screen of the virtual interactive scene; when the target video is played to the video screen corresponding to the first interactive progress in the virtual interactive scene, the virtual screen is displayed in the playback interface.
  • the screen effectively simplifies the operation and improves the efficiency, thereby avoiding the consumption of system resources due to complicated operations.
  • the method before displaying the start option of the virtual interaction scene in the playback interface, the method further includes: obtaining the playback progress of the target video; if the playback progress of the target video corresponds to the feature data corresponding to the first interaction progress of the virtual interaction scene If it matches, it is determined that the target video is played to the video picture corresponding to the first interaction progress of the virtual interaction scene.
  • the characteristic data includes at least one of a playback duration and a key frame.
  • acquiring scene interaction data corresponding to the first interaction progress from the scene interaction server includes: acquiring a trigger signal for the start option; and sending a virtual scene to the scene interaction server in response to the trigger signal.
  • the startup instruction of the interaction scene where the startup instruction includes description information of the first interaction progress, and the startup instruction is used to instruct the scene interaction server to generate scene interaction data corresponding to the first interaction progress according to the description information of the first interaction progress; receiving the scene interaction server The scene interaction data sent.
  • the scene interaction data includes at least one of image data and audio data when the virtual interaction scene is in the first interaction progress.
  • another method for starting an interactive scene may be executed by the server, and may specifically include the following steps: receiving a starting instruction of a virtual interactive scene sent by a client, where the starting instruction includes the first part of the virtual interactive scene.
  • the description information of the interaction progress the start instruction is generated by the client in response to the trigger signal of the start option of the virtual interaction scene; according to the description information of the first interaction progress, the scene interaction data corresponding to the first interaction progress is generated; and it is sent to the client
  • the scene interaction data allows the client to display the scene interaction screen when the virtual interaction scene is in the first interaction progress according to the scene interaction data, so as to control the virtual interaction scene from the first interaction progress.
  • the method in the embodiment of the present application can be applied to a game scene.
  • the target video may be a game video of the target game.
  • the virtual interactive scene is the interactive scene in the target game.
  • the interactive progress may be game progress.
  • the first interaction progress in the virtual interaction scene may be the first game progress in the target game.
  • the startup option for displaying the virtual interactive scene may be the startup option for displaying the target game.
  • the scene interaction data may be game data.
  • Manipulating the virtual interactive scene is the operation target game.
  • the scene interaction screen may be a game screen.
  • the scene interaction server can be a game server.
  • generating scene interaction data corresponding to the first interaction progress according to the description information of the first interaction progress includes: querying the target archive file corresponding to the first interaction progress according to the description information of the first interaction progress; The archive file generates scene interaction data corresponding to the first interaction progress.
  • generating the scene interaction data corresponding to the first interaction progress according to the target archive file includes: acquiring a bearing component used to support the operation of the virtual interactive scene; loading the target archive file on the bearing component; To provide a target program of a virtual interaction scene, and preload the virtual interaction scene in the target program through the target archive file to generate scene interaction data corresponding to the first interaction progress.
  • the bearing component used to support the operation of the virtual interactive scene is a game board that can install and download the target game program.
  • the target program may be a target game program.
  • the interactive progress may be game progress.
  • the scene interaction data may be game data. Therefore, the target archive file can be loaded on the game board.
  • the server can start the target game program on the game board, and preload the target game in the target game program through the target archive file to generate game data corresponding to the first game progress.
  • loading the target archive file on the bearing component includes: obtaining the download link address of the target archive file from the archive table corresponding to the virtual interaction scene; calling the bearing component to download the target archive from the archive table using the download link address File; replace the archive file included in the archive folder of the virtual interactive scene with the target archive file.
  • the save table corresponding to the virtual interaction scene may be the game save table.
  • the archive folder of the virtual interactive scene may be the archive folder of the target game.
  • the method further includes: receiving an archive file uploaded for each interaction progress in the virtual interaction scene; adding the uploaded archive file to the archive table; wherein the virtual interaction scene includes at least one interaction progress, at least one The interaction progress is determined according to the key frames in the target video, and at least one interaction progress includes the first interaction progress.
  • the interactive progress in the virtual interactive scene is the game progress of the target game.
  • the method further includes: acquiring description information of each interaction progress; acquiring characteristic data corresponding to each interaction progress in the target video, wherein the characteristic data includes one or both of the playback duration and the key frame ; Send the description information of each interaction progress and the corresponding characteristic data to the client.
  • the uploaded archive file is obtained by running a virtual interaction scene on a client with root user authority to reach the corresponding interaction progress.
  • running the virtual interactive scene to reach the corresponding interactive progress may be running the target game to the corresponding game progress.
  • FIG. 2 is a schematic flowchart of an interactive scene starting method provided by the game management system shown in Fig. 1 in an embodiment of the present application.
  • the interactive scene starting method is applied to the client and specifically includes the following steps:
  • the client displays a play interface of the game video of the target game.
  • the game video may be pre-recorded by the game anchor or the like.
  • the client can display a play interface, and play the game video of the target game through the play interface, and the user can watch the game video of the target game through the play interface.
  • the client terminal displays the start option of the target game in the playing interface.
  • the first game progress may specifically be any one of the predetermined at least one game progress of the target game, and the first game progress corresponds to a certain playing duration or a certain video screen in the process of playing the game video on the playing interface.
  • the client in the process of playing the game video of the target game through the play interface, can obtain the play progress of the game video, and match the play progress with the feature data corresponding to the first game progress of the target game. If the playing progress matches the characteristic data corresponding to the first game progress, the client can determine that the game video has been played to the target game.
  • the first game progress corresponds to the video screen in the game video, and the start of the target game can be displayed on the playback interface. Options.
  • the client determines that the game video has been played to the first game progress of the target game (that is, it successfully reaches 40m).
  • the corresponding video screen in the game video can then display the startup options of the target game in the playback interface.
  • Start options It can be an operation control or a function button of "start game”. This start option is used to trigger the start of the target game from the game progress of "successfully reached 40m".
  • the client terminal can also display the description information of the first game progress in the playback interface. The description information is used to give an intuitive overview of the characteristics of the first game progress.
  • the description information can be a game level (such as entering level 3) Or the state of the game character (such as the distance traveled), and the description information is used to facilitate the user to understand the characteristics of the first game progress.
  • “successfully reached 40m" can be used as the description information of the first game progress.
  • the characteristic data may include one or two of the playback duration and the key frame.
  • the characteristic data includes the playing time
  • the client judges from the dimension of the playing time whether the game video has been played to the video screen corresponding to the first game progress in the game video.
  • the playback progress of the game video obtained by the client includes the playback duration, and if the playback duration reaches the playback duration corresponding to the first game progress, the client can determine that the game video has been played until the first game progress corresponds to the game video Video screen.
  • the characteristic data includes key frames
  • the client judges from the dimensions of the video picture whether the game video has been played to the video picture corresponding to the first game progress in the game video.
  • the playback progress of the game video obtained by the client includes video images.
  • the characteristic data includes playing duration and key frames
  • the client judges from the two dimensions of playing duration and key frames whether the game video has been played to the video screen corresponding to the first game progress in the game video.
  • the playback progress of the game video acquired by the client includes the playback duration and the video picture. If the playback duration reaches the playback duration corresponding to the first game progress, and the video picture played in the playback interface corresponds to the key of the first game progress If the frames are consistent, the client can determine that the game video is played to the video screen corresponding to the first game progress in the game video.
  • the client terminal obtains game data corresponding to the progress of the first game from the game server in response to the user's trigger signal for the start option.
  • the user can input a trigger signal for the start option, and the user can specifically perform a click operation or a gesture operation (such as "OK "Or “V” gesture).
  • the client terminal acquires the game data corresponding to the first game progress from the game server in response to the trigger signal.
  • the game data may include image data and/or audio data when the target game is in the first game progress.
  • the user can click the start option "Start the game”.
  • the game can be paused
  • the video is played, and the game data corresponding to the game progress of the target game "successfully reached 40m" is obtained from the game server.
  • the client may not play the game video of the target game, but display at least one start option of the game progress of the target game and corresponding description information.
  • the user can select the game progress of interest according to the description information. And input the trigger signal for the start option of the game progress of interest.
  • Figure 3c assuming that four game progresses are predetermined for the user to choose from for the target game, they can be displayed in the form of an archive list (ie, archive 1 to archive 4 in the figure), which can specifically display these 4 games The start option of the progress and the corresponding description information.
  • the client terminal obtains the user After the trigger signal of "Start the game” in Archive 2, obtain the game data corresponding to the game progress of the target game in "Successfully reached 40m" from the game server, so that users can quickly choose what they are interested in without watching the game video The progress of the game and start the target game.
  • the client terminal obtains the game data corresponding to the first game progress from the game server in response to the user's trigger signal for the start option.
  • the specific implementation manner may be: the client terminal sends the start of the target game to the game server in response to the trigger signal.
  • the start instruction includes description information of the first game progress
  • the description information of the first game progress is used to inform the game server of the game data that needs to be obtained, after the game server receives the start instruction, according to the first game progress carried in the start instruction
  • the description information generates the game data corresponding to the first game progress, that is, the start of the target game and the preloading of the game content before the first game progress are completed on the server side, and the game data is sent to the client, and the client receives the Game data corresponding to the first game progress.
  • the client terminal displays the game screen when the target game is in the first game progress according to the game data, so that the user can operate the target game from the first game progress.
  • the client after the client receives the game data corresponding to the first game progress, it can display the game screen when the target game is in the first game progress according to the game data, so that the user can start to operate the target game from the first game progress.
  • the client can specifically display the game screen through platforms such as web pages supporting cloud games, Android APP, iOS APP, and PC terminals.
  • the user watches the game video of the target game "Long Leg Walk” released by the game anchor "Mr. Ao" on the client.
  • the target game 8 users are pre-determined. With the selected game progress, the user can quickly start the game “Long-legged Walk” from these 8 game progresses.
  • the client can be in the designated position of the play interface (such as the corresponding play 2 minutes and 51 seconds above) displays the game startup menu.
  • the game startup menu can include the startup option "Cloud Trial” and the corresponding game progress description information "Successfully reached 40m".
  • you clicked on the game "Successfully reached 40m"
  • the client can also display the "Cloud Trial” startup options of the 8 game progresses of the game "Long Leg Walk” and the corresponding description information and game screen. Users can directly choose from these 8 game progresses. For example, the user clicks the "cloud trial” start option of the game progress of "successfully reached 40m".
  • the client obtains the user's trigger signal for the "Cloud Trial Play” option of "Successfully Reached 40m"
  • the game screen of "Successfully reached 40m” can be rendered on the display interface according to the game data.
  • the user can directly play the next level from the game progress of "Successfully reached 40m". Realize the quick start of the game, and can efficiently load the game content that users are interested in, and realize the "see and play” cloud game processing solution.
  • the client displays the play interface of the game video of the target game.
  • the start option of the target game is displayed in the play interface, in response to the user
  • the trigger signal for the start option obtains the game data corresponding to the first game progress from the game server, and according to the game data, the game screen when the target game is in the first game progress can be displayed, so that the player can start to operate the target game from the first game progress
  • FIG. 4 is a schematic flowchart of another interactive scene activation method provided by the game management system shown in FIG. 1 based on the embodiment of the present application.
  • the interactive scene activation method is applied to a game server and specifically includes the following steps:
  • the game server receives a start instruction of the target game sent by the client, where the start instruction includes description information of the first game progress of the target game, and the start instruction is generated by the client in response to the user's trigger signal for the start option of the target game .
  • the game server generates game data corresponding to the first game progress according to the description information of the first game progress.
  • the game server can provide cloud game service capabilities, including starting the target game and preloading the target game so that the target game runs to a specified game progress.
  • the game server receives the start instruction sent by the client.
  • the description information of the first game progress it can be determined that the user wants to play the target game from the first game progress, and then starts the target game, and preloads the target game so that the target game runs to the first game progress.
  • the game server may use the game archive file to restore the game reaching a certain game progress, which may specifically include: the game server queries the game archive library for the target corresponding to the first game progress according to the description information of the first game progress Archive files, and generate game data corresponding to the first game progress according to the target archive files.
