WO2022089028A1 - 数据处理方法、装置、设备和存储介质 - Google Patents

数据处理方法、装置、设备和存储介质 Download PDF

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Publication number
WO2022089028A1
WO2022089028A1 PCT/CN2021/117352 CN2021117352W WO2022089028A1 WO 2022089028 A1 WO2022089028 A1 WO 2022089028A1 CN 2021117352 W CN2021117352 W CN 2021117352W WO 2022089028 A1 WO2022089028 A1 WO 2022089028A1
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Prior art keywords
video stream
live
game
user
live broadcast
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PCT/CN2021/117352
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English (en)
French (fr)
Inventor
高斯宇
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北京字节跳动网络技术有限公司
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Priority to US18/250,698 priority Critical patent/US20230405479A1/en
Publication of WO2022089028A1 publication Critical patent/WO2022089028A1/zh

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Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/21Server components or server architectures
    • H04N21/218Source of audio or video content, e.g. local disk arrays
    • H04N21/2187Live feed
    • 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
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5252Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • 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
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/23Processing of content or additional data; Elementary server operations; Server middleware
    • H04N21/234Processing of video elementary streams, e.g. splicing of video streams or manipulating encoded video stream scene graphs
    • H04N21/23424Processing of video elementary streams, e.g. splicing of video streams or manipulating encoded video stream scene graphs involving splicing one content stream with another content stream, e.g. for inserting or substituting an advertisement
    • HELECTRICITY
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    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/25Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
    • H04N21/258Client or end-user data management, e.g. managing client capabilities, user preferences or demographics, processing of multiple end-users preferences to derive collaborative data
    • H04N21/25866Management of end-user data
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/431Generation of visual interfaces for content selection or interaction; Content or additional data rendering
    • H04N21/4312Generation of visual interfaces for content selection or interaction; Content or additional data rendering involving specific graphical features, e.g. screen layout, special fonts or colors, blinking icons, highlights or animations
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/44Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs
    • H04N21/44016Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs involving splicing one content stream with another content stream, e.g. for substituting a video clip
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/45Management operations performed by the client for facilitating the reception of or the interaction with the content or administrating data related to the end-user or to the client device itself, e.g. learning user preferences for recommending movies, resolving scheduling conflicts
    • H04N21/4508Management of client data or end-user data
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/475End-user interface for inputting end-user data, e.g. personal identification number [PIN], preference data
    • H04N21/4756End-user interface for inputting end-user data, e.g. personal identification number [PIN], preference data for rating content, e.g. scoring a recommended movie
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting

Definitions

  • the present application relates to the technical field of live video, for example, to a data processing method, apparatus, device, and storage medium.
  • live video applications Users can access the live video network platform through the live video application installed on the terminal device.
  • the user can initiate a live video broadcast and publish the video stream collected by the terminal device in real time to the live video live network platform; on the other hand, the user can also select the live video stream of interest from the live video network platform.
  • the live video stream selected by the user is pushed to the terminal device used by the user, and the live video stream is played on the terminal device.
  • audio and video interaction can also be achieved between live broadcast users, live broadcast users and audience users through the connected microphone technology.
  • the video stream of the live video is the video stream corresponding to a single live user, and this live video technology limits the content and form of the live video.
  • the present application proposes a data processing method, apparatus, device and storage medium.
  • an embodiment of the present application provides a data processing method, the method comprising:
  • the game video stream is sent to the viewing user for live broadcast of the target game.
  • an embodiment of the present application provides a data processing device, the device comprising:
  • an obtaining module configured to obtain the first live video stream of the first live user and the second live video stream of the second live user
  • a merging module configured to merge the first live video stream and the second live video stream into one game video stream
  • the live broadcast module is configured to send the game video stream to the viewing user for live broadcast of the target game.
  • an embodiment of the present application provides an electronic device, including a processor and a memory;
  • the memory is configured to store a program for executing the above data processing method
  • the processor is configured to execute programs stored in the memory.
  • an embodiment of the present application provides a computer-readable storage medium storing a program for executing a data processing method.
  • FIG. 1 is a flowchart of a data processing method provided by an embodiment of the present application.
  • FIG. 2 is a schematic diagram of a game interface provided by an embodiment of the present application.
  • FIG. 3 is a schematic diagram of a viewer interface provided by an embodiment of the present application.
  • FIG. 4 is a schematic diagram of a host interface provided by an embodiment of the present application.
  • FIG. 5 is a flowchart of a data processing method provided by an embodiment of the present application.
  • FIG. 6 is a flow chart of merging game video streams provided by an embodiment of the present application.
  • FIG. 7 is a schematic diagram of a game interface provided by an embodiment of the present application.
  • FIG. 8 is a flowchart of a data processing method provided by an embodiment of the present application.
  • FIG. 9 is a schematic diagram of a network architecture provided by an embodiment of the present application.
  • FIG. 10 is a block diagram of a data processing apparatus provided by an embodiment of the present application.
  • FIG. 11 is a schematic diagram of a computer device provided by another embodiment of the present application.
  • an embodiment of the present application provides a data processing method, and the method includes:
  • Step 101 Acquire a first live video stream of a first live user and a second live video stream of a second live user.
  • the first live video stream is the game video stream of the target game being broadcast by the first live user
  • the second live video stream is the game video stream of the target game being broadcast by the second live user, namely the first video stream and the second video stream.
  • Streams are two game video streams of the same target game played simultaneously by two live users on different terminal devices.
  • the application may acquire the first live video stream of the first live user and the second live video stream of the second live user after receiving the joint live broadcast application sent by the first live broadcast user or the second live broadcast user.
  • the joint live broadcast application includes the live broadcast user identifiers of the joint live broadcast, that is, the first live broadcast user identifier and the second live broadcast user identifier, and the live broadcast video stream corresponding to the live broadcast user can be obtained through the live broadcast user identifier.
  • Step 102 Combine the first live video stream and the second live video stream into one game video stream.
  • the first live video stream and the second live video stream After acquiring the first live video stream and the second live video stream, acquire the target games corresponding to the first video stream and the second video stream, and determine the first live video stream and the second live video according to the game interface architecture corresponding to the target games Live positions corresponding to the streams respectively, and combine the first live video stream and the second live video stream into one game video stream according to the live positions corresponding to the first live video stream and the second live video stream.
  • the left area of the game live broadcast interface can be determined as the first live video stream of the first live broadcast user, and the right area can be determined as the second live broadcast of the second live broadcast user. video stream.
