WO2022095738A1 - Livestreaming data processing method and apparatus, electronic device, and storage medium - Google Patents

Livestreaming data processing method and apparatus, electronic device, and storage medium Download PDF

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Publication number
WO2022095738A1
WO2022095738A1 PCT/CN2021/126072 CN2021126072W WO2022095738A1 WO 2022095738 A1 WO2022095738 A1 WO 2022095738A1 CN 2021126072 W CN2021126072 W CN 2021126072W WO 2022095738 A1 WO2022095738 A1 WO 2022095738A1
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WIPO (PCT)
Prior art keywords
user
game
anchor
users
game player
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PCT/CN2021/126072
Other languages
French (fr)
Chinese (zh)
Inventor
崔越
王辰腾
沈显超
王悦
Original Assignee
北京字节跳动网络技术有限公司
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Publication of WO2022095738A1 publication Critical patent/WO2022095738A1/en

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    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • 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
    • 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
    • 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
    • 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
    • A63F2300/57Features 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 game services offered to the player
    • A63F2300/577Features 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 game services offered to the player for watching a game played by other players

Definitions

  • the present disclosure relates to the field of computer technology, and in particular, the present disclosure relates to a method, an apparatus, an electronic device, and a storage medium for processing live broadcast data.
  • live broadcast forms usually one anchor talks to himself in the live broadcast room, or two anchors communicate with their fans in the same live broadcast room by connecting the microphones.
  • the live broadcast method is relatively simple.
  • game live broadcasts because games are an entertainment form that attaches great importance to experience, the live broadcast form of anchors in the prior art is difficult to generate sufficient interaction with audiences, resulting in low audience participation and poor user experience.
  • the present disclosure provides a method, device, electronic device and storage medium for processing live broadcast data, which are used to solve the problems existing in the prior art.
  • a method for processing live broadcast data comprising:
  • the first audio and video data, the second audio and video data, and the game data are sent to the user terminals of all users in the live room, so that the user terminals display the first audio and video data, the second audio and video data, and the game data.
  • a live data processing device comprising:
  • the first acquisition module is used to acquire the first audio and video data of the first anchor user in the live broadcast room, and the second audio and video data of the second anchor user who is connected to the first anchor;
  • a determining module configured to determine, from the audience users in the live broadcast room, the first game player user corresponding to the first anchor user, and the second game player user corresponding to the second anchor user;
  • the second acquisition module is used to configure the respective game participation rights of the first game player user and the second game player user, so that the first game player user and the second game player user participate in the game according to their corresponding game participation rights;
  • the third obtaining module is used to obtain game data of each user in the live broadcast room playing the game
  • the sending module is used to send the first audio and video data, the second audio and video data, and the game data to the user terminals of all users in the live broadcast room, so that the user terminals display the first audio and video data, the second audio and video data, and game data.
  • the present disclosure provides an electronic device, the electronic device comprising:
  • processors one or more processors
  • the memory stores one or more application programs, wherein when the one or more application programs are executed by the one or more processors, the electronic device performs operations corresponding to the live broadcast data processing method shown in the first aspect of the present disclosure.
  • the present disclosure provides a computer-readable medium, where the computer-readable medium is used to store computer instructions, and when the computer instructions are executed by a computer, the computer can perform the live data processing shown in the first aspect of the present disclosure. method.
  • two anchor users in the live broadcast room perform a live broadcast of microphones, and the game player corresponding to each anchor user is determined from the audience users in the live broadcast room.
  • the user participates in the game, which improves the user's participation in the live broadcast room and improves the user experience.
  • FIG. 1 is a schematic flowchart of a method for processing live broadcast data according to an embodiment of the present disclosure
  • FIG. 2 is a schematic diagram of an interface calling process of two anchors connecting a microphone to perform a game live broadcast according to an embodiment of the present disclosure
  • FIG. 3 is a schematic structural diagram of a live broadcast data processing apparatus according to an embodiment of the present disclosure.
  • FIG. 4 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure.
  • the term “including” and variations thereof are open-ended inclusions, ie, "including but not limited to”.
  • the term “based on” is “based at least in part on.”
  • the term “one embodiment” means “at least one embodiment”; the term “another embodiment” means “at least one additional embodiment”; the term “some embodiments” means “at least some embodiments”. Relevant definitions of other terms will be given in the description below.
  • the execution body of the technical solution of the present disclosure may be a live server for live game broadcasting.
  • the live broadcast server may obtain game data from the game server, and perform live video broadcasting in the live broadcast room according to the control instructions of the host user.
  • the user terminal watches the live game or participates in the game.
  • FIG. 1 is a schematic flowchart of a method for processing live broadcast data according to an embodiment of the present disclosure. As shown in FIG. 1 , the method may include:
  • Step S101 acquiring first audio and video data of a first anchor user in the live broadcast room, and second audio and video data of a second anchor user who is connected to the first anchor.
  • the first host user is the host user of the current live broadcast room
  • the first host user can invite other host users to enter the live broadcast room to perform live broadcast
  • the second host user is the host user who accepts the invitation of the first host user to enter the live broadcast room.
  • the live server can obtain the audio and video data of each anchor user through the user terminals of each anchor user (the first anchor user and the second anchor user).
  • the anchor user can log in to the live broadcast room through the game live broadcast application installed on the user terminal, and the user terminal automatically activates the built-in or external video capture device according to the audio and video capture instructions of each anchor user.
  • an audio collection device for example, a microphone, etc.
  • collect video data and audio data of the host user process it into audio and video data, and send it to the live broadcast server.
  • the second host user is determined in the following manner:
  • the host list is obtained and sent to the user terminal of the first host user, and the host list contains the host identifier
  • the anchor user corresponding to the anchor identifier selected by the first anchor user is determined as the second anchor user.
  • the user terminal of the first anchor user receives the anchor list acquisition instruction input by the first anchor user in the user interface, and sends the anchor list acquisition instruction to the live server, and the live server acquires all the anchor users currently logged into the live server or
  • the host identifier of the host user who can be connected to the microphone can be used to generate a host list and send it to the user terminal of the first host user.
  • the user terminal of the first anchor user receives the anchor selection instruction of the first anchor user for the anchors in the anchor list, and sends the anchor identifier selected by the first anchor user to the live server, and the live server sends a link to the anchor user corresponding to the anchor identifier.
  • Mic invitation information after receiving the message of agreeing to the Mic connection sent by the user terminal of the anchor user, the anchor user is determined as the second anchor user, the second anchor user enters the live broadcast room, and the first anchor user is connected to the Mic for live broadcast.
  • Step S102 from the audience users in the live broadcast room, determine the first game player user corresponding to the first anchor user, and determine the second game player user corresponding to the second anchor user.
  • the first anchor user and the second anchor user can represent the two sides of the game respectively, and the live server determines the corresponding game player users of each anchor user from the audience users in the live broadcast room, and play the game as players of all parties in the game.
  • two anchor users and their corresponding game player users can also be used as different roles in the game.
  • the live server determines the respective game player users corresponding to the anchor users, there may be various implementation manners, as detailed in the following embodiments.
  • determining the first game player user corresponding to the first anchor user and determining the second game player user corresponding to the second anchor user from the audience users in the live broadcast room including:
  • the first game player user and the second game player user are determined from the users corresponding to the game participation request.
  • the live broadcast server may determine the game player user corresponding to each anchor user according to the request of the audience user watching the live broadcast in the live broadcast room.
  • Spectator users who are willing to participate in the game can send game participation requests to the live broadcast server through their respective user terminals, and the live broadcast server determines the respective game player users corresponding to each anchor user from the users corresponding to the user terminals that sent the game participation request, and sends the request to the determined game player user.
  • the user terminal of the game player user sends a notification message to notify the corresponding user that he or she can participate in the game.
  • game player users can be determined from users corresponding to user terminals who want to participate in the game, which can better meet the needs of users, and at the same time, it can improve the efficiency of determining game player users, and avoid identifying users who do not have the willingness to participate in the game.
  • the user refuses to participate and the problem of the gamer user needs to be re-determined.
  • the first game player user and the second game player user are determined from the users corresponding to the game participation request, including any of the following:
  • Game player selection information In response to the game participation request sent by the user terminal of the spectator user, generate game player selection information according to the user ID of each user corresponding to each game participation request, and send it to the user terminal of the first anchor user and/or the user terminal of the second anchor user
  • Game player selection information in response to the player selection instruction of the corresponding first anchor user and/or the second anchor user for the game player selection information, determine at least one user corresponding to the player selection instruction as the first game player user and/or the first game player user. Two gamer users.
  • the live server can determine the first game player user and the second game player user from the audience users in three ways.
  • the first is to randomly select the first game player user from the users who send game participation requests.
  • the game player user and the second game player user, the audience users in the live room have the same probability of being selected as the game player user.
  • the same number of first game player users and second game player users may be randomly selected in the live broadcast room, and the specific number of game player users may be pre-configured according to specific needs of different games.
  • the second is that the live server obtains the user characteristics of each user who sends the game participation request.