  • the game archive library stores archive files corresponding to each game progress of the target game. Each game progress can be selected by watching the game video recorded by the game anchor of the target game, and the target archive file is for the first game progress. Generated in advance and uploaded to the game archive library for storage.
  • the game server sends game data to the client, so that the client displays the game screen when the target game is in the first game progress according to the game data, so that the user can operate the target game from the first game progress.
  • the game server After the game server generates game data required to restore the first game progress of the target game, it sends the game data to the client, so that the client can display the target game when the target game is in the first game progress according to the game data. In the game screen, the user can start to operate the target game from the first game progress.
  • the game server may receive the start instruction of the target game sent by the client.
  • the start instruction includes the description information of the first game progress of the target game, and then generates the corresponding information of the first game progress according to the description information of the first game progress.
  • Game data and send game data to the client, so that the client displays the game screen when the target game is in the first game progress according to the game data, so that the player can start to operate the target game from the first game progress.
  • the processing power of the game can realize the quick start of the game, and can efficiently load the game content that the user is interested in, which effectively simplifies the user's operation and avoids the user from spending a lot of time participating in the cumbersome operations of installing the game and searching for the game installation directory.
  • the game server may obtain the game board on which the target game is installed, load the target archive file on the game board, start the target game on the game board, and preload the game through the target archive file, thereby Generate game data corresponding to the first game progress.
  • the game server creates a game save table, and the game save table includes download link addresses of each archive file stored in the game archive library.
  • the game server can obtain the download link address of the target archive file from the game archive table, call the game board and use the download link address to download the target archive file from the game archive library, and use the target archive file to replace the archive folder of the target game. Archive files.
  • the game server may receive an archive file uploaded for each game progress in at least one game progress of the target game, and add the uploaded archive file to the game archive library.
  • the at least one game progress is based on the target game.
  • the key frame in the game video of the target game is determined. Each time a key frame is selected in the game video of the target game, the game progress represented by the key frame is selected correspondingly. Among them, the game progress corresponding to the key frame is usually representative.
  • the key frame may be the game screen when the first level is skipped after skipping the novice guidance part, or the game screen when the game character travels to x meters, and so on.
  • the game server may obtain the description information of each game progress, and obtain the characteristic data corresponding to each game progress in the game video of the target game, where the characteristic data includes one of playing duration and key frames Or two, and then send the description information of each game progress and the corresponding characteristic data to the client, so that the client can determine whether the game video is played to the video screen corresponding to the game progress according to the characteristic data of the game progress.
  • the uploaded archive file is obtained by running the target game on a client with root user authority to reach the corresponding game progress.
  • the archive file can be searched and uploaded by the developer of the game management system.
  • the developer obtains the target game with the archive scheme, obtains the game video of the target game recorded by the game anchor, and selects the key frame from the game video (That is, the game progress is determined), you can install the target game on the client with root user ROOT permission (that is, the client on the development side), and start to play and simulate the game progress selected from the game videos released by the video anchor For example, let your character also walk to the 40m level, then trigger the archive function in the target game, exit the game, and find the archive file corresponding to the game progress in the game's installation path.
  • developers can also take screenshots of the game screen when the game reaches the corresponding progress, and upload the game screenshots as key frames to the game server, so that these key frames can be displayed on the client on the user side.
  • the way to find the archive file corresponding to each game progress can be: get the installation path of the target game, the archive file is usually placed in the file located in "/data/data/peg-name/", because the peg file usually has 10MB-100MB, the file is too large, so it needs to be cropped once.
  • the cropping method is to take the exclusion method, such as deleting file A from the peg package, and then replacing the remaining files with another client to run the target game. If If the file can be read and run correctly, delete file A, then try to delete file B, and so on, until you find the archive file X you really need.
  • the archive file may also be uploaded by the game developer of the target game.
  • the game developer may generate an archive file of each game progress of the target game.
  • Each frame of the game screen may correspond to a game progress, thereby providing Rich game progress for users to choose from.
  • an API interface can be developed.
  • the cloud game board can directly modify the archive file information on the cloud game board through the parameters provided by the API interface. When the user starts the game using the cloud game, he can directly enter the corresponding game progress screen to start play games.
  • Figure 5a shows a process for extracting and configuring archive files, which can include: 501. Find a game with a game archive file and an archive scheme, based on a video of this game (for example, a video recorded by a game host Video), manually select key frames in the video to record the desired simulated game progress. For example, the selected key frame is the game screen when the game anchor in Figure 3d operates the character to walk to the 40m level at 2 minutes and 51 seconds. 502. Use a device with ROOT permission, install and enter the corresponding game, start playing and simulate the game progress of the video anchor, for example, let your character go to the 40m level, and then trigger the save in the game Features. 503. Find the archive file in the installation path of the game. 504.
  • a video of this game for example, a video recorded by a game host Video
  • Extract and save the key information archived. 505. Compress the archive file and upload it to the game server, and configure it to the corresponding board through a supporting platform (such as an OSS background). 506. Configure the time node of the key frame in the game video (that is, the corresponding playback duration). 507. When the user watches the corresponding key frame (that is, the game video is played to the corresponding duration), output a game scene prompt message, and the user can directly enter the corresponding game progress from here to try it out.
  • a supporting platform such as an OSS background
  • Figure 5b it is a relational view of each data table in the database.
  • t_game existing game table
  • 512, t_game_tag game tag table
  • 513, t_game_associated_tag game tag association table
  • 514, t_game_author game anchor table
  • 515, t_game_point game save table
  • the relationship between the table and the table can be as follows:
  • Game and label, N:N relationship There are multiple game tags for different games, and the same game tag may be used by multiple games.
  • Game and archive, 1:N relationship One game corresponds to multiple archive files.
  • Game and video, 1:N relationship One game corresponds to multiple game videos, which can be multiple game videos recorded by the same game anchor, or multiple game videos recorded by different game anchors.
  • Anchor and archive, 1:N relationship One anchor corresponds to multiple game archives, that is, multiple key frames (that is, game progress) can be selected from the game video of the anchor.
  • Anchor and video, 1:N relationship One anchor corresponds to multiple game videos, and one game anchor can record multiple videos for one game, or record videos for different games.
  • Video and archive, N:N relationship There are multiple game saves for different videos, and the same game save may be used by multiple videos. Where the game progress is the same, it can be reused. For example, the game progress corresponding to 2 minutes and 10 seconds in the video recorded by the host A for the aforementioned target game and the game corresponding to 1 minute and 50 seconds in the video recorded by the host B for the aforementioned target game If the progress is the same, 2 minutes and 10 seconds in the video of host A and 1 minute and 50 seconds in the video of host B can correspond to the same archive file.
  • Scene and video archive, 1:N relationship One scene corresponds to multiple video archives.
  • the existing game table t_game is a list of games that support the archive scheme, which includes the aforementioned target games.
  • the game tag table t_game_tag stores defined tag information.
  • the tag information may include puzzle, shooting, parkour, etc., for classifying games.
  • the game tag association table t_game_associated_tag stores the tag information (tag_id) of each game (game_id) in the existing game table.
  • the tag information of the above target game can be parkour. Setting the game tag can facilitate users to search for games of interest.
  • the game host table t_game_author is used to store the basic information of each game host, such as host name (name), host profile picture (icon), host profile (description), etc.
  • the game archive table t_game_point stores the archive information corresponding to each game progress of each game, such as the game name (game_id), the corresponding anchor name (author_id), the download link address (download_url) of each archive, and the key frame of the game screen Screenshot (image), the title information of the key frame, that is, the description information of the game progress (description), take Figure 3d as an example, the game name of the target game is "Long Leg Walk", and the corresponding anchor is named "Ao Chang Chang” ,
  • the download link address of each archive refers to the storage location of the archive file corresponding to each of the 8 game progresses.
  • the screenshot of the game screen of the key frame refers to the game screen corresponding to the game progress.
  • the title information of the key frame is the description information, for example "Finally reached the first level", “Successfully reached 40m” and so on.
  • the game video table t_game_video stores the correspondence between the game anchor and the game video, which can include the game name (game_id), the corresponding anchor name (author_id), the video title (title), the video description (description), and the video playback address (download_url) ), total video duration (duration), video cover (image).
  • the game video archive association table t_game_video_associated_point stores the archive corresponding to each game progress and the time node information of the game progress in the game video, which can include archive node information (point_id), video name (video_id), scene name (scene_id), and key
  • the time of frame appearance (time) taking Figure 3d as an example, the key frame of the game progress "successfully reached 40m" appears in the game video at 2 minutes and 51 seconds.
  • Figure 5c shows the process of configuring the binding relationship between game videos, archives, and scenes. Combining the relationship view of the data table in Figure 5b, configures the binding relationship between game videos, archives, and scenes.
  • the process can include:
  • the game server configuration scenes are archived one scene at a time. That is, the "t_scene" table is used to configure the scene name and build an index.
  • the scene name can be defined as: independent game-[game name game_id]-[host name author_id]-archive [index], for example: independent game-xxx-[ ⁇ Tomato]-Archive 3, and then take Figure 3d as an example.
  • Indie game-Long-legged walk-Ao Factory Manager-Archive 1 (to the first level) is the scene name of a scene.
  • the game server publishes the configuration and publishes the game to multiple scenes. Bind the archive file to the corresponding game board and wait for it to be called by the system. You need to select the "game name” (corresponding to the "t_game” table, which indicates which boards have this game installed), and then select " The scene name has been configured in the "t_scene” table, and the download address of the archive file is corresponding to the scene name.
  • the game server tags the game. That is, the "t_game_associated_tag” table, which associates the game with the tag, can be used on its own video platform, and it does not need to be set.
  • a new game anchor is added to the game server. That is, the "t_game_author" table is used to add the anchor information of the game video, indicating the creator information and the video source of the game video.
  • the "t_game_point" table is used to configure: game game_id-host author_id-archive download link address download_url-[keyframe] screenshot of the game screen image-[keyframe] title information-description (that is, description information of the game progress).
  • the game server is established: a binding relationship of video-archive-scene. That is, "t_game_video_associated_point” table, bind the established “scene name” index in the "t_scene” table to the corresponding video, you need to select "scene name scene_id-video name video_id-archive node information point_id-time point of the key frame (Accurate to the second) time” to complete the configuration.
  • FIG. 6 is a schematic flowchart of another interactive scene starting method provided by the game management system shown in Fig. 1 according to an embodiment of the present application.
  • the interactive scene starting method is applied to the client and the game server, and specifically includes the following steps:
  • the client terminal displays a play interface of the game video of the target game.
  • the client terminal plays the game video of the target game through the play interface, and obtains the play progress of the game video.
  • the client terminal displays the start option of the target game in the play interface.
  • the client sends a start instruction of the target game to the game server in response to the user's trigger signal for the start option, where the start instruction includes description information of the first game progress.
  • the game server receives the start instruction, and generates game data corresponding to the first game progress according to the description information of the first game progress.
  • the game server sends game data to the client.
  • the client terminal receives the game data, and displays the game screen when the target game is in the first game progress according to the game data, so that the user can operate the target game from the first game progress.
  • steps 601 to 607 For the specific implementation of steps 601 to 607, reference may be made to related descriptions in the foregoing embodiments, and details are not described herein again.
  • FIG. 7 is a schematic structural diagram of an interactive scene initiating apparatus according to an embodiment of the present application.
  • the interactive scene initiating apparatus is applied to a client, and the apparatus includes:
  • the output module 701 is used to display the playback interface of the target video; the target video displays a video image of a virtual interactive scene.
  • the output module 701 is also configured to display the start option of the virtual interactive scene in the playing interface when the target video is played to the video screen corresponding to the first interactive progress in the virtual interactive scene.
  • the obtaining module 702 is configured to obtain the scene interaction data corresponding to the first interaction progress from the scene interaction server in response to the trigger signal for the start option.
  • the output module 701 is also configured to display the scene interaction screen when the virtual interaction scene is in the first interaction progress according to the scene interaction data, so as to control the virtual interaction scene from the first interaction progress.