  • Step 103 Send the game video stream to the viewing user for live broadcast of the target game.
  • the embodiments of this application include viewing users and live broadcast users, and the live broadcast content displayed on the terminal equipment of the viewing user and the live broadcast user is different, that is, the terminal equipment of the viewing user displays the first live broadcast user and the live broadcast user.
  • the game screen (as shown in Figure 3) shared by the second live broadcast user, and the game screen corresponding to the live broadcast user (as shown in Figure 4) is displayed on the terminal device of the live broadcast user, that is, the terminal of the first live broadcast user.
  • the game screen of the first live broadcast user is displayed on the device, and the game screen of the second live broadcast user is displayed on the terminal device of the second live broadcast user.
  • a data processing method proposed in the present application firstly obtains the first live video stream of the first live user and the second live video stream of the second live user; then the first live video stream and the second live video are obtained.
  • the streams are combined into one game video stream; finally, the game video stream is sent to the viewing user for live broadcast of the target game.
  • the present application can combine the live video streams of different users, and then send the combined live video stream to the viewing user, so that the viewing user can live in one live broadcast.
  • the live content of the two anchor users is simultaneously watched, so that the present application enriches the content and form of the live video.
  • an embodiment of the present application provides a data processing method, which includes:
  • Step 201 Acquire a first live video stream and a first camera video stream of a first live user, and a second live video stream and a second camera video stream of a second live user.
  • the first live video stream is the game video stream of the target game being broadcast by the first live user
  • the second live video stream is the game video stream of the target game being broadcast by the second live user, namely the first video stream and the second video stream.
  • Streams are two game video streams of the same target game played simultaneously by two live users on different terminal devices.
  • the first camera video stream is the live video stream of the first live broadcast user captured by the installed camera
  • the second camera video stream is the live video stream of the second live broadcast user captured by the installed camera
  • Step 202 Combine the first camera video stream, the second camera video stream, the first live video stream and the second live video stream into one game video stream.
  • the live broadcast positions corresponding to the first live video stream and the second live video stream are determined according to the game interface architecture corresponding to the target game, and according to the live broadcast positions corresponding to the first live video stream and the second live video stream, the first live video stream The stream and the second live video stream are combined into one game video stream, and the display positions of the live video stream and the second live video stream in the game video stream can be determined according to requirements.
  • the image of anchor 1 is the first live video stream, that is, the live video stream of the portrait of anchor 1
  • the image of anchor 2 is the second live video stream, that is, the live video stream of the portrait of anchor 2.
  • the images of anchor 1 and anchor 2 in FIG. 3 are embedded in the game video stream, that is, the user cannot close the live portrait video streams of anchor 1 and anchor 2 on the terminal device of the viewing user.
  • the live broadcast user can close the portrait video streams of anchor 1 and anchor 2, that is, the video streams of anchor 1 and anchor 2 are floating layer local processing events.
  • Step 203 Send the game video stream to the viewing user for live broadcast of the target game.
  • the first camera video stream, the second camera video stream, the first live video stream and the second live video stream are combined into one game video stream, and then the synthesized game video stream is sent to Watch a user for a live stream of the target game. That is, the synthesized game video stream includes the game video stream and portrait video stream of the first live broadcast user, as well as the game video stream and portrait video stream of the second live broadcast user, so that the content of the live video broadcast can be further enriched by the present application, and the viewing rate can be improved.
  • the synthesized game video stream includes the game video stream and portrait video stream of the first live broadcast user, as well as the game video stream and portrait video stream of the second live broadcast user, so that the content of the live video broadcast can be further enriched by the present application, and the viewing rate can be improved.
  • the first live video stream and the second live video stream are combined into one game video stream, including:
  • Step 1021 Acquire the video stream of the game screen from the server of the target game.
  • the game screen video stream includes a game operation area
  • the first live broadcast user and the second live broadcast user share the game operation area
  • the game operation area includes a plurality of game operation tools
  • the first live broadcast user The tools in the game operating area can be shared with the second live broadcast user.
  • the method further includes: intercepting the first game operation area corresponding to the first live user from the first live video stream, and intercepting from the second live video stream
  • the second game operation area corresponding to the second live broadcast user is displayed; the game operation area is determined according to the first game operation area and the second game operation area.
  • the present application needs to cut out the first game operation area corresponding to the first live broadcast user from the first live video stream, and cut out the second game operation area corresponding to the second live broadcast user from the second live broadcast video stream; Then, the game operation area is determined according to the first game operation area and the second game operation area. That is, the determined game operation area includes the game operation tool used by the first live broadcast user, and also includes the game operation tool used by the second live broadcast user.
  • Step 1022 Determine the live broadcast areas respectively corresponding to the first live broadcast user and the second live broadcast user in the game screen video stream.
  • Step 1023 Cut out the live broadcast area corresponding to the first live broadcast user from the first live broadcast video stream, and cut out the live broadcast area corresponding to the second live broadcast user from the second live broadcast video stream.
  • Step 1024 Integrate the intercepted live broadcast area of the first live broadcast user and the intercepted live broadcast area of the second live broadcast user into the game screen video stream to obtain the game video stream.
  • the track of anchor 1 is the live broadcast area of the first live broadcast user
  • the track of anchor 2 is the live broadcast area of the second live broadcast user
  • the rest of the content in the figure is the video stream of the game screen. That is, the game video stream broadcast by the first live broadcast user and the second live broadcast user is embedded in the game screen video stream.
  • the method further includes:
  • Step 30 Receive interactive data sent by the live broadcast user and/or the viewing user.
  • the interaction data is generated according to the target interaction event triggered by the terminal device.
  • the interactive data may specifically be text data, voice data, or image data, etc., and may also be virtual gifts that the viewing user brushes for the live broadcast user, etc., which are not specifically limited in the embodiment of the present invention.
  • Step 40 Present the game screen generated by the interactive data in the game video stream.
  • the content of the dialog box at the bottom of the figure is the interactive data sent by the live broadcast user and/or the viewing user.
  • the interaction data may specifically be likes or gifts from the audience for the live broadcast user, that is, after the live broadcast user receives the likes or gifts from the audience, the user can use the number of likes or gifts according to the number of likes or gifts. Increase your game competitiveness (such as purchasing game tools, skins, etc.).
  • the embodiments of the present application introduce the online game implementation technology into live video.
  • online games can be implemented based on cloud gaming technology.
  • the terminal device only needs to run the player to enjoy the powerful processing performance of the cloud game console, thereby achieving richer live broadcast interactive effects.