  • the device further includes a determining module 703, wherein:
  • the output module 701 is also used for playing the target video through the playing interface.
  • the obtaining module 702 is also used to obtain the playback progress of the target video.
  • the determining module 703 is configured to determine a video picture corresponding to the first interaction progress of the target video being played to the virtual interaction scene if the playback progress of the target video matches the feature data corresponding to the first interaction progress of the virtual interaction scene.
  • the characteristic data includes one or two of the playback duration and the key frame.
  • the obtaining module 702 is specifically used for:
  • start instruction In response to the trigger signal, send a start instruction of the virtual interaction scene to the scene interaction server, where the start instruction includes description information of the first interaction progress, and the start instruction is used to instruct the scene interaction server to generate the first interaction progress according to the description information of the first interaction progress Corresponding scene interaction data.
  • the scene interaction data includes image data and/or audio data when the virtual interaction scene is in the first interaction progress.
  • each functional module of the interactive scene activation device in the embodiment of the present application can be specifically implemented according to the method in the foregoing method embodiment, and the specific implementation process can refer to the relevant description of the foregoing method embodiment, which will not be omitted here. Go into details.
  • FIG. 8 is a schematic structural diagram of another interactive scene initiating apparatus according to an embodiment of the present application.
  • the interactive scene initiating apparatus is applied to a scene interactive server, and the apparatus includes:
  • the receiving module 801 is configured to receive a startup instruction of a virtual interaction scene sent by a client, where the startup instruction includes description information of the first interaction progress of the virtual interaction scene, and the startup instruction is provided by the client in response to the user's startup options for the virtual interaction scene
  • the trigger signal is generated.
  • the processing module 802 is configured to generate scene interaction data corresponding to the first interaction progress according to the description information of the first interaction progress.
  • the sending module 803 is used to send scene interaction data to the client, so that the client displays the scene interaction screen when the virtual interaction scene is in the first interaction progress according to the scene interaction data, so that the user can start to control the virtual interaction scene from the first interaction progress .
  • processing module 802 is specifically configured to:
  • the scene interaction data corresponding to the first interaction progress is generated according to the target archive file.
  • processing module 802 is specifically configured to:
  • the target program for providing the virtual interaction scene is started on the bearing component, and the virtual interaction scene is preloaded in the target program through the target archive file to generate scene interaction data corresponding to the first interaction progress.
  • processing module 802 is specifically configured to:
  • the download link address of the target archive file is obtained from the archive table corresponding to the virtual interaction scene.
  • the calling bearing component uses the download link address to download the target archive file from the archive table.
  • the target archive file is used to replace the archive file included in the archive folder of the virtual interactive scene.
  • the receiving module 801 is further configured to receive archive files uploaded for each interactive progress in at least one interactive progress of the virtual interactive scene.
  • the processing module 802 is also used to add the uploaded archive file to the archive table.
  • the at least one interaction progress is determined according to the key frame in the target video, and the at least one interaction progress includes the first interaction progress.
  • the processing module 802 is also used to obtain the description information of each interaction progress, and obtain the characteristic data corresponding to each interaction progress in the target video, where the characteristic data includes one of the playing duration and the key frame. Kind or two kinds.
  • the sending module 803 is also used to send description information of each interaction progress and corresponding characteristic data to the client.
  • the uploaded archive file is obtained by running a virtual interaction scene on a client with root user authority to reach the corresponding interaction progress.
  • each functional module of the interactive scene activation device in the embodiment of the present application can be specifically implemented according to the method in the foregoing method embodiment, and the specific implementation process can refer to the relevant description of the foregoing method embodiment, which will not be omitted here. Go into details.
  • FIG. 9 is a schematic structural diagram of a client in an embodiment of the present application.
  • the client in an embodiment of the present application includes a power supply module and other structures, and includes one or more processors 901, a storage device 902, a network interface 903, and an input /Output device 904. Data can be exchanged among the processor 901, the storage device 902, the network interface 903, and the input/output device 904.
  • the storage device 902 may include a volatile memory (volatile memory), such as a random-access memory (random-access memory, RAM); the storage device 902 may also include a non-volatile memory (non-volatile memory), such as a flash memory (flash memory), solid-state drive (solid-state drive, SSD), etc.; the storage device 902 may also include a combination of the foregoing types of memories.
  • volatile memory volatile memory
  • RAM random-access memory
  • non-volatile memory non-volatile memory
  • flash memory flash memory
  • solid-state drive solid-state drive
  • the network interface 903 is used to send and receive data.
  • the input/output device 904 may be a display screen, a touch screen, a microphone, a speaker, etc., for detecting touch operations and outputting text, images, sounds, and the like.
  • the processor 901 may be a central processing unit (CPU). In an embodiment, the processor 901 may also be a graphics processor 901 (Graphics Processing Unit, GPU). The processor 901 may also be a combination of a CPU and a GPU. In one embodiment, the storage device 902 is used to store computer readable instructions.
  • CPU central processing unit
  • GPU Graphics Processing Unit
  • the storage device 902 is used to store computer readable instructions.
  • the processor 901 can call computer-readable instructions to perform the following operations: display the playback interface of the target video through the input/output device 904; when the target video is played to the video screen corresponding to the first interaction progress of the virtual interaction scene, through the input/output
  • the device 904 displays the start option of the virtual interaction scene in the playback interface; in response to the trigger signal for the start option, obtains the scene interaction data corresponding to the first interaction progress from the scene interaction server through the network interface 903; according to the scene interaction data through the input/output device 904 displays the scene interaction screen when the virtual interaction scene is in the first interaction progress, so as to control the virtual interaction scene from the first interaction progress.
  • the processor 901 is further configured to: obtain the playback progress of the target video; if the playback progress of the target video matches the feature data corresponding to the first interaction progress of the virtual interaction scene, determine that the target video is played to the virtual The video image corresponding to the first interactive progress of the interactive scene.
  • the characteristic data includes one or two of the playback duration and the key frame.
  • the processor 901 is specifically configured to: obtain a user's trigger signal for the start option; in response to the trigger signal, send a virtual interaction scene start instruction to the scene interaction server through the network interface 903, where the start instruction includes the first The description information of the interaction progress.
  • the start instruction is used to instruct the scene interaction server to generate the scene interaction data corresponding to the first interaction progress according to the description information of the first interaction progress; receive the scene interaction data sent by the scene interaction server through the network interface 903.
  • the scene interaction data includes image data and/or audio data when the virtual interaction scene is in the first interaction progress.
  • the processor 901, the storage device 902, the network interface 903, and the input/output device 904 described in the embodiment of the present application can execute the relevant embodiment of the interactive scene activation method provided in FIG. 2 or FIG. 6 of the embodiment of the present application.
  • the implementation manner described in FIG. 7 can also be implemented as the implementation manner described in the related embodiment of the interactive scene activation device provided in FIG. 7 of the embodiment of the present application, and will not be repeated here.
  • FIG. 10 is a schematic structural diagram of a server according to an embodiment of the present application.
  • the server according to an embodiment of the present application includes a structure such as a power supply module, and includes one or more processors 1001, a storage device 1002, and a network interface 1003.
  • the processor 1001, the storage device 1002, and the network interface 1003 can exchange data.
  • the storage device 1002 may include volatile memory (volatile memory), such as random-access memory (RAM); the storage device 1002 may also include non-volatile memory (non-volatile memory), such as flash memory (flash memory), solid-state drive (solid-state drive, SSD), etc.; the storage device 1002 may also include a combination of the foregoing types of memories.
  • volatile memory volatile memory
  • non-volatile memory non-volatile memory
  • flash memory flash memory
  • solid-state drive solid-state drive
  • SSD solid-state drive
  • the network interface 1003 is used to send and receive data.
  • the processor 1001 may be a central processing unit (CPU) 1001. In an embodiment, the processor 1001 may also be a graphics processor 1001 (Graphics Processing Unit, GPU). The processor 1001 may also be a combination of a CPU and a GPU. In one embodiment, the storage device 1002 is used to store computer readable instructions.
  • CPU central processing unit
  • GPU Graphics Processing Unit
  • the storage device 1002 is used to store computer readable instructions.
  • the processor 1001 can call a computer-readable instruction to perform the following operations: receive a startup instruction of a virtual interaction scene sent by a client through the network interface 1003, where the startup instruction includes description information of the first interaction progress of the virtual interaction scene, and the startup instruction is determined by The client is generated in response to the user's trigger signal for the start option of the virtual interaction scene; the scene interaction data corresponding to the first interaction progress is generated according to the description information of the first interaction progress; the scene interaction data is sent to the client through the network interface 1003 to The client is allowed to display the scene interaction screen when the virtual interaction scene is in the first interaction progress according to the scene interaction data, so that the user can start to control the virtual interaction scene from the first interaction progress.
  • the processor 1001 is specifically configured to: query the target archive file corresponding to the first interaction schedule according to the description information of the first interaction schedule; and generate scene interaction data corresponding to the first interaction schedule according to the target archive file.
  • the processor 1001 is specifically configured to: obtain a bearing component used to support the operation of a virtual interactive scene; load a target archive file on the bearing component; start a target program for providing a virtual interactive scene on the bearing component, And preload the virtual interaction scene in the target program through the target archive file to generate scene interaction data corresponding to the first interaction progress.
  • the processor 1001 is specifically configured to: obtain the download link address of the target archive file from the archive table; call the bearing component to download the target archive file from the archive table using the download link address.
  • the target archive file is used to replace the archive file included in the archive folder of the virtual interactive scene.
  • the processor 1001 is further configured to: receive an archive file uploaded for each interactive progress in at least one interactive progress of the virtual interactive scene through the network interface 1003; and add the uploaded archive file to the archive table.
  • the at least one interaction progress is determined according to the key frame in the target video, and the at least one interaction progress includes the first interaction progress.
  • the processor 1001 is further configured to: obtain the description information of each interaction progress, and obtain the characteristic data corresponding to each interaction progress in the target video, where the characteristic data includes the playback duration and the key frame One or two types; the description information of each interaction progress and the corresponding characteristic data are sent to the client through the network interface 1003.
  • the uploaded archive file is obtained by running a virtual interaction scene on a client with root user authority to reach the corresponding interaction progress.
  • the processor 1001, storage device 1002, and network interface 1003 described in the embodiment of the present application can execute the implementation described in the related embodiment of the interactive scene activation method provided in FIG. 4 or FIG. 6 of the embodiment of the present application.
  • the implementation manner described in the related embodiment of the interactive scene activation device provided in FIG. 8 of the embodiment of the present application can also be performed, and details are not described herein again.
  • the disclosed device may be implemented in other ways.
  • the device embodiments described above are merely illustrative, for example, the division of the above-mentioned units is only a logical function division, and there may be other divisions in actual implementation, for example, multiple units or components can be combined or integrated. To another system, or some features can be ignored, or not implemented.
  • the displayed or discussed mutual coupling or direct coupling or communication connection may be indirect coupling or communication connection through some interfaces, devices or units, and may be in electrical or other forms.
  • the units described above as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they may be located in one place, or they may be distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the objectives of the solutions of the embodiments.
  • the functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units may be integrated into one unit.
  • the above-mentioned integrated unit can be implemented in the form of hardware or software functional unit.
  • the aforementioned integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer readable storage medium.
  • the technical solution of the present application essentially or the part that contributes to the existing technology or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium , Including several instructions to enable a computer device (which may be a personal computer, a server, or a network device, etc., specifically a processor in a computer device) to execute all or part of the steps of the foregoing methods of the various embodiments of the present application.
  • a computer device which may be a personal computer, a server, or a network device, etc., specifically a processor in a computer device
  • the aforementioned storage media may include: U disk, mobile hard disk, magnetic disk, optical disk, read-only memory (English: Read-Only Memory, abbreviation: ROM) or random access memory (English: Random Access Memory, abbreviation: RAM) and other media that can store program codes.