  • Figure 9 shows the live video network architecture introduced with cloud gaming technology, in which the terminal equipment used by the live broadcast user realizes data communication with the cloud game host through the streaming media server, and the streaming media server also sends the game data stream and live video stream to Convergence server, which combines multiple video streams (including game data streams) and sends them to terminal devices used by viewers through CDN (Content Distribution Network). If the terminal device of the viewer user interacts with the terminal device of the live broadcast user via microphone, the terminal device of the viewer user notifies the cloud game host of the operation of the online game through the content distribution network.
  • CDN Content Distribution Network
  • the streaming media server may be a single server, or may be a distributed server system (for example, a server cluster, a cloud server, etc.).
  • FIG. 9 is only an example of a network architecture provided by the embodiments of the present application.
  • online game-related data such as game data streams and game control instructions sent by terminal devices of live broadcast users may not be streamed.
  • the media server is transmitted, but is transmitted through other network devices.
  • the interactive operation of the audience user can also be notified to the cloud game host through other network devices instead of the content distribution network.
  • other network devices will also be used, which is obvious to those skilled in the art, and will not be described herein again.
  • the display screen of the terminal device displays a first live video interface.
  • a control for creating a live broadcast is displayed on the first live video interface.
  • the live broadcast user triggers the control, and the first live video display interface displays the control.
  • a live broadcast mode selection window pops up, and the control for creating a cloud game live broadcast is displayed in the window.
  • the live broadcast user triggers the control and a target trigger event occurs.
  • control the live broadcast user triggers the control, and the target trigger event occurs; in another implementation, the live broadcast user has created a live video, displays the live video on the first live video display interface, and also displays the live video on the first live video interface.
  • a control for creating a cloud game live broadcast is displayed, the live broadcast user triggers the control, and the target trigger event occurs.
  • the target game task may be created by the terminal devices of other host users connected to the terminal device.
  • game task creation requests are sent to cloud game consoles through streaming media servers.
  • the foregoing game data stream may be received through a streaming media server.
  • the foregoing target game control instruction may be sent to the cloud game host through a streaming media server.
  • the streaming media server used for live video has the characteristics of being distributed.
  • the terminal device will be allocated a short distance or idle streaming media server to transmit data to ensure the efficiency and reliability of data transmission and improve the performance of live video.
  • game-related data is also transmitted through the streaming media server.
  • there is no need to set up an additional data transmission network and on the other hand, the data transmission advantages of the streaming media server are also utilized.
  • the interactive data may include target game resource generation data, and correspondingly, the game control instructions may include target game resource usage instructions.
  • live broadcast user 1 and live broadcast user 2 establish a microphone connection, and the camera of the first terminal device of live broadcast user 1 captures the first video stream in real time.
  • the first live video display interface (the display interface of live broadcast user 1) Display the first video stream, on the other hand, send the first video stream to the streaming media server, and the streaming media server sends the first video stream to the second terminal device of the live user 2, and the second terminal device displays the second live video stream
  • the interface (the display interface of the live user 2) displays the first video stream; the camera of the second terminal device of the live user 2 collects the second video stream in real time, and on the one hand, it is displayed on the second live video display interface (the display interface of the live user 2)
  • the second video stream on the other hand, sends the second video stream to the streaming media server, and the streaming media server sends the second video stream to the first terminal device of the live user 1, and the first terminal device displays the first live video on the first live video display interface.
  • the display interface of the live user 1 displays the second video stream
  • the live user 1 (the first terminal device) initiates a PK request to the live user 2 to request the first game PK with the live user 2.
  • the network device (which can be a streaming media server or other server) forwards the PK request to Live broadcast user 2 (second terminal device); if live broadcast user 2 agrees to the PK, a response indicating consent is returned, and the response is returned to the first terminal device, and the first terminal device sends the first game to the cloud game host through the streaming media server Create an instruction (that is, the above-mentioned target game creation instruction); the cloud game host creates a first game task according to the first game creation instruction, and starts to push the game data stream of the first game; the streaming media server sends the game data stream to the first game data stream respectively.
  • an instruction that is, the above-mentioned target game creation instruction
  • the terminal device, the second terminal device, and the confluence server receives the first live game video stream of the live user 1 and the second live game video stream of the live user 1, and combines the first live game video stream and the second live game video stream.
  • the stream, the first video stream and the second video stream are combined and processed, and the combined video stream after the combined processing is sent to the content distribution network, and the content distribution network sends it to the interactive terminal device of the corresponding viewer user.
  • the host interface displays the game screen generated based on the game data stream in the first display area of its video stream display interface, and displays the first video stream in the second display area of its first video stream display interface,
  • the second video stream is displayed in the third display area of the first video stream display interface, and a text dialog box may also be displayed in the fourth display area of the first video stream display interface.
  • the viewer interface displays the merged video stream in the first display area of its video stream display interface, and can display a text dialog in its second display area; Live User 1 and Live User 2 are both the first game
  • the game participants in the game initiate game control instructions through the first terminal device and the second terminal device, thereby driving the game process and realizing the PK of the first game; during the game process, the audience user can choose to connect with one of the live broadcast users. And deliver game equipment or game props (game resources) to Lianmai's live broadcast users.
  • the interactive terminal responds to the operation of the audience user and triggers the target interactive event (giving game props to Lianmai live broadcast users), and sends interactive events to the game host. request; the game host generates game props for the corresponding live broadcast users according to the interactive request, and sends the game prop data (game resource generation data) together with the game data stream, and the live broadcast users can use the game props.
  • live user 1 initiates a live video; the camera of the first terminal device of live user 1 collects the first video stream in real time.
  • the first video stream is displayed on the first live video display interface;
  • a video stream is sent to the streaming media server, the streaming media server sends the first video stream to the confluence server, the confluence server sends the first video stream to the CDN, and the CDN sends the first video stream to the interactive terminal of the audience user;
  • the audience user Connect the microphone to the first terminal of the live user 1 through the interactive terminal;
  • the first terminal sends the second game creation instruction (that is, the above target game creation instruction) to the cloud game host through the streaming media server during the live video broadcast;
  • the cloud game host according to The second game creation instruction creates a second game task, and starts to push the game data stream of the second game;
  • the streaming media server sends the game data stream to the first terminal device and the confluence server respectively;
  • the confluence server sends the game data stream to the first terminal device and the conflu
  • the video streams are combined and processed, and the combined video stream after the combined processing is sent to the content distribution network, and then sent by the content distribution network to the interactive terminal device of the corresponding audience user; a display area, displaying the game screen generated based on the game data stream, displaying the first video stream in the second display area of the first video stream display interface, and displaying text in the fourth display area of the first video stream display interface dialog box; the audience user displays the merged video stream in the first display area of the second video stream display interface, and can display a text dialog box in the second display area; the first terminal initiates a game invitation to the interactive terminal, and the interactive terminal accepts the The game invites to enter the second game.