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Abstract

一种交互场景启动方法,包括:显示目标视频的播放界面,目标视频中显示有虚拟交互场景的视频画面;当目标视频播放到虚拟交互场景中第一游戏进度对应的视频画面时,在播放界面中显示虚拟交互场景的启动选项,响应于对启动选项的触发信号从场景交互服务器获取第一交互进度对应的场景交互数据,根据该场景交互数据即可展示处于第一交互进度时的场景交互画面,从而从第一交互进度开始操控虚拟交互场景。

Description

一种交互场景启动方法、装置、存储介质、客户端及服务器
本申请要求于2020年05月30日提交中国专利局,申请号为2020104809129,申请名称为“启动游戏的方法、装置及计算机可读存储介质”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
本申请涉及计算机技术领域,尤其涉及一种交互场景启动方法、装置、存储介质、客户端及服务器。
背景技术
随着互联网技术的不断发展成熟,用户可以在互联网上观看他人录制的关于虚拟交互场景的视频。其中,虚拟交互场景,是进行虚拟交互的场景。比如,对于游戏场景来说,用户通过游戏主播录制的游戏视频来观看游戏里面虚拟的交互场景。目前,在看视频的过程中,若用户看了一会视频后,对观看的虚拟交互场景感兴趣而想要对虚拟交互场景进行操控的话,则需要跳出视频站点,进行复杂的操作找到固定入口后,还要从头开始进行大量重复操作,才能到达感兴趣的交互进度,对虚拟交互场景进行操控。比如,用户在看游戏视频的过程中,在通过一段游戏视频初步了解游戏且感兴趣之后,需要跳出视频站点,寻找游戏的安装包进行下载并安装,并且还需要重复操作一遍已通过视频了解到的游戏内容,在花费大量的时间后才能玩到自己核心想玩的游戏进度。
因此,如何快速启动用户感兴趣的场景交互画面已成为亟待解决的问题。
发明内容
根据本申请提供的各种实施例,提供了一种交互场景启动方法、装置、计算机可读存储介质、客户端及服务器。
第一方面,本申请实施例提供了一种交互场景启动方法,由客户端执行,方法包括:显示目标视频的播放界面;目标视频中显示有虚拟交互场景的视频画面;当目标视频播放到虚拟交互场景的第一交互进度对应的视频画面时, 在播放界面中显示虚拟交互场景的启动选项;响应于对启动选项的触发信号从场景交互服务器获取第一交互进度对应的场景交互数据;根据场景交互数据展示虚拟交互场景处于第一交互进度时的场景交互画面,以便于从第一交互进度开始操控虚拟交互场景。
第二方面,本申请实施例提供了一种交互场景启动方法,由服务器执行,方法包括:接收客户端发送的虚拟交互场景的启动指令,其中,启动指令包括虚拟交互场景的第一交互进度的描述信息,启动指令由客户端响应于对虚拟交互场景的启动选项的触发信号而生成;根据第一交互进度的描述信息,生成第一交互进度对应的场景交互数据;向客户端发送场景交互数据,以使得客户端根据场景交互数据,展示虚拟交互场景处于第一交互进度时的场景交互画面,以便于从第一交互进度开始操控虚拟交互场景。
第三方面,本申请实施例提供了一种交互场景启动装置,设置于客户端中,装置包括:输出模块,用于显示目标视频的播放界面;目标视频中显示有虚拟交互场景的视频画面;输出模块,还用于当目标视频播放到虚拟交互场景的第一交互进度对应的视频画面时,在播放界面中显示虚拟交互场景的启动选项;获取模块,用于响应于对启动选项的触发信号从场景交互服务器获取第一交互进度对应的场景交互数据;输出模块,还用于根据场景交互数据展示虚拟交互场景处于第一交互进度时的场景交互画面,以便于从第一交互进度开始操作虚拟交互场景。
第四方面,本申请实施例提供了一种交互场景启动装置,设置于服务器中,装置包括:接收模块,用于接收客户端发送的虚拟交互场景的启动指令,其中,启动指令包括虚拟交互场景的第一交互进度的描述信息,启动指令由客户端响应于用户对虚拟交互场景的启动选项的触发信号而生成;处理模块,用于根据第一交互进度的描述信息生成第一交互进度对应的场景交互数据;发送模块,用于向客户端发送场景交互数据,以使得客户端根据场景交互数据展示虚拟交互场景处于第一交互进度时的场景交互画面,以便于用户从第一交互进度开始操作虚拟交互场景。
第五方面,本申请实施例提供了一种客户端,客户端包括一个或多个处理器、存储装置、网络接口以及输入/输出设备,一个或多个处理器、存储装 置、网络接口以及输入/输出设备相互连接,其中,网络接口受处理器的控制用于收发数据,输入/输出设备用于检测触摸操作以及输出图像,存储装置用于存储计算机可读指令,处理器被配置用于调用计算机可读指令,用于执行第一方面的交互场景启动方法。
第六方面,本申请实施例提供了一种服务器,场景交互服务器包括一个或多个处理器、存储装置以及网络接口,处理器、存储装置以及网络接口相互连接,其中,网络接口受处理器的控制用于收发数据,存储装置用于存储计算机可读指令,处理器被配置用于调用计算机可读指令,用于执行第二方面的交互场景启动方法。
第七方面,本申请实施例提供了一个或多个计算机可读存储介质,其特征在于,计算机存储介质存储有计算机可读指令,计算机可读指令被一个或多个处理器执行,用以执行第一方面或者第二方面的交互场景启动方法。
附图说明
为了更清楚地说明本申请实施例或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作简单地介绍,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是本申请实施例提供的一种游戏管理系统的架构示意图;
图2是本申请实施例提供的一种交互场景启动方法的流程示意图;
图3a是本申请实施例提供的一种游戏视频的播放界面的示意图;
图3b是本申请实施例提供的一种启动游戏的操作示意图;
图3c是本申请实施例提供的另一种启动游戏的操作示意图;
图3d是本申请实施例提供的一种播放游戏视频的示意图;
图3e是本申请实施例提供的一种游戏画面的示意图;
图4是本申请实施例提供的另一种交互场景启动方法的流程示意图;
图5a是本申请实施例提供的一种提取以及配置存档文件的流程示意图;
图5b是本申请实施例提供的数据库中各个数据表的关系视图;
图5c是本申请实施例提供的一种配置游戏视频、存档以及场景之间绑定关系的流程示意图;
图6是本申请实施例提供的又一种交互场景启动方法的流程示意图;
图7是本申请实施例提供的一种交互场景启动装置的结构示意图;
图8是本申请实施例提供的另一种交互场景启动装置的结构示意图;
图9是本申请实施例提供的一种客户端的结构示意图;
图10是本申请实施例提供的一种游戏服务器的结构示意图。
具体实施方式
下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,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。
游戏进度:即游戏内容的游玩进度,就像阅读一本小说一样,当进入游戏时进度是0%,当游玩通关时即表示游戏体验进度已达到100%。游戏的进度通常是有多线程和多分支的,比如角色等级是一项线程,满级时则等级的游戏进度是100%;角色的武器和装备是多种多样的,当收集完所有的装备时,则装备收集的进度是100%;因此,游戏的进度实际上是一个因游玩时间、操作进展等综合因素产生的一个直观的感知结果。
游戏存档:即游戏保存、游戏储存、游戏存盘或简称“存档”,是电子游戏中玩家进度的数字化存储信息,游戏存档是所有进度整合之后的一份数据文件。
存档方案:即拥有保存游戏进度和读取存档功能的游戏。在许多的单机游戏中都有保存和读取存档的方案。保存时,游戏会生成一个“存档”数据文件,一般只有游戏才能打开它。
游戏安装路径:游戏在安装到设备上的过程中,会在设备上自动生成一个安装的位置,例如像个人计算机PC中的“D:\ruanjian\steam\anzhuangbao”为名的文件夹,文件夹内会有游戏运行所需的所有数据和文件,包括了游戏存档的文件和文件位置,用于游戏运行时按照对应的路径查找相应的数据。
ROOT:也称为根用户,是Unix(如Solaris、AIX、BSD)和类UNIX 系统(如Linux、QNX等),及Android和iOS移动设备系统中的唯一的超级用户,因其可对根目录执行读写和执行操作而得名。其相当于Windows系统中的SYSTEM(XP及以下)/Trusted Installer(Vista及以上)用户。其具有系统中的最高权限,如启动或停止一个进程,删除或增加用户,增加或者禁用硬件,添加文件或删除所有文件等等。
现以游戏场景为例,对相关技术进行说明。在相关技术中,用户在看到感兴趣的游戏视频后,启动对应的游戏以及玩到自己核心想玩的游戏进度通常需要花费大量的时间。举例来说,玩家A玩一款游戏花了20个小时,然后录制了一个游戏视频,并将游戏视频发布了出来。玩家B看到了这个游戏视频,想要玩这款游戏,那么玩家B就需要寻找这款游戏的安装包进行下载并安装,并且还需要重复操作一遍已通过视频了解到的游戏内容,可见,在花费大量的时间后玩家才能玩到自己核心想玩的游戏进度。另外,当玩家A和玩家B的操作系统不一样时(例如玩家A玩的是手机游戏,玩家B是在PC端看到的游戏视频),玩家B也无法通过自己的PC端去玩玩家A的手机游戏以及对应的游戏进度。
针对目前用户在看到感兴趣的游戏视频后,需要花费大量时间才能启动对应的游戏以及玩到自己核心想玩的游戏进度的问题,本申请实施例提供了一种交互场景启动方法,可以实现游戏的快速启动,并能高效地加载出用户感兴趣的游戏内容,有效简化了用户操作。
云游戏(Cloud gaming)又可称为游戏点播(gaming on demand),是一种以云计算技术为基础的在线游戏技术。云游戏技术使图形处理与数据运算能力相对有限的轻端设备(thin client)能运行高品质游戏。在云游戏场景下,游戏并不在玩家游戏终端,而是在云端服务器中运行,并由云端服务器将游戏场景渲染为视频音频流,通过网络传输给玩家游戏终端。玩家游戏终端无需拥有强大的图形运算与数据处理能力,仅需拥有基本的流媒体播放能力与获取玩家输入指令并发送给云端服务器的能力即可,玩家通过网络对远端服务器上的游戏进行操控。
预加载:为了让玩家启动云游戏即可试玩指定场景(即游戏进度)下的游戏。在玩家玩云游戏之前,图像识别程序会预先自动控制游戏登录,且通过模拟点击,让游戏进入到指定场景,预先加载到游戏指定场景的阶段为预加载。
请参见图1,是本申请实施例提供的一种游戏管理系统的架构示意图,该游戏管理系统包括游戏服务器10、用户侧的客户端20和开发侧的客户端30,其中:
游戏服务器10,可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云计算服务的云服务器。游戏服务器10,用于提供游戏数据的处理能力,将游戏数据渲染为视频音频流,通过网络传输给用户侧的客户端20,可以通过加载游戏的存档文件完成游戏的预加载,直接进入到游戏中该存档文件对应的游戏进度,并将该游戏进度的游戏数据渲染后通过网络传输给用户侧的客户端20,用户在客户端20上即可直接看到该游戏进度的游戏画面,并对游戏进行操作。
其中,游戏服务器10具体可以是云游戏管理系统,负责维护云游戏数据,处理云游戏所有配置、参数相关的逻辑。OSS是Operation Support Systems,系统即操作支持系统,是电信业务开展和运营时所必需的支撑平台。OSS是电信运营商的一体化、信息资源共享的支持系统,它主要由网络管理、系统管理、计费、营业、账务和客户服务等部分组成,系统间通过统一的信息总线有机整合在一起。操作与支持系统包括操作维护中心和网络管理中心。它负责全网的通信质量及运行的检验和管理,记录和收集全网运行中的各种数据的情况。它对全网内各设备之间都有连接线,并对各设备执行监视和控制的职能。