  • both the live broadcast user 1 and the audience user are game participants in the first game, and game control instructions are initiated through the first terminal device and the interactive terminal device to drive the game process.
  • a data processing apparatus is provided, and the data processing apparatus is in one-to-one correspondence with the data processing methods in the above-mentioned embodiments.
  • the detailed description of each functional module of the data processing device is as follows:
  • the obtaining module 10 is configured to obtain the first live video stream of the first live user and the second live video stream of the second live user;
  • the merging module 20 is configured to merge the first live video stream and the second live video stream into one game video stream;
  • the live broadcast module 30 is configured to send the game video stream to the viewing user for live broadcast of the target game.
  • the obtaining module 10 is further configured to obtain the first camera video stream of the first live broadcast user and the second camera video stream of the second live broadcast user;
  • the combining module 20 is further configured to combine the first camera video stream, the second camera video stream, the first live video stream and the second live video stream into one game video stream.
  • the apparatus further includes:
  • the receiving module 40 is configured to receive interactive data sent by the live broadcast user and/or the viewing user, where the interactive data is generated according to the target interactive event triggered by the interactive terminal device;
  • the presentation module 50 is configured to present the game screen generated by the interactive data in the game video stream.
  • the merging module 20 includes:
  • an obtaining unit configured to obtain a game screen video stream from the server of the target game
  • a determining unit configured to determine the live broadcast areas corresponding to the first live broadcast user and the second live broadcast user respectively in the game screen video stream;
  • An interception unit configured to intercept the live broadcast area corresponding to the first live broadcast user from the first live broadcast video stream, and to intercept the live broadcast area corresponding to the second live broadcast user from the second live broadcast video stream;
  • the merging unit is configured to merge the intercepted live broadcast area of the first live broadcast user and the intercepted live broadcast area of the second live broadcast user into the game screen video stream to obtain the game video stream.
  • the game screen video stream includes a game operation area, and the first live broadcast user and the second live broadcast user share the game operation area.
  • the intercepting unit is further configured to intercept the first game operation area corresponding to the first live user from the first live video stream, and extract from the second live video stream the first game operation area corresponding to the first live user. Stream intercepting the second game operation area corresponding to the second live broadcast user;
  • the determining unit is further configured to determine the game operation area according to the first game operation area and the second game operation area.