用户侧的客户端20和开发侧的客户端30,可以包括智能手机、平板电脑、笔记本、台式电脑、智能手表等电子设备。
客户端20,用于接收游戏服务器10渲染后的游戏数据,并根据游戏数据加载相应的游戏画面,并可以接收用户输入的操作指令。
客户端30,用于通过运行游戏对游戏进行存档,并获取各游戏进度对应 的存档文件,以及将各游戏进度的存档文件上传到游戏服务器10进行存储。
具体的,客户端20可以显示目标游戏的游戏视频的播放界面,当游戏视频播放到目标游戏的第一游戏进度对应的视频画面时,在播放界面中显示目标游戏的启动选项,响应于用户对启动选项的触发信号从游戏服务器10获取第一游戏进度对应的游戏数据,根据游戏数据即可展示目标游戏处于第一游戏进度时的游戏画面,从而用户(即玩家)即可从第一游戏进度开始操作目标游戏,可见,借助云游戏的处理能力,可以实现游戏的快速启动,并能高效地加载出用户感兴趣的游戏内容,有效简化了用户操作。
需要说明的是,图1仅以游戏场景为例对架构图进行了举例,而并不限定本申请各实施例的方案必须限定在游戏场景中。
以下对本申请实施例的技术方案的实现细节进行详细阐述:
本申请实施例提出了一种交互场景启动方案,该方案可以应用于任意涉及启动虚拟交互场景的应用场景中,比如,游戏场景、云旅游场景、云看房场景等应用场景。
在一个实施例中,该交互场景启动方法可以由客户端执行,具体可以包括以下步骤:显示目标视频的播放界面;目标视频中显示有虚拟交互场景的视频画面;当目标视频播放到虚拟交互场景中第一交互进度对应的视频画面时,在播放界面中显示虚拟交互场景的启动选项;响应于对启动选项的触发信号,从场景交互服务器获取第一交互进度对应的场景交互数据;根据场景交互数据展示处于第一交互进度时的场景交互画面,以便于从第一交互进度开始操控虚拟交互场景。
在一个实施例中,本申请实施例中的方法可以应用于游戏场景中。目标视频可以是目标游戏的游戏视频。虚拟交互场景即为目标游戏中的交互场景。交互进度可以是游戏进度。虚拟交互场景中第一交互进度,可以是目标游戏中的第一游戏进度。显示虚拟交互场景的启动选项,可以是显示目标游戏的启动选项。场景交互数据可以是游戏数据。操控虚拟交互场景,即为操作目标游戏。场景交互画面可以是游戏画面。场景交互服务器,可以是游戏服务器。
本申请实施例中,显示目标视频的播放界面;目标视频中显示有虚拟交互场景的视频画面;当目标视频播放到虚拟交互场景中第一交互进度对应的视频画面时,在播放界面中显示虚拟交互场景的启动选项;响应于对启动选项的触发信号,从场景交互服务器获取第一交互进度对应的场景交互数据;根据场景交互数据即可以展示处于第一交互进度时的场景交互画面,从而即可从第一交互进度开始操控虚拟交互场景,从而不需要玩家进行应用安装等复杂、耗费系统资源的操作,即可以实现虚拟交互场景的快速启动,并能高效地加载出用户感兴趣的场景交互画面,有效简化了操作,提高了效率,进而避免因繁复操作导致的系统资源的消耗。
在一个实施例中,在播放界面中显示虚拟交互场景的启动选项之前,方法还包括:取目标视频的播放进度;若目标视频的播放进度与虚拟交互场景的第一交互进度对应的特征数据相匹配,则确定目标视频播放到虚拟交互场景的第一交互进度对应的视频画面。
在一个实施例中,特征数据包括播放时长和关键帧中的至少一种。
在一个实施例中,响应于对启动选项的触发信号,从场景交互服务器获取第一交互进度对应的场景交互数据,包括:获取对启动选项的触发信号;响应于触发信号向场景交互服务器发送虚拟交互场景的启动指令,其中,启动指令包括第一交互进度的描述信息,启动指令用于指示场景交互服务器根据第一交互进度的描述信息生成第一交互进度对应的场景交互数据;接收场景交互服务器发送的场景交互数据。
在一个实施例中,场景交互数据包括虚拟交互场景处于第一交互进度时的图像数据和音频数据中的至少一种。
在一个实施例中,提供了另一种交互场景启动方法,可以由服务器执行,具体可以包括以下步骤:接收客户端发送的虚拟交互场景的启动指令,其中,启动指令包括虚拟交互场景的第一交互进度的描述信息,启动指令由客户端响应于对虚拟交互场景的启动选项的触发信号而生成;根据第一交互进度的描述信息,生成第一交互进度对应的场景交互数据;向客户端发送场景交互数据,以使得客户端根据场景交互数据,展示虚拟交互场景处于第一交互进度时的场景交互画面,以便于从第一交互进度开始操控虚拟交互场景。
在一个实施例中,本申请实施例中的方法可以应用于游戏场景中。目标视频可以是目标游戏的游戏视频。虚拟交互场景即为目标游戏中的交互场景。交互进度可以是游戏进度。虚拟交互场景中第一交互进度,可以是目标游戏中的第一游戏进度。显示虚拟交互场景的启动选项,可以是显示目标游戏的启动选项。场景交互数据可以是游戏数据。操控虚拟交互场景,即为操作目标游戏。场景交互画面可以是游戏画面。场景交互服务器,可以是游戏服务器。
在一个实施例中,根据第一交互进度的描述信息,生成第一交互进度对应的场景交互数据,包括:根据第一交互进度的描述信息,查询第一交互进度对应的目标存档文件;根据目标存档文件生成第一交互进度对应的场景交互数据。
在一个实施例中,根据目标存档文件生成第一交互进度对应的场景交互数据,包括:获取用于支持虚拟交互场景运行的承载部件;在承载部件上加载目标存档文件;在承载部件上启动用于提供虚拟交互场景的目标程序,并通过目标存档文件在目标程序中进行虚拟交互场景的预加载,以生成第一交互进度对应的场景交互数据。
在一个实施例中,在游戏场景中,用于支持虚拟交互场景运行的承载部件,是可以安装下载目标游戏程序的游戏板卡。目标程序可以是目标游戏程序。交互进度可以是游戏进度。场景交互数据可以是游戏数据。所以,可以在游戏板卡上加载目标存档文件。服务器可以在游戏板卡上启动目标游戏程序,并通过目标存档文件在目标游戏程序中进行目标游戏的预加载,以生成第一游戏进度对应的游戏数据。
在一个实施例中,在承载部件上加载目标存档文件,包括:从与虚拟交互场景对应的存档表中,获取目标存档文件的下载链接地址;调用承载部件利用下载链接地址从存档表下载目标存档文件;利用目标存档文件替换虚拟交互场景的存档文件夹中包括的存档文件。
在一个实施例中,在游戏场景中,与虚拟交互场景对应的存档表可以为游戏存档表。虚拟交互场景的存档文件夹可以是目标游戏的存档文件夹。
在一个实施例中,方法还包括:接收针对虚拟交互场景中每个交互进度 上传的存档文件;将上传的存档文件添加到存档表中;其中,虚拟交互场景中包括至少一个交互进度,至少一个交互进度是根据目标视频中的关键帧确定出的,至少一个交互进度包括第一交互进度。
在一个实施例中,在游戏场景中,虚拟交互场景中的交互进度,即为目标游戏的游戏进度。
在一个实施例中,方法还包括:获取每个交互进度的描述信息;获取每个交互进度在目标视频中对应的特征数据,其中,特征数据包括播放时长和关键帧中的一种或两种;向客户端发送每个交互进度的描述信息以及对应的特征数据。
在一个实施例中,上传的存档文件,是通过在具有根用户权限的客户端上运行虚拟交互场景到达对应的交互进度获取的。
在一个实施例中,在游戏场景中,运行虚拟交互场景到达对应的交互进度,可以是运行目标游戏到对应的游戏进度。
现以游戏场景为例进行示意说明。请参见图2,是本申请实施例基于图1所示的游戏管理系统提供的一种交互场景启动方法的流程示意图,该交互场景启动方法应用于客户端,具体包括如下步骤:
201、客户端显示目标游戏的游戏视频的播放界面。
其中,游戏视频可以是游戏主播等事先录制的。
具体的,客户端可以显示一播放界面,并通过该播放界面播放目标游戏的游戏视频,用户通过该播放界面可以观看目标游戏的游戏视频。
202、当游戏视频播放到目标游戏的第一游戏进度对应的视频画面时,客户端在播放界面中显示目标游戏的启动选项。
其中,第一游戏进度具体可以是预先确定的该目标游戏的至少一个游戏进度中的任意一个,第一游戏进度对应着在播放界面播放游戏视频过程中的某一播放时长或者某一视频画面。
具体的,客户端在通过该播放界面播放目标游戏的游戏视频的过程中,可以获取游戏视频的播放进度,并将该播放进度与目标游戏的第一游戏进度对应的特征数据进行匹配,如果该播放进度与第一游戏进度对应的特征数据相匹配,则客户端可以确定游戏视频播放到了目标游戏的第一游戏进度在游 戏视频中对应的视频画面,并可以在播放界面中显示目标游戏的启动选项。
如图3a所示,客户端确定游戏视频播放到了目标游戏的第一游戏进度(即成功到达40m)在游戏视频中对应的视频画面,则可以在播放界面中显示目标游戏的启动选项,启动选项可以是“启动游戏”这一操作控件或者功能按钮,该启动选项用于触发从“成功到达40m”这一游戏进度启动目标游戏。除了启动选项,客户端还可以在播放界面中显示第一游戏进度的描述信息,描述信息用于对第一游戏进度的特征进行直观的概述,描述信息可以是游戏关卡(如进入第3关)或者游戏角色的状态(如行进的距离),描述信息用于方便用户了解第一游戏进度的特征。图3a中,“成功到达40m”即可作为第一游戏进度的描述信息。
在一个实施例中,特征数据可以包括播放时长和关键帧中的一种或两种。
在一个实施例中,特征数据包括播放时长,客户端从播放时长的维度判断游戏视频是否播放到了该第一游戏进度在游戏视频中对应的视频画面。具体的,客户端获取的游戏视频的播放进度包括播放时长,如果该播放时长达到了第一游戏进度对应的播放时长,则客户端可以确定游戏视频播放到了该第一游戏进度在游戏视频中对应的视频画面。
在一个实施例中,特征数据包括关键帧,客户端从视频画面的维度判断游戏视频是否播放到了该第一游戏进度在游戏视频中对应的视频画面。具体的,客户端获取的游戏视频的播放进度包括视频画面,通过对当前的视频画面进行识别解析,如果播放界面中播放的视频画面与第一游戏进度对应的关键帧一致,则客户端可以确定游戏视频播放到了该第一游戏进度在游戏视频中对应的视频画面。
在一个实施例中,特征数据包括播放时长和关键帧,客户端从播放时长和关键帧两个维度判断游戏视频是否播放到了该第一游戏进度在游戏视频中对应的视频画面。具体的,客户端获取的游戏视频的播放进度包括播放时长和视频画面,如果该播放时长达到了第一游戏进度对应的播放时长,且播放界面中播放的视频画面与第一游戏进度对应的关键帧一致,则客户端可以确定游戏视频播放到了该第一游戏进度在游戏视频中对应的视频画面。
203、客户端响应于用户对启动选项的触发信号从游戏服务器获取第一游 戏进度对应的游戏数据。
具体的,如果用户对该第一游戏进度感兴趣,想要从该第一游戏进度玩目标游戏,则用户可以输入对启动选项的触发信号,用户具体可以通过点击操作或者手势操作(如“OK”或者“V”的手势)。客户端获取到用户对启动选项的触发信号之后,响应于该触发信号从游戏服务器获取第一游戏进度对应的游戏数据。
其中,该游戏数据可以包括目标游戏处于第一游戏进度时的图像数据和/或音频数据。
如图3b所示,如果用户对该第一游戏进度(即成功到达40m)感兴趣,则用户可以点击“启动游戏”这一启动选项,客户端确定用户点击“启动游戏”后,可以暂停游戏视频的播放,并从游戏服务器获取目标游戏在“成功到达40m”这一游戏进度时对应的游戏数据。
在一个实施例中,客户端也可以不播放目标游戏的游戏视频,而是展示该目标游戏的至少一个游戏进度的启动选项以及对应的描述信息,用户可以根据描述信息选择感兴趣的游戏进度,并输入对感兴趣的游戏进度的启动选项的触发信号。如图3c所示,假设针对目标游戏预先确定了4个可供用户选择的游戏进度,可以以存档列表的形式展示出来(即图中的存档1~存档4),具体可以展示这4个游戏进度的启动选项以及对应的描述信息,如果用户对“成功到达40m”这一游戏进度感兴趣,则可以点击存档2中的“启动游戏”这一启动选项来输入触发信号,客户端获取到用户对存档2中的“启动游戏”的触发信号后,从游戏服务器获取目标游戏在“成功到达40m”这一游戏进度时对应的游戏数据,从而用户不需要观看游戏视频也可以快速选择自己感兴趣的游戏进度,并启动目标游戏。