  • Each module in the above device can be implemented in whole or in part by software, hardware and combinations thereof.
  • the above modules can be embedded in or independent of the processor in the computer device in the form of hardware, or stored in the memory in the computer device in the form of software, so that the processor can call and execute the operations corresponding to the above modules.
  • a computer device is provided, and the computer device may be a server, and its internal structure diagram may be as shown in FIG. 11 .
  • the computer device includes a processor, memory, a network interface, and a database connected by a system bus. Wherein, the processor of the computing device is arranged to provide computing and control capabilities.
  • the memory of the computer device includes a non-volatile storage medium, an internal memory.
  • the nonvolatile storage medium stores an operating system, a computer program, and a database.
  • the internal memory provides an environment for the execution of the operating system and computer programs in the non-volatile storage medium.
  • the network interface of the computer device is configured to communicate with an external terminal through a network connection.
  • the computer program when executed by a processor, implements a data processing method.
  • a computer device comprising a memory, a processor, and a computer program stored on the memory and running on the processor, and the processor implements the following steps when executing the computer program:
  • the game video stream is sent to the viewing user for live broadcast of the target game.
  • a computer-readable storage medium on which a computer program is stored, and when the computer program is executed by a processor, the following steps are implemented:
  • the game video stream is sent to the viewing user for live broadcast of the target game.
  • Nonvolatile memory may include read only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM), or flash memory.
  • Volatile memory may include random access memory (RAM) or external cache memory.
  • RAM is available in various forms such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double data rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous chain Road (Synchlink) DRAM (SLDRAM), memory bus (Rambus) direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM), etc.
  • SRAM static RAM
  • DRAM dynamic RAM
  • SDRAM synchronous DRAM
  • DDRSDRAM double data rate SDRAM
  • ESDRAM enhanced SDRAM
  • SLDRAM synchronous chain Road (Synchlink) DRAM
  • SLDRAM synchronous chain Road (Synchlink) DRAM
  • Rambus direct RAM
  • DRAM direct memory bus dynamic RAM
  • RDRAM memory bus dynamic RAM

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Abstract

本申请涉及一种数据处理处理方法、装置、设备和存储介质,涉及视频直播技术领域,用于丰富视频直播的内容和形式,该方法主要包括:获取第一直播用户的第一直播视频流和第二直播用户的第二直播视频流;将所述第一直播视频流和所述第二直播视频流合并成一个游戏视频流;将所述游戏视频流发送给观看用户以进行目标游戏的直播。

Description

数据处理方法、装置、设备和存储介质
本申请要求在2020年10月26日提交中国专利局、申请号为202011156661.5的中国专利申请的优先权,该申请的全部内容通过引用结合在本申请中。
技术领域
本申请涉及视频直播技术领域,例如涉及一种数据处理方法、装置、设备及存储介质。
背景技术
随着移动通信技术的发展,出现了多种视频直播应用。用户可以通过终端设备上安装的视频直播应用访问视频直播网络平台。一方面,用户可以发起视频直播,将本终端设备实时采集到的视频流发布到视频直播网络平台;另一方面,用户也可以从视频直播网络平台选择感兴趣的直播视频流,视频直播网络平台将用户选择的直播视频流推送给用户所使用的终端设备,在终端设备上播放直播视频流。当然,直播用户之间,直播用户与观众用户之间还可以通过连麦技术实现音视频互动。
上述多个视频直播场景中,视频直播的视频流是单个直播用户对应的视频流,这种视频直播技术限制了视频直播的内容和形式。
发明内容
为改善上述相关技术中视频直播内容和形式受限于相关技术中视频直播技术的情况,本申请提出一种数据处理方法、装置、设备和存储介质。
第一方面,本申请实施例提供一种数据处理方法,该方法包括:
获取第一直播用户的第一直播视频流和第二直播用户的第二直播视频流;