在一个实施例中,客户端响应于用户对启动选项的触发信号从游戏服务器获取第一游戏进度对应的游戏数据的具体实现方式可以为:客户端响应该触发信号向游戏服务器发送目标游戏的启动指令,启动指令包括第一游戏进度的描述信息,该第一游戏进度的描述信息用于告知游戏服务器需要获取的游戏数据,游戏服务器收到启动指令后,根据启动指令中携带的第一游戏进度的描述信息生成第一游戏进度对应的游戏数据,即在服务器端完成该目标 游戏的启动以及对第一游戏进度之前的游戏内容的预加载,并向客户端发送该游戏数据,客户端接收该第一游戏进度对应的游戏数据。
204、客户端根据游戏数据展示目标游戏处于第一游戏进度时的游戏画面,以便于用户从第一游戏进度开始操作目标游戏。
具体的,客户端接收到第一游戏进度对应的游戏数据后,根据游戏数据即可展示目标游戏处于第一游戏进度时的游戏画面,从而用户即可从第一游戏进度开始操作目标游戏。
其中,客户端具体可以通过支持云游戏的网页Web、Android APP、iOS APP、PC端等平台展示游戏画面。
在一个实施例中,如图3d所示,用户在客户端上观看游戏主播“敖厂长”发布的目标游戏“长腿漫步”的游戏视频,针对该目标游戏预先确定了8个可供用户选择的游戏进度,用户可以从这8个游戏进度快速启动游戏“长腿漫步”。用户在观看游戏视频的过程中,假设游戏视频的播放时长达到了“成功到达40m”这一游戏进度对应的播放时长2分51秒,则客户端可以在播放界面的指定位置(如对应的播放时长2分51秒的上方)显示游戏启动菜单,游戏启动菜单可以包括启动选项“云试玩”以及对应的游戏进度的描述信息“成功到达40m”,当用户对“成功到达40m”这一游戏进度感兴趣时,可以点击“云试玩”输入触发信号,则客户端获取用户对“云试玩”的触发信号。
另外,客户端也可以显示“长腿漫步”这款游戏的8个游戏进度的“云试玩”启动选项以及对应的描述信息、游戏画面,用户可以直接从这8个游戏进度中选择感兴趣的游戏进度,并通过点击“云试玩”启动选项来输入触发信号,例如用户点击了“成功到达40m”的游戏进度的“云试玩”启动选项。
进一步的,客户端获取到用户对“成功到达40m”的“云试玩”启动选项的触发信号后,从游戏服务器获取“长腿漫步”这款游戏在游戏进度是“成功到达40m”时的游戏数据,根据游戏数据即可在显示界面中渲染出“成功到达40m”的游戏画面,如图3e所示,用户即可从“成功到达40m”的游戏进度直接玩接下来的关卡,从而可以实现游戏的快速启动,并能高效地加载出用户感兴趣的游戏内容,实现了“即看即玩”的云游戏处理方案。
本申请实施例中,客户端显示目标游戏的游戏视频的播放界面,当游戏视频播放到目标游戏的第一游戏进度对应的视频画面时,在播放界面中显示目标游戏的启动选项,响应于用户对启动选项的触发信号从游戏服务器获取第一游戏进度对应的游戏数据,根据游戏数据即可展示目标游戏处于第一游戏进度时的游戏画面,从而玩家即可从第一游戏进度开始操作目标游戏,可见,借助云游戏的处理能力,既不需要玩家安装游戏,也不需要玩家向游戏主播索要存档文件以及查找游戏安装目录等费时又费力的操作,可以实现游戏的快速启动,并能高效地加载出用户感兴趣的游戏内容,有效简化了用户操作。
请参见图4,是本申请实施例基于图1所示的游戏管理系统提供的另一种交互场景启动方法的流程示意图,该交互场景启动方法应用于游戏服务器,具体包括如下步骤:
401、游戏服务器接收客户端发送的目标游戏的启动指令,其中,启动指令包括目标游戏的第一游戏进度的描述信息,启动指令由客户端响应于用户对目标游戏的启动选项的触发信号而生成。
402、游戏服务器根据第一游戏进度的描述信息生成第一游戏进度对应的游戏数据。
具体的,游戏服务器可以提供云游戏的服务能力,包括启动该目标游戏,并对该目标游戏进行预加载使得该目标游戏运行到指定的游戏进度,游戏服务器接收到客户端发送的启动指令后,可以根据第一游戏进度的描述信息确定出用户想要从第一游戏进度开始玩目标游戏,进而启动该目标游戏,并对该目标游戏进行预加载使得该目标游戏运行到第一游戏进度,从而生成第一游戏进度对应的游戏数据。例如,第一游戏进度的描述信息为“成功到达40m”,则游戏服务器可以通过预加载的方式直接生成游戏角色成功到达40m时的游戏数据。
在一个实施例中,游戏服务器可以利用游戏的存档文件来还原游戏到达某个游戏进度,具体可以包括:游戏服务器根据第一游戏进度的描述信息从游戏存档库中查询第一游戏进度对应的目标存档文件,并根据目标存档文件 生成第一游戏进度对应的游戏数据。其中,游戏存档库存储有该目标游戏的各个游戏进度对应的存档文件,各个游戏进度可以是通过观看该目标游戏的游戏主播录制的游戏视频选择出来的,目标存档文件是针对该第一游戏进度事先生成并上传到游戏存档库中存储的。
403、游戏服务器向客户端发送游戏数据,以使得客户端根据游戏数据展示目标游戏处于第一游戏进度时的游戏画面,以便于用户从第一游戏进度开始操作目标游戏。
具体的,游戏服务器在生成还原目标游戏的第一游戏进度所需的游戏数据后,向客户端发送该游戏数据,以使得客户端根据该游戏数据即可展示目标游戏处于第一游戏进度时的游戏画面,用户即可从第一游戏进度开始操作该目标游戏。
本申请实施例中,游戏服务器可以接收客户端发送的目标游戏的启动指令,启动指令包括目标游戏的第一游戏进度的描述信息,然后根据第一游戏进度的描述信息生成第一游戏进度对应的游戏数据,并向客户端发送游戏数据,以使得客户端根据游戏数据展示目标游戏处于第一游戏进度时的游戏画面,从而玩家即可从第一游戏进度开始操作目标游戏,可见,借助云游戏的处理能力,可以实现游戏的快速启动,并能高效地加载出用户感兴趣的游戏内容,有效简化了用户操作,避免让用户花费大量时间参与安装游戏、查找游戏安装目录等繁琐操作。
在一个实施例中,游戏服务器可以获取安装有该目标游戏的游戏板卡,在游戏板卡上加载目标存档文件,在游戏板卡上启动目标游戏,并通过目标存档文件进行游戏预加载,从而生成第一游戏进度对应的游戏数据。
在一个实施例中,游戏服务器创建有游戏存档表,游戏存档表包括游戏存档库中存储的各个存档文件的下载链接地址。游戏服务器可以从游戏存档表中获取目标存档文件的下载链接地址,调用游戏板卡利用下载链接地址从游戏存档库中下载目标存档文件,并利用目标存档文件替换目标游戏的存档文件夹中包括的存档文件。
在一个实施例中,游戏服务器可以接收针对目标游戏的至少一个游戏进 度中每个游戏进度上传的存档文件,并将上传的存档文件添加到游戏存档库中,该至少一个游戏进度是根据目标游戏的游戏视频中的关键帧确定出的,在目标游戏的游戏视频中每选择一个关键帧,即对应选择了该关键帧所表示的游戏进度。其中,关键帧对应的游戏进度通常是具有代表性的,例如关键帧可以是跳过新手指导部分后到达第一关时的游戏画面,或者游戏角色行进到x米时的游戏画面,等等。
在一个实施例中,游戏服务器可以获取每个游戏进度的描述信息,并获取每个游戏进度在目标游戏的游戏视频中对应的特征数据,其中,特征数据包括播放时长和关键帧中的一种或两种,然后向客户端发送每个游戏进度的描述信息以及对应的特征数据,从而客户端可以根据游戏进度的特征数据确定游戏视频是否播放到该游戏进度对应的视频画面。
在一个实施例中,上传的存档文件是通过在具有根用户权限的客户端上运行目标游戏到达对应的游戏进度获取的。
具体的,存档文件可以由游戏管理系统的开发人员来查找并上传,开发人员在获取到具有存档方案的目标游戏,获取游戏主播录制的该目标游戏的游戏视频,在从游戏视频中选择关键帧(即确定游戏进度)后,可以在具有根用户ROOT权限的客户端(即开发侧的客户端)上安装该目标游戏,并开始游玩和模拟从视频主播发布的游戏视频中选出的游戏进度,例如让自己的角色也走到40m的关卡处,然后触发目标游戏中的存档功能,退出游戏,找到游戏的安装路径中该游戏进度对应的存档文件。另外,开发人员也可以在玩到相应进度时对游戏画面进行截图,将游戏截图作为关键帧上传到游戏服务器,便于在用户侧的客户端上展示这些关键帧。
其中,查找各个游戏进度对应的存档文件的方式可以为:获取目标游戏的安装路径,存档文件通常是放在位于“/data/data/peg-name/”的文件内,由于peg的文件通常有10MB-100MB,文件太大,因此需要对文件进行一次裁剪,裁剪的方式是采取排除法,例如从peg包内删除文件A,然后将剩余文件替换到另外一台客户端上运行目标游戏,如果可以正确的读档运行,则将文件A删除掉,再尝试删除文件B,以此类推,直到找到真正所需的存档文件X。
在一个实施例中,存档文件也可以是目标游戏的游戏开发商上传的,游戏开发商可以生成该目标游戏的各个游戏进度的存档文件,可以是每一帧游戏画面对应一个游戏进度,从而提供丰富的游戏进度供用户选择。例如,可以开发一个API接口,云游戏的板卡直接通过API接口提供的参数修改云游戏板卡上的存档文件信息,当用户使用云游戏启动游戏时即可直接进入对应的游戏进度的画面开始玩游戏。
在一个实施例中,图5a所示的是一种提取以及配置存档文件的流程,可以包括:501、寻找有游戏存档文件和存档方案的游戏,基于这个游戏的一段视频(例如游戏主播录制的视频),人为选择视频中的关键帧,记录期望模拟的游戏进度,例如选择的关键帧是图3d中游戏主播在2分51秒时操作角色行走到40m的关卡时的游戏画面。502、使用一台已有ROOT权限的设备,安装并进入到对应的游戏中,开始游玩和模拟视频主播的游戏进度,例如让自己的角色也走到40m的关卡处,然后触发游戏中的存档功能。503、找到游戏的安装路径中的存档文件。504、提取存档的关键信息并保存。505、将存档文件压缩后上传到游戏服务器中,并通过支撑平台(如OSS后台)配置到相应板卡上。506、配置游戏视频中关键帧的时间节点(即对应的播放时长)。507、用户观看到对应的关键帧(即游戏视频播放到相应时长)时,输出游戏场景提示消息,用户可以从这里直接进入到对应的游戏进度进行试玩。
在一个实施例中,如图5b所示,是数据库中各个数据表的关系视图。
其中,511、t_game:已有游戏表,512、t_game_tag:游戏标签表,513、t_game_associated_tag:游戏标签关联表,514、t_game_author:游戏主播表,515、t_game_point:游戏存档表,516、t_game_video:游戏视频表,517、t_game_video_associated_point:游戏视频存档关联表,518、t_scene:已有场景表。
其中,表与表之间的关系可以如下:
游戏与标签,N:N关系。不同的游戏对应有多个游戏标签,同一个游戏标签可能会被多个游戏使用。
游戏与存档,1:N关系。1个游戏对应有多个存档文件。
游戏与视频,1:N关系。1个游戏对应有多个游戏视频,可以是同一游戏主播录制的多个游戏视频,也可以是不同游戏主播录制的多个游戏视频。
主播与存档,1:N关系。1个主播对应有多个游戏存档,即可以从该主播的游戏视频中选择多个关键帧(即游戏进度)。
主播与视频,1:N关系。1个主播对应有多个游戏视频,1个游戏主播可以针对一个游戏录制多个视频,也可以针对不同的游戏录制视频。
视频与存档,N:N关系。不同的视频对应有多个游戏存档,同一个游戏存档可能会被多个视频使用。其中,游戏进度一样的情况下,可以复用,例如主播A针对前述目标游戏录制的视频中2分10秒对应的游戏进度与主播B针对前述目标游戏录制的视频中1分50秒对应的游戏进度相同,则主播A的视频中2分10秒与主播B的视频中1分50秒可以对应同一个存档文件。
场景与视频存档,1:N关系。1个场景对应多个视频存档。