将所述第一直播视频流和所述第二直播视频流合并成一个游戏视频流;
将所述游戏视频流发送给观看用户以进行目标游戏的直播。
第二方面,本申请实施例提供一种数据处理装置,该装置包括:
获取模块,设置为获取第一直播用户的第一直播视频流和第二直播用户的第二直播视频流;
合并模块,设置为将所述第一直播视频流和所述第二直播视频流合并成一个游戏视频流;
直播模块,设置为将所述游戏视频流发送给观看用户以进行目标游戏的直播。
第三方面,本申请实施例提供一种电子设备,包括处理器和存储器;
所述存储器设置为存储执行上述数据处理方法的程序;
所述处理器被配置为执行所述存储器中存储的程序。
第四方面,本申请实施例提供一种计算机可读存储介质,存储有执行数据处理方法的程序。
附图说明
图1为本申请一实施例提供的数据处理方法流程图;
图2为本申请一实施例提供的游戏界面示意图;
图3为本申请一实施例提供的观众端界面示意图;
图4为本申请一实施例提供的主播端界面示意图;
图5为本申请一实施例提供的数据处理方法流程图;
图6为本申请一实施例提供的游戏视频流的合并流程图;
图7为本申请一实施例提供的游戏界面示意图;
图8为本申请一实施例提供的数据处理方法流程图;
图9为本申请一实施例提供的网络架构示意图;
图10为本申请一实施例提供的数据处理装置的框图;
图11为本申请另一实施例提供的计算机设备的示意图。
具体实施方式
以下结合附图及实施例,对本申请进行进一步详细说明。应当理解,此处描述的具体实施例仅仅用以解释本申请,并不用于限定本申请。
在本申请的说明书和权利要求书及上述附图中的描述的一些流程中,包含了按照特定顺序出现的多个操作,但是应该清楚了解,这些流程可以包括更多或更少的操作,并且这些操作可以按顺序执行或并行执行。
如图1所示,本申请实施例提供一种数据处理方法,该方法包括:
步骤101、获取第一直播用户的第一直播视频流和第二直播用户的第二直播 视频流。
其中,第一直播视频流是第一直播用户正在直播目标游戏的游戏视频流,第二直播视频流是第二直播用户正在直播目标游戏的游戏视频流,即第一视频流流和第二视频流为两个直播用户在不同终端设备上同时进行的同一款目标游戏的两个游戏视频流。
例如,本申请可以在接收到第一直播用户或第二直播用户发送的共同直播申请之后,获取第一直播用户的第一直播视频流和第二直播用户的第二直播视频流。共同直播申请中包括共同直播的直播用户标识,即第一直播用户标识和第二直播用户标识,通过该直播用户标识可以获取对应直播用户的直播视频流。
步骤102、将第一直播视频流和第二直播视频流合并成一个游戏视频流。
在获取到第一直播视频流和第二直播视频流之后,获取第一视频流和第二视频流对应的目标游戏,根据目标游戏对应的游戏界面架构确定第一直播视频流和第二直播视频流分别对应的直播位置,根据第一直播视频流和第二直播视频流对应的直播位置,将第一直播视频流和第二直播视频流合并成一个游戏视频流。
例如图2所示,若目标游戏为淘金游戏,则可以将游戏直播界面的左侧区域确定为第一直播用户的第一直播视频流,将右侧区域确定为第二直播用户的第二直播视频流。
步骤103、将所述游戏视频流发送给观看用户以进行目标游戏的直播。
需要说明的是,本申请实施例中包括观看用户和直播用户,观看用户和直播用户在终端设备上显示的直播内容是不同的,即在观看用户的终端设备上显示的是第一直播用户和第二直播用户共同直播的游戏画面(如图3所示),而在直播用户的终端设备上显示的则是对应直播用户的游戏画面(如图4所示),即第一直播用户的终端设备上显示的是第一直播用户的游戏画面,第二直播用户的终端设备上显示的则是第二直播用户的游戏画面。
本申请提出的一种数据处理方法,首先获取第一直播用户的第一直播视频流和第二直播用户的第二直播视频流;然后将所述第一直播视频流和所述第二直播视频流合并成一个游戏视频流;最后将所述游戏视频流发送给观看用户以进行目标游戏的直播。与目前视频直播的视频流是单个直播用户的视频流相比,本申请可对不同用户的直播视频流进行合并,然后将合并后的直播视频流发送给观看用户,使得观看用户可在一个直播视频流中同时观看两个主播用户的直 播内容,从而本申请丰富了视频直播的内容和形式。
如图5所示,本申请实施例提供一种数据处理方法,该方法包括:
步骤201、获取第一直播用户的第一直播视频流、第一摄像头视频流和第二直播用户的第二直播视频流、第二摄像头视频流。
其中,第一直播视频流是第一直播用户正在直播目标游戏的游戏视频流,第二直播视频流是第二直播用户正在直播目标游戏的游戏视频流,即第一视频流流和第二视频流为两个直播用户在不同终端设备上同时进行的同一款目标游戏的两个游戏视频流。
第一摄像头视频流是安装的摄像头拍摄的第一直播用户的直播视频流,第二摄像头视频流是安装的摄像头拍摄的第二直播用户的直播视频流。
步骤202、将第一摄像头视频流、第二摄像头视频流,第一直播视频流和第二直播视频流合并成一个游戏视频流。
例如,根据目标游戏对应的游戏界面架构确定第一直播视频流和第二直播视频流分别对应的直播位置,根据第一直播视频流和第二直播视频流对应的直播位置,将第一直播视频流和第二直播视频流合并成一个游戏视频流,而对于直播视频流和第二直播视频流可以根据需求确定在游戏视频流中的显示位置。如图3所示,主播1画面为第一直播视频流,即主播1的人像直播视频流,主播2画面为第二直播视频流,即主播2的人像直播视频流。
需要说明的是,图3中的主播1和主播2的画面是嵌入到游戏视频流中的,即在观看用户的终端设备上用户不可对主播1和主播2的人像直播视频流关闭。而在直播用户的终端设备上(如图4所示),直播用户是可以对主播1和主播2的人像视频流关闭的,即主播1和主播2的视频流是浮层本地处理事件。
步骤203、将所述游戏视频流发送给观看用户以进行目标游戏的直播。
本申请提出的一种数据处理方法,将第一摄像头视频流、第二摄像头视频流,第一直播视频流和第二直播视频流合并成一个游戏视频流,然后将合成的游戏视频流发送给观看用户以进行目标游戏的直播。即合成的游戏视频流中包含了第一直播用户的游戏视频流和人像视频流,以及第二直播用户的游戏视频流和人像视频流,从而通过本申请可进一步丰富视频直播的内容,提高观看用户的使用体验。
如图6所示,在本申请提供的一个实施例中,将所述第一直播视频流和所述第二直播视频流合并成一个游戏视频流,包括:
步骤1021、从所述目标游戏的服务器中获取游戏画面视频流。
其中,所述游戏画面视频流中包括游戏操作区,所述第一直播用户和所述第二直播用户共用所述游戏操作区,该游戏操作区中包含多个游戏操作工具,第一直播用户和第二直播用户可以共用该游戏操作区内的工具。
例如,若所述目标游戏为竞技游戏,所述方法还包括:从所述第一直播视频流截取出所述第一直播用户对应的第一游戏操作区,从所述第二直播视频流截取出所述第二直播用户对应的第二游戏操作区;根据所述第一游戏操作区和所述第二游戏操作区确定所述游戏操作区。
需要说明的是,若目标游戏为竞技游戏,由于第一直播用户和第二直播用户对游戏操作的不同,对应生成的游戏工具也是不同的。因此本申请需要从第一直播视频流截取出所述第一直播用户对应的第一游戏操作区,从所述第二直播视频流截取出所述第二直播用户对应的第二游戏操作区;然后根据所述第一游戏操作区和所述第二游戏操作区确定所述游戏操作区。即确定的游戏操作区内包含了第一直播用户所使用的游戏操作工具,又包含了第二直播用户所使用的游戏操作工具。
步骤1022、确定在所述游戏画面视频流中所述第一直播用户和所述第二直播用户分别对应的直播区域。
步骤1023、从所述第一直播视频流截取出所述第一直播用户对应的直播区域,从所述第二直播视频流截取出所述第二直播用户对应的直播区域。
步骤1024、将截取的所述第一直播用户的直播区域和所述第二直播用户的直播区域融合到所述游戏画面视频流得到所述游戏视频流。
如图7所示合成的游戏视频流中,主播1赛道为第一直播用户的直播区域,主播2赛道为第二直播用户的直播区域,图中其余的内容为游戏画面视频流。即在该游戏画面视频流中嵌入了第一直播用户和第二直播用户直播的游戏视频流。