具体的,已有游戏表t_game中存储的是支持存档方案的游戏列表,其中包括上述目标游戏。游戏标签表t_game_tag中存储的是定义的标签信息,例如标签信息可以包括益智类、射击类、跑酷类等,用于对游戏进行分类。游戏标签关联表t_game_associated_tag中存储的是已有游戏表中各个游戏(game_id)的标签信息(tag_id),上述目标游戏的标签信息可以为跑酷类,设置游戏标签可便于用户搜索感兴趣类型的游戏。游戏主播表t_game_author用于存储各个游戏主播的基本信息,例如主播名(name),主播头像(icon),主播简介(description)等。游戏存档表t_game_point中存储的是每个游戏的各个游戏进度对应的存档信息,例如游戏名称(game_id),对应的主播名(author_id),各个存档的下载链接地址(download_url),关键帧的游戏画面截图(image),关键帧的标题信息,即:游戏进度的描述信息(description),以图3d为例,目标游戏的游戏名称为“长腿漫步”,对应的主播名为“敖厂长”,各个存档的下载链接地址是指8个游戏进度中各个游戏进度对应的存档文件的存储位置,关键帧的游戏画面截图是指游戏进度对应的游戏画面,关键帧的标题信息即描述信息,例如“总算到达第一关”、“成功到达40m”等等。游戏视频表t_game_video中存储的是游戏主播与游戏视频的对应关系, 可以包括游戏名称(game_id),对应的主播名(author_id),视频标题(title),视频简介(description),视频播放地址(download_url),视频总时长(duration),视频封面(image)。游戏视频存档关联表t_game_video_associated_point中存储的是各个游戏进度对应的存档与游戏进度在游戏视频中的时间节点信息,可以包括存档节点信息(point_id),视频名称(video_id),场景名称(scene_id),关键帧出现的时间点(time),以图3d为例,“成功到达40m”这一游戏进度的关键帧出现在游戏视频中的2分51秒。
在一个实施例中,图5c所示的是配置游戏视频、存档以及场景之间绑定关系的流程,结合图5b中数据表的关系视图,配置游戏视频、存档以及场景之间绑定关系的流程可以包括:
521、游戏服务器配置场景,一个存档一个场景。即“t_scene”表,用于配置场景名称并建立索引,场景名称可以定义为:独立游戏-[游戏名称game_id]-[主播名author_id]-存档[索引],例如:独立游戏-xxx-[老番茄]-存档3,再以图3d为例,独立游戏-长腿漫步-敖厂长-存档1(到达第一关)即为一个场景的场景名称。
522、游戏服务器发布配置,将游戏发布至多个场景中。将存档文件关联绑定到对应的游戏板卡上,等待被系统调用,需要选择“游戏名”(对应“t_game”表,表中有表明哪些板卡上安装了这款游戏),然后选择“t_scene”表中已配置好的场景名称,并将存档文件的下载地址与场景名称对应起来。
523、游戏服务器新增游戏标签。即“t_game_tag”表,将游戏的标签tag_id添加进去,可用于自有视频平台使用,可以不设置。
524、游戏服务器给游戏打上标签。即“t_game_associated_tag”表,将游戏与标签关联起来,可用于自有视频平台使用,可以不设置。
525、游戏服务器新增游戏主播。即“t_game_author”表,用于新增游戏视频的主播信息,表明游戏视频的创作者信息和视频来源。
526、游戏服务器新增游戏视频。上传视频,获得视频标识VID,获得视频播放地址“download_url”;配置视频信息,包括游戏名称game_id、主播名author_id、视频标题title、视频简介description、视频播放地址download_url、 视频总时长duration、视频封面image等信息。
527、游戏服务器新增存档。即“t_game_point”表,用于配置:游戏game_id-主播author_id-存档下载链接地址download_url-[关键帧]的游戏画面截图image-[关键帧]的标题信息-description(即游戏进度的描述信息)。
528、游戏服务器建立:视频-存档-场景的绑定关系。即“t_game_video_associated_point”表,将“t_scene”表中已建立好的“场景名称”索引与对应视频绑定起来,需要选择“场景名称scene_id-视频名称video_id-存档节点信息point_id-关键帧出现的时间点(可精确到秒)time”,即可完成配置。
请参见图6,是本申请实施例基于图1所示的游戏管理系统提供的又一种交互场景启动方法的流程示意图,该交互场景启动方法应用于客户端和游戏服务器,具体包括如下步骤:
601、客户端显示目标游戏的游戏视频的播放界面。
602、客户端通过播放界面播放目标游戏的游戏视频,并获取游戏视频的播放进度。
603、当游戏视频的播放进度播放到目标游戏的第一游戏进度对应的视频画面时,客户端在播放界面中显示目标游戏的启动选项。
604、客户端响应于用户对启动选项的触发信号向游戏服务器发送目标游戏的启动指令,其中,启动指令包括第一游戏进度的描述信息。
605、游戏服务器接收启动指令,并根据第一游戏进度的描述信息生成第一游戏进度对应的游戏数据。
606、游戏服务器向客户端发送游戏数据。
607、客户端接收游戏数据,并根据游戏数据展示目标游戏处于第一游戏进度时的游戏画面,以便于用户从第一游戏进度开始操作目标游戏。
其中,步骤601~607的具体实现可以参见前述实施例中的相关描述,此处不再赘述。
请参见图7,是本申请实施例的一种交互场景启动装置的结构示意图, 交互场景启动装置应用于客户端,装置包括:
输出模块701,用于显示目标视频的播放界面;目标视频中显示有虚拟交互场景的视频画面。
输出模块701,还用于当目标视频播放到虚拟交互场景中第一交互进度对应的视频画面时,在播放界面中显示虚拟交互场景的启动选项。
获取模块702,用于响应于对启动选项的触发信号从场景交互服务器获取第一交互进度对应的场景交互数据。
输出模块701,还用于根据场景交互数据展示虚拟交互场景处于第一交互进度时的场景交互画面,以便于从第一交互进度开始操控虚拟交互场景。
在一个实施例中,装置还包括确定模块703,其中:
输出模块701,还用于通过播放界面播放目标视频。
获取模块702,还用于获取目标视频的播放进度。
确定模块703,用于若目标视频的播放进度与虚拟交互场景的第一交互进度对应的特征数据相匹配,则确定目标视频播放到虚拟交互场景的第一交互进度对应的视频画面。
在一个实施例中,特征数据包括播放时长和关键帧中的一种或两种。
在一个实施例中,获取模块702,具体用于:
获取用户对启动选项的触发信号。
响应于触发信号向场景交互服务器发送虚拟交互场景的启动指令,其中,启动指令包括第一交互进度的描述信息,启动指令用于指示场景交互服务器根据第一交互进度的描述信息生成第一交互进度对应的场景交互数据。
接收场景交互服务器发送的场景交互数据。
在一个实施例中,场景交互数据包括虚拟交互场景处于第一交互进度时的图像数据和/或音频数据。
需要说明的是,本申请实施例的交互场景启动装置的各功能模块的功能可根据上述方法实施例中的方法具体实现,其具体实现过程可以参照上述方法实施例的相关描述,此处不再赘述。
请参见图8,是本申请实施例的另一种交互场景启动装置的结构示意图, 交互场景启动装置应用于场景交互服务器,装置包括:
接收模块801,用于接收客户端发送的虚拟交互场景的启动指令,其中,启动指令包括虚拟交互场景的第一交互进度的描述信息,启动指令由客户端响应于用户对虚拟交互场景的启动选项的触发信号而生成。
处理模块802,用于根据第一交互进度的描述信息生成第一交互进度对应的场景交互数据。
发送模块803,用于向客户端发送场景交互数据,以使得客户端根据场景交互数据展示虚拟交互场景处于第一交互进度时的场景交互画面,以便于用户从第一交互进度开始操控虚拟交互场景。
在一个实施例中,处理模块802,具体用于:
根据第一交互进度的描述信息查询第一交互进度对应的目标存档文件。
根据目标存档文件生成第一交互进度对应的场景交互数据。
在一个实施例中,处理模块802,具体用于:
获取用于支持虚拟交互场景运行的承载部件。
在承载部件上加载目标存档文件。
在承载部件上启动用于提供虚拟交互场景的目标程序,并通过目标存档文件在目标程序中进行虚拟交互场景的预加载,以生成第一交互进度对应的场景交互数据。
在一个实施例中,处理模块802,具体用于:
从与虚拟交互场景对应的存档表中获取目标存档文件的下载链接地址。
调用承载部件利用下载链接地址从存档表中下载目标存档文件。
利用目标存档文件替换虚拟交互场景的存档文件夹中包括的存档文件。
在一个实施例中,接收模块801,还用于接收针对虚拟交互场景的至少一个交互进度中每个交互进度上传的存档文件。
处理模块802,还用于将上传的存档文件添加到存档表中。
其中,至少一个交互进度是根据目标视频中的关键帧确定出的,至少一个交互进度包括第一交互进度。
在一个实施例中,处理模块802,还用于获取每个交互进度的描述信息,并获取每个交互进度在目标视频中对应的特征数据,其中,特征数据包括播 放时长和关键帧中的一种或两种。
发送模块803,还用于向客户端发送每个交互进度的描述信息以及对应的特征数据。
在一个实施例中,上传的存档文件是通过在具有根用户权限的客户端上运行虚拟交互场景到达对应的交互进度获取的。
需要说明的是,本申请实施例的交互场景启动装置的各功能模块的功能可根据上述方法实施例中的方法具体实现,其具体实现过程可以参照上述方法实施例的相关描述,此处不再赘述。
请参见图9,是本申请实施例的一种客户端的结构示意图,本申请实施例的客户端包括供电模块等结构,并包括一个或多个处理器901、存储装置902、网络接口903以及输入/输出设备904。处理器901、存储装置902、网络接口903以及输入/输出设备904之间可以交互数据。
存储装置902可以包括易失性存储器(volatile memory),例如随机存取存储器(random-access memory,RAM);存储装置902也可以包括非易失性存储器(non-volatile memory),例如快闪存储器(flash memory),固态硬盘(solid-state drive,SSD)等;存储装置902还可以包括上述种类的存储器的组合。
网络接口903用于收发数据。
输入/输出设备904可以是显示屏、触摸屏、麦克风、扬声器等,用于检测触摸操作以及输出文字、图像、声音等。
处理器901可以是中央处理器901(central processing unit,CPU)。在一个实施例中,处理器901还可以是图形处理器901(Graphics Processing Unit,GPU)。处理器901也可以是由CPU和GPU的组合。在一个实施例中,存储装置902用于存储计算机可读指令。处理器901可以调用计算机可读指令,执行如下操作:通过输入/输出设备904显示目标视频的播放界面;当目标视频播放到虚拟交互场景的第一交互进度对应的视频画面时,通过输入/输出设备904在播放界面中显示虚拟交互场景的启动选项;响应于对启动选项的触发信号通过网络接口903从场景交互服务器获取第一交互进度对应的场景交 互数据;根据场景交互数据通过输入/输出设备904展示虚拟交互场景处于第一交互进度时的场景交互画面,以便于从第一交互进度开始操控虚拟交互场景。
在一个实施例中,处理器901,还用于:获取目标视频的播放进度;若目标视频的播放进度与虚拟交互场景的第一交互进度对应的特征数据相匹配,则确定目标视频播放到虚拟交互场景的第一交互进度对应的视频画面。
在一个实施例中,特征数据包括播放时长和关键帧中的一种或两种。
在一个实施例中,处理器901,具体用于:获取用户对启动选项的触发信号;响应于触发信号通过网络接口903向场景交互服务器发送虚拟交互场景的启动指令,其中,启动指令包括第一交互进度的描述信息,启动指令用于指示场景交互服务器根据第一交互进度的描述信息生成第一交互进度对应的场景交互数据;通过网络接口903接收场景交互服务器发送的场景交互数据。
在一个实施例中,场景交互数据包括虚拟交互场景处于第一交互进度时的图像数据和/或音频数据。