如图8所示,在本申请提供的一个实施例中,在步骤203或步骤103之后,所述方法还包括:
步骤30、接收直播用户和/或所述观看用户发送的互动数据。
其中,所述互动数据是根据终端设备触发的目标互动事件生成的。该互动数据具体可以为文字数据、语音数据、或是图像数据等,还可以为观看用户为直播用户刷的虚拟礼物等,本发明实施例不做具体限定。
步骤40、将所述互动数据生成的游戏画面呈现在所述游戏视频流中。
如图3或图4内容所示,图中底部对话框的内容为直播用户和/或观看用户发送的互动数据。
在本申请提供的一个实施例中,互动数据具体可以为观众为直播用户的点赞或是刷礼物,即直播用户在收到观众的点赞或刷礼物之后,可根据点赞数量,或礼物个数提升自身的游戏竞争能力(如购买游戏工具,皮肤等)。
本申请实施例将在线游戏实现技术引入视频直播。终端设备众多、处理性能各异,为了实现在视频直播中引入在线游戏,可以基于云游戏技术实现在线游戏。终端设备只需要运行播放器即可享受云游戏主机的强大处理性能,进而实现更为丰富的直播互动效果。
引入云游戏技术的视频直播网络架构如图9所示,其中,直播用户使用的终端设备通过流媒体服务器实现与云游戏主机的数据通信,流媒体服务器还将游戏数据流、直播视频流发送给合流服务器,由合流服务器将多路视频流(包括游戏数据流)合并之后通过CDN(内容分发网络)发送给观众用户使用的终端设备。若观众用户的终端设备与直播用户的终端设备连麦互动,观众用户的终端设备针对在线游戏的操作通过内容分发网络通知给云游戏主机。
其中,流媒体服务器可以是单一服务器,也可以是分布式服务器系统(例如服务器集群、云服务器等)。
应当指出的是,图9所示仅为本申请实施例提供的一种网络架构示例,实际应用中,游戏数据流、直播用户的终端设备发送游戏控制指令等在线游戏相关数据也可以不通过流媒体服务器传输,而是通过其他网络设备传输,观众用户的互动操作也可以不通过内容分发网络,而是通过其他网络设备通知给云游戏主机。另外,为了实现数据传输和通信,除了图9所示的,还会使用到其他网络设备,这对于本领域技术人员而言是显而易见的,在此不再说明。
实际应用中,终端设备的显示屏显示第一视频直播界面,一种实现方式中,该第一视频直播界面上显示有用于创建直播的控件,直播用户触发该控件,在第一视频直播显示界面上弹出直播方式选择窗口,该窗口中显示有创建云游戏直播的控件,直播用户触发该控件,发生目标触发事件;另一种实现方式中, 该第一视频直播界面上显示有创建云游戏直播的控件,直播用户触发该控件,发生目标触发事件;又一种实现方式中,直播用户已经创建直播视频,在第一视频直播显示界面上显示该直播视频,在该第一视频直播界面上还显示有创建云游戏直播的控件,直播用户触发该控件,发生目标触发事件。
本申请实施例提供的方法,目标游戏任务可以是由与本终端设备连麦的其他主播用户的终端设备创建的。
例如,游戏任务创建请求是通过流媒体服务器发送给云游戏主机的。
在上述任意方法实施例的基础上,上述游戏数据流可以是通过流媒体服务器接收的。
在上述任意方法实施例的基础上,上述目标游戏控制指令可以是通过流媒体服务器发送给云游戏主机的。
视频直播所使用的流媒体服务器具有分布式的特点,数据传输过程中,会为终端设备分配距离较近或者空闲的流媒体服务器传输数据,以保证数据传输的效率和可靠性,提高视频直播性能。那么,在引入在线游戏后,游戏相关数据也通过流媒体服务器传输,一方面不需要搭设额外的数据传输网络,另一方面也利用了流媒体服务器的数据传输优势。
在上述任意方法实施例的基础上,互动数据可以包括目标游戏资源生成数据,相应的,游戏控制指令可以包括目标游戏资源使用指令。
下面结合具体应用场景,从各个设备配合实现视频直播中进行在线游戏直播的具体实现方法。
在场景一中,直播用户1和直播用户2建立连麦,直播用户1的第一终端设备摄像头实时采集第一视频流,一方面,在第一直播视频显示界面(直播用户1的显示界面)显示第一视频流,另一方面,将第一视频流发送给流媒体服务器,流媒体服务器将第一视频流发送给直播用户2的第二终端设备,第二终端设备在第二直播视频显示界面(直播用户2的显示界面)显示第一视频流;直播用户2的第二终端设备摄像头实时采集第二视频流,一方面,在第二直播视频显示界面显示(直播用户2的显示界面)第二视频流,另一方面,将第二视频流发送给流媒体服务器,流媒体服务器将第二视频流发送给直播用户1的第一终端设备,第一终端设备在第一直播视频显示界面(直播用户1的显示界面)显示第二视频流。
直播用户1(第一终端设备)向直播用户2发起PK请求,用于请求与直播 用户2进行第一游戏PK,网络设备(可以是流媒体服务器,也可以是其他服务器)将PK请求转发给直播用户2(第二终端设备);若直播用户2同意PK,则返回表示同意的响应,将该响应返回给第一终端设备,第一终端设备通过流媒体服务器向云游戏主机发送第一游戏创建指令(即上述目标游戏创建指令);云游戏主机根据该第一游戏创建指令创建第一游戏任务,并开始推送第一游戏的游戏数据流;流媒体服务器将游戏数据流分别发送给第一终端设备、第二终端设备和合流服务器;然后合流服务器接收直播用户1的第一直播游戏视频流和直播用户1的第二直播游戏视频流,将第一直播游戏视频流、第二直播游戏视频流、第一视频流和第二视频流作合流处理,并将合流处理后的合并视频流发送给内容分发网络,由内容分发网络发送给对应的观众用户的互动终端设备。
如图4所示,主播端界面在其视频流显示界面的第一显示区域,显示基于游戏数据流生成的游戏画面,在其第一视频流显示界面的第二显示区域显示第一视频流,在第一视频流显示界面的第三显示区域显示第二视频流,还可以在其第一视频流显示界面的第四显示区域显示文本对话框。
如图3所示,观众端界面在其视频流显示界面的第一显示区域显示合并视频流,并可以在其第二显示区域显示文本对话框;直播用户1和直播用户2均是第一游戏中的游戏参与者,通过第一终端设备和第二终端设备发起游戏控制指令,从而驱动游戏进程,实现第一游戏的PK;在游戏过程中,观众用户可以选择与其中一个直播用户连麦,并为连麦的直播用户输送游戏装备或游戏道具(游戏资源),相应的,互动终端响应观众用户的操作而触发目标互动事件(为连麦直播用户赠送游戏道具),并向游戏主机发送互动请求;游戏主机根据该互动请求,为对应的直播用户生成游戏道具,并将该游戏道具数据(游戏资源生成数据)随游戏数据流一并发送,直播用户可以使用该游戏道具。
在场景二中,直播用户1发起视频直播;直播用户1的第一终端设备摄像头实时采集第一视频流,一方面,在第一直播视频显示界面显示第一视频流,另一方面,将第一视频流发送给流媒体服务器,流媒体服务器将第一视频流发送给合流服务器,由合流服务器将第一视频流发送给CDN,CDN将第一视频流发送给观众用户的互动终端;观众用户通过互动终端与直播用户1的第一终端连麦;第一终端在视频直播的过程中通过流媒体服务器向云游戏主机发送第二游戏创建指令(即上述目标游戏创建指令);云游戏主机根据该第二游戏创建指令创建第二游戏任务,并开始推送第二游戏的游戏数据流;流媒体服务器将游 戏数据流分别发送给第一终端设备和合流服务器;合流服务器将游戏数据流与第一视频流作合流处理,并将合流处理后的合并视频流发送给内容分发网络,由内容分发网络发送给对应的观众用户的互动终端设备;第一终端设备在其第一视频流显示界面的第一显示区域,显示基于游戏数据流生成的游戏画面,在其第一视频流显示界面的第二显示区域显示第一视频流,还可以在其第一视频流显示界面的第四显示区域显示文本对话框;观众用户在其第二视频流显示界面的第一显示区域显示合并视频流,并可以在其第二显示区域显示文本对话框;第一终端向互动终端发起游戏邀请,互动终端接受该游戏邀请,进入第二游戏,此时,直播用户1和观众用户均是第一游戏中的游戏参与者,通过第一终端设备和互动终端设备发起游戏控制指令,从而驱动游戏进程。
应理解,上述实施例中各步骤的序号的大小并不意味着执行顺序的先后,各过程的执行顺序应以其功能和内在逻辑确定,而不应对本发明实施例的实施过程构成任何限定。
在一实施例中,提供一种数据处理装置,该数据处理装置与上述实施例中数据处理方法一一对应。如图10所示,所述数据处理装置各功能模块详细说明如下所示:
获取模块10,设置为获取第一直播用户的第一直播视频流和第二直播用户的第二直播视频流;
合并模块20,设置为将所述第一直播视频流和所述第二直播视频流合并成一个游戏视频流;
直播模块30,设置为将所述游戏视频流发送给观看用户以进行目标游戏的直播。
例如,所述获取模块10,还设置为获取所述第一直播用户的第一摄像头视频流和所述第二直播用户的第二摄像头视频流;
所述合并模块20,还设置为将所述第一摄像头视频流、所述第二摄像头视频流,所述第一直播视频流和所述第二直播视频流合并成一个游戏视频流。
例如,所述装置还包括:
接收模块40,设置为接收直播用户和/或所述观看用户发送的互动数据,所述互动数据是根据互动终端设备触发的目标互动事件生成的;
呈现模块50,设置为将所述互动数据生成的游戏画面呈现在所述游戏视频流中。
例如,所述合并模块20,包括:
获取单元,设置为从所述目标游戏的服务器中获取游戏画面视频流;
确定单元,设置为确定在所述游戏画面视频流中所述第一直播用户和所述第二直播用户分别对应的直播区域;
截取单元,设置为从所述第一直播视频流截取出所述第一直播用户对应的直播区域,从所述第二直播视频流截取出所述第二直播用户对应的直播区域;
合并单元,设置为将截取的所述第一直播用户的直播区域和所述第二直播用户的直播区域融合到所述游戏画面视频流得到所述游戏视频流。
例如,所述游戏画面视频流中包括游戏操作区,所述第一直播用户和所述第二直播用户共用所述游戏操作区。
例如,若所述目标游戏为竞技游戏,所述截取单元,还设置为从所述第一直播视频流截取出所述第一直播用户对应的第一游戏操作区,从所述第二直播视频流截取出所述第二直播用户对应的第二游戏操作区;
所述确定单元,还设置为根据所述第一游戏操作区和所述第二游戏操作区确定所述游戏操作区。
关于数据处理装置的具体限定可以参见上文中对于数据处理方法的限定,在此不再赘述。上述设备中的各个模块可全部或部分通过软件、硬件及其组合来实现。上述各模块可以硬件形式内嵌于或独立于计算机设备中的处理器中,也可以以软件形式存储于计算机设备中的存储器中,以便于处理器调用执行以上各个模块对应的操作。
在一个实施例中,提供了一种计算机设备,该计算机设备可以是服务器,其内部结构图可以如图11所示。该计算机设备包括通过系统总线连接的处理器、存储器、网络接口和数据库。其中,该计算机设备的处理器设置为提供计算和控制能力。该计算机设备的存储器包括非易失性存储介质、内存储器。该非易失性存储介质存储有操作系统、计算机程序和数据库。该内存储器为非易失性存储介质中的操作系统和计算机程序的运行提供环境。该计算机设备的网络接口设置为与外部的终端通过网络连接通信。该计算机程序被处理器执行时以实现一种数据处理方法。
在一个实施例中,提供了一种计算机设备,包括存储器、处理器及存储在存储器上并可在处理器上运行的计算机程序,处理器执行计算机程序时实现以下步骤:
获取第一直播用户的第一直播视频流和第二直播用户的第二直播视频流;
将所述第一直播视频流和所述第二直播视频流合并成一个游戏视频流;
将所述游戏视频流发送给观看用户以进行目标游戏的直播。
在一个实施例中,提供了一种计算机可读存储介质,其上存储有计算机程序,计算机程序被处理器执行时实现以下步骤:
获取第一直播用户的第一直播视频流和第二直播用户的第二直播视频流;
将所述第一直播视频流和所述第二直播视频流合并成一个游戏视频流;
将所述游戏视频流发送给观看用户以进行目标游戏的直播。
本领域普通技术人员可以理解实现上述实施例方法中的全部或部分流程,是可以通过计算机程序来指令相关的硬件来完成,所述的计算机程序可存储于一非易失性计算机可读取存储介质中,该计算机程序在执行时,可包括如上述各方法的实施例的流程。其中,本申请所提供的各实施例中所使用的对存储器、存储、数据库或其它介质的任何引用,均可包括非易失性和/或易失性存储器。非易失性存储器可包括只读存储器(ROM)、可编程ROM(PROM)、电可编程ROM(EPROM)、电可擦除可编程ROM(EEPROM)或闪存。易失性存储器可包括随机存取存储器(RAM)或者外部高速缓冲存储器。作为说明而非局限,RAM以多种形式可得,诸如静态RAM(SRAM)、动态RAM(DRAM)、同步DRAM(SDRAM)、双数据率SDRAM(DDRSDRAM)、增强型SDRAM(ESDRAM)、同步链路(Synchlink)DRAM(SLDRAM)、存储器总线(Rambus)直接RAM(RDRAM)、直接存储器总线动态RAM(DRDRAM)、以及存储器总线动态RAM(RDRAM)等。
所属领域的技术人员可以清楚地了解到,为了描述的方便和简洁,仅以上述各功能单元、模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能单元、模块完成,即将所述装置的内部结构划分成不同的功能单元或模块,以完成以上描述的全部或者部分功能。

Claims (10)

  1. 一种数据处理方法,包括:
    获取第一直播用户的第一直播视频流和第二直播用户的第二直播视频流;
    将所述第一直播视频流和所述第二直播视频流合并成一个游戏视频流;
    将所述游戏视频流发送给观看用户以进行目标游戏的直播。
  2. 根据权利要求1所述的数据处理方法,还包括:
    获取所述第一直播用户的第一摄像头视频流和所述第二直播用户的第二摄像头视频流;
    将所述第一摄像头视频流、所述第二摄像头视频流,所述第一直播视频流和所述第二直播视频流合并成一个游戏视频流。
  3. 根据权利要求1或2所述的数据处理方法,还包括:
    接收直播用户和所述观看用户中至少之一所发送的互动数据,所述互动数据是根据互动终端设备触发的目标互动事件生成的;
    将所述互动数据生成的游戏画面呈现在所述游戏视频流中。
  4. 根据权利要求1或2所述的数据处理方法,其中,将所述第一直播视频流和所述第二直播视频流合并成一个游戏视频流,包括:
    从所述目标游戏的服务器中获取游戏画面视频流;
    确定在所述游戏画面视频流中所述第一直播用户和所述第二直播用户分别对应的直播区域;
    从所述第一直播视频流截取出所述第一直播用户对应的直播区域,从所述第二直播视频流截取出所述第二直播用户对应的直播区域;
    将截取的所述第一直播用户的直播区域和所述第二直播用户的直播区域融合到所述游戏画面视频流得到所述游戏视频流。
  5. 根据权利要求3所述的数据处理方法,其中,所述游戏画面视频流中包括游戏操作区,所述第一直播用户和所述第二直播用户共用所述游戏操作区。
  6. 根据权利要求3所述的数据处理方法,其中,在所述目标游戏为竞技游戏的情况下,所述方法还包括:
    从所述第一直播视频流截取出所述第一直播用户对应的第一游戏操作区,从所述第二直播视频流截取出所述第二直播用户对应的第二游戏操作区;
    根据所述第一游戏操作区和所述第二游戏操作区确定所述游戏操作区。
  7. 一种数据处理装置,所述装置包括:
    获取模块,设置为获取第一直播用户的第一直播视频流和第二直播用户的第二直播视频流;
    合并模块,设置为将所述第一直播视频流和所述第二直播视频流合并成一个游戏视频流;
    直播模块,设置为将所述游戏视频流发送给观看用户以进行目标游戏的直播。
  8. 根据权利要求7所述的数据处理装置,其中,所述获取模块,还设置为获取所述第一直播用户的第一摄像头视频流和所述第二直播用户的第二摄像头视频流;
    所述合并模块,还设置为将所述第一摄像头视频流、所述第二摄像头视频流,所述第一直播视频流和所述第二直播视频流合并成一个游戏视频流。
  9. 一种电子设备,包括处理器和存储器;
    所述存储器设置为存储执行权利要求1至6任一项所述方法的程序;
    所述处理器被配置为执行所述存储器中存储的程序。
  10. 一种计算机可读存储介质,存储有执行权利要求1至6任一项所述方法的程序。
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