具体实现中,本申请实施例中所描述的处理器901、存储装置902、网络接口903以及输入/输出设备904可执行本申请实施例图2或图6提供的交互场景启动方法的相关实施例中所描述的实现方式,也可执行本申请实施例图7提供的交互场景启动装置的相关实施例中所描述的实现方式,在此不再赘述。
请参见图10,是本申请实施例的一种服务器的结构示意图,本申请实施例的服务器包括供电模块等结构,并包括一个或多个处理器1001、存储装置1002以及网络接口1003。处理器1001、存储装置1002以及网络接口1003之间可以交互数据。
存储装置1002可以包括易失性存储器(volatile memory),例如随机存取存储器(random-access memory,RAM);存储装置1002也可以包括非易失性存储器(non-volatile memory),例如快闪存储器(flash memory),固态硬盘(solid-state drive,SSD)等;存储装置1002还可以包括上述种类的存储 器的组合。
网络接口1003用于收发数据。
处理器1001可以是中央处理器1001(central processing unit,CPU)。在一个实施例中,处理器1001还可以是图形处理器1001(Graphics Processing Unit,GPU)。处理器1001也可以是由CPU和GPU的组合。在一个实施例中,存储装置1002用于存储计算机可读指令。处理器1001可以调用计算机可读指令,执行如下操控:通过网络接口1003接收客户端发送的虚拟交互场景的启动指令,其中,启动指令包括虚拟交互场景的第一交互进度的描述信息,启动指令由客户端响应于用户对虚拟交互场景的启动选项的触发信号而生成;根据第一交互进度的描述信息生成第一交互进度对应的场景交互数据;通过网络接口1003向客户端发送场景交互数据,以使得客户端根据场景交互数据展示虚拟交互场景处于第一交互进度时的场景交互画面,以便于用户从第一交互进度开始操控虚拟交互场景。
在一个实施例中,处理器1001,具体用于:根据第一交互进度的描述信息查询第一交互进度对应的目标存档文件;根据目标存档文件生成第一交互进度对应的场景交互数据。
在一个实施例中,处理器1001,具体用于:获取用于支持虚拟交互场景运行的承载部件;在承载部件上加载目标存档文件;在承载部件上启动用于提供虚拟交互场景的目标程序,并通过目标存档文件在目标程序中进行虚拟交互场景的预加载,以生成第一交互进度对应的场景交互数据。
在一个实施例中,处理器1001,具体用于:从存档表中获取目标存档文件的下载链接地址;调用承载部件利用下载链接地址从存档表中下载目标存档文件。利用目标存档文件替换虚拟交互场景的存档文件夹中包括的存档文件。
在一个实施例中,处理器1001,还用于:通过网络接口1003接收针对虚拟交互场景的至少一个交互进度中每个交互进度上传的存档文件;将上传的存档文件添加到存档表中。
其中,至少一个交互进度是根据目标视频中的关键帧确定出的,至少一个交互进度包括第一交互进度。
在一个实施例中,处理器1001,还用于:获取每个交互进度的描述信息,并获取每个交互进度在目标视频中对应的特征数据,其中,特征数据包括播放时长和关键帧中的一种或两种;通过网络接口1003向客户端发送每个交互进度的描述信息以及对应的特征数据。
在一个实施例中,上传的存档文件是通过在具有根用户权限的客户端上运行虚拟交互场景到达对应的交互进度获取的。
具体实现中,本申请实施例中所描述的处理器1001、存储装置1002以及网络接口1003可执行本申请实施例图4或图6提供的交互场景启动方法的相关实施例中所描述的实现方式,也可执行本申请实施例图8提供的交互场景启动装置的相关实施例中所描述的实现方式,在此不再赘述。
在上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可能可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请所必须的。
在本申请所提供的几个实施例中,应该理解到,所揭露的装置,可通过其它的方式实现。例如,以上所描述的装置实施例仅仅是示意性的,例如上述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,装置或单元的间接耦合或通信连接,可以是电性或其它的形式。
上述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
上述集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以为个人计算机、服务器或者网络设备等,具体可以是计算机设备中的处理器)执行本申请各个实施例上述方法的全部或部分步骤。其中,而前述的存储介质可包括:U盘、移动硬盘、磁碟、光盘、只读存储器(英文:Read-Only Memory,缩写:ROM)或者随机存取存储器(英文:Random Access Memory,缩写:RAM)等各种可以存储程序代码的介质。
以上所述,以上实施例仅用以说明本申请的技术方案,而非对其限制;尽管参照前述实施例对本申请进行了详细的说明,本领域的普通技术人员应当理解:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分技术特征进行等同替换;而这些修改或者替换,并不使相应技术方案的本质脱离本申请各实施例技术方案的精神和范围。

Claims (16)

  1. 一种交互场景启动方法,由客户端执行,所述方法包括:
    显示目标视频的播放界面;所述目标视频中显示有虚拟交互场景的视频画面;
    当所述目标视频播放到所述虚拟交互场景中第一交互进度对应的视频画面时,在所述播放界面中显示所述虚拟交互场景的启动选项;
    响应于对所述启动选项的触发信号,从场景交互服务器获取所述第一交互进度对应的场景交互数据;
    根据所述场景交互数据展示处于所述第一交互进度时的场景交互画面,以便于从所述第一交互进度开始操控所述虚拟交互场景。
  2. 根据权利要求1所述的方法,其特征在于,所述在所述播放界面中显示所述虚拟交互场景的启动选项之前,所述方法还包括:
    获取所述目标视频的播放进度;
    若所述目标视频的播放进度与所述虚拟交互场景的第一交互进度对应的特征数据相匹配,则确定所述目标视频播放到所述虚拟交互场景的第一交互进度对应的视频画面。
  3. 根据权利要求2所述的方法,其特征在于,所述特征数据包括播放时长和关键帧中的至少一种。
  4. 根据权利要求1~3中任一项所述的方法,其特征在于,所述响应于对所述启动选项的触发信号,从场景交互服务器获取所述第一交互进度对应的场景交互数据,包括:
    获取对所述启动选项的触发信号;
    响应于所述触发信号向场景交互服务器发送所述虚拟交互场景的启动指令,其中,所述启动指令包括所述第一交互进度的描述信息,所述启动指令用于指示所述场景交互服务器根据所述第一交互进度的描述信息生成所述第一交互进度对应的场景交互数据;
    接收所述场景交互服务器发送的所述场景交互数据。
  5. 根据权利要求1所述的方法,其特征在于,所述场景交互数据包括所述虚拟交互场景处于所述第一交互进度时的图像数据和音频数据中的至少一 种。
  6. 一种交互场景启动方法,由服务器执行,所述方法包括:
    接收客户端发送的虚拟交互场景的启动指令,其中,所述启动指令包括所述虚拟交互场景的第一交互进度的描述信息,所述启动指令由所述客户端响应于对所述虚拟交互场景的启动选项的触发信号而生成;
    根据所述第一交互进度的描述信息,生成所述第一交互进度对应的场景交互数据;
    向所述客户端发送所述场景交互数据,以使得所述客户端根据所述场景交互数据,展示所述虚拟交互场景处于所述第一交互进度时的场景交互画面,以便于从所述第一交互进度开始操控所述虚拟交互场景。
  7. 根据权利要求6所述的方法,其特征在于,所述根据所述第一交互进度的描述信息,生成所述第一交互进度对应的场景交互数据,包括:
    根据所述第一交互进度的描述信息,查询所述第一交互进度对应的目标存档文件;
    根据所述目标存档文件生成所述第一交互进度对应的场景交互数据。
  8. 根据权利要求7所述的方法,其特征在于,所述根据所述目标存档文件生成所述第一交互进度对应的场景交互数据,包括:
    获取用于支持所述虚拟交互场景运行的承载部件;
    在所述承载部件上加载所述目标存档文件;
    在所述承载部件上启动用于提供所述虚拟交互场景的目标程序,并通过所述目标存档文件在所述目标程序中进行所述虚拟交互场景的预加载,以生成所述第一交互进度对应的场景交互数据。
  9. 根据权利要求8所述的方法,其特征在于,所述在所述承载部件上加载所述目标存档文件,包括:
    从与所述虚拟交互场景对应的存档表中,获取所述目标存档文件的下载链接地址;
    调用所述承载部件利用所述下载链接地址从所述存档表下载所述目标存档文件;
    利用所述目标存档文件替换所述虚拟交互场景的存档文件夹中包括的存 档文件。
  10. 根据权利要求6~9中任一项所述的方法,其特征在于,所述方法还包括:
    接收针对所述虚拟交互场景中每个交互进度上传的存档文件;
    将上传的所述存档文件添加到存档表中;
    其中,所述虚拟交互场景中包括至少一个所述交互进度,所述至少一个交互进度是根据所述目标视频中的关键帧确定出的,所述至少一个交互进度包括所述第一交互进度。
  11. 根据权利要求10所述的方法,其特征在于,所述方法还包括:
    获取所述每个交互进度的描述信息;
    获取所述每个交互进度在所述目标视频中对应的特征数据,其中,所述特征数据包括播放时长和关键帧中的一种或两种;
    向所述客户端发送所述每个交互进度的描述信息以及对应的所述特征数据。
  12. 根据权利要求10所述的方法,其特征在于,上传的所述存档文件,是通过在具有根用户权限的客户端上运行所述虚拟交互场景到达对应的交互进度获取的。
  13. 一种交互场景启动装置,设置于客户端中,所述装置包括:
    输出模块,用于显示目标视频的播放界面;所述目标视频中显示有虚拟交互场景的视频画面;
    所述输出模块,还用于当所述目标视频播放到所述虚拟交互场景中第一交互进度对应的视频画面时,在所述播放界面中显示所述虚拟交互场景的启动选项;
    获取模块,用于响应于对所述启动选项的触发信号,从场景交互服务器获取所述第一交互进度对应的场景交互数据;
    所述输出模块,还用于根据所述场景交互数据展示处于所述第一交互进度时的场景交互画面,以便于所述用户从所述第一交互进度开始操控所述虚拟交互场景。
  14. 一种交互场景启动装置,其特征在于,设置于服务器中,所述装置 包括:
    接收模块,用于接收客户端发送的虚拟交互场景的启动指令,其中,所述启动指令包括所述虚拟交互场景的第一交互进度的描述信息,所述启动指令由所述客户端响应于对所述虚拟交互场景的启动选项的触发信号而生成;
    处理模块,用于根据所述第一交互进度的描述信息,生成所述第一交互进度对应的场景交互数据;
    发送模块,用于向所述客户端发送所述场景交互数据,以使得所述客户端根据所述场景交互数据,展示所述虚拟交互场景处于所述第一交互进度时的场景交互画面,以便于从所述第一交互进度开始操控所述虚拟交互场景。
  15. 一个或多个计算机可读存储介质,其特征在于,所述计算机存储介质存储有计算机可读指令,所述计算机可读指令被一个或多个处理器执行,用以执行如权利要求1-12任一项所述的方法的步骤。
  16. 一种计算机设备,包括存储器和一个或多个处理器,所述存储器存储有计算机可读指令,其特征在于,所述一个或多个处理器执行所述计算机可读指令时实现权利要求1至12中任一项所述的方法的步骤。
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