  • User characteristics refer to various characteristics that can represent or reflect the user's personalized information, as long as they can reflect user information from one or more dimensions. can be.
  • the user characteristics may be the user's level information (ordinary users in the live broadcast room, VIP users in the live broadcast room), the user's consumption information in the live broadcast room, the user's online time in the live broadcast room, etc.
  • the embodiments of the present application are not limited.
  • the live server may use consumption information as a user feature, and the consumption information may specifically include at least one of the following: total consumption quota, total consumption times, consumption quota within a preset time period, consumption within a preset time period.
  • the bidding information can specifically be the price information that the user wants to become the game player in the current live broadcast of the current live broadcast room.
  • the specific form of the user's bid can be the actual monetary value, or the purchased virtual currency in the live broadcast room, etc. , which is not limited in this application.
  • Game player users are determined based on the user's consumption information, and audience users with higher consumption quotas have a higher probability of being identified as game player users, which can stimulate the consumption behavior of audience users in the live broadcast room, thereby improving the economic transformation ability of the live broadcast room.
  • the live broadcast server may determine the corresponding game player users for the first anchor user and the second anchor user in turn according to the consumption quota. For example, among the audience users who send the game participation request, first determine the first one from the users with the highest consumption quota. Game player users, and then select the user with the highest consumption amount among the remaining users to determine a second game player user, until the number of game player users corresponding to each anchor user reaches a preset number.
  • the third is to determine the game player user according to the selection instruction of the host user.
  • the live server may generate a user list from the user identifiers of each user who sent the game participation request, and send the user list as game player selection information to the user terminal of each anchor user for the anchor user to select their respective game players to participate in the game.
  • each anchor user receives the corresponding anchor user's selection instruction for the user in the user list, and sends it to the live server, and the live server determines the user corresponding to the selection instruction as the game player user corresponding to the anchor, that is, the live server will
  • the user corresponding to the selection instruction of the first anchor user is determined as the first game player user
  • the user corresponding to the selection instruction of the second anchor user is determined as the second game player user.
  • the viewer user may be regarded as the game player user corresponding to the first selected anchor user according to the selection time.
  • the live server can determine the game player user corresponding to each anchor user from the audience users who send the game participation request in the above three ways.
  • Each audience user may become a game player user, and the game player user can Participate in the game, so as to improve the participation of audience users in the live room.
  • the manner of determining the user of the first game player and the manner of determining the user of the second game player may be the same or different.
  • the audience users include a first audience user corresponding to the first anchor user, and a second audience user corresponding to the second anchor user; in response to a game participation request sent by the user terminal of the audience user, from the game
  • the first game player user and the second game player user are determined from the users corresponding to the participation request, including:
  • the second game player user is determined from the users corresponding to the second game participation request.
  • the first viewer user may be a fan user of the first anchor user
  • the second viewer user may be a fan user of the second anchor user
  • the audience user can join the fan group of each anchor user through the trigger operation of the Join Fan Group button in the user interface of the user terminal, and the live server associates the anchor user with the corresponding fan user.
  • the audience users in the current live broadcast room may include the fan users of the first anchor user and the fan users of the second anchor user.
  • the first audience user can send a first game participation request to join the game team represented by the first anchor through the user interface of the user terminal, and the live server will determine at least one first game player user from the users who sent the first game participation request.
  • the second audience user can send a second game participation request to join the game team represented by the second anchor through the user interface of the user terminal, and the live server will determine at least one second game player user from the users who send the second game participation request.
  • the live broadcast server may also determine the game player users corresponding to each anchor user according to the selection of the audience user, as detailed in the following embodiments.
  • determining the first game player user and the second game player user from the users corresponding to the game participation request including:
  • a first selection instruction for selecting prompt information from each audience user corresponding to each game participation request is received, and the first game player user or the second game player user is determined from the audience users corresponding to each first selection instruction.
  • the user terminal receives the game participation request sent by the audience user through the user interface and sends it to the live broadcast server, and the live broadcast server sends the selection prompt information to the user terminal, prompting the user to choose to become the team of the first anchor user or become the second anchor.
  • the live server determines at least one user from the users selected to become the first game player as the first game player user, and can use the same processing method to determine at least one user from the users selected to become the second game player.
  • the user acts as a second game player user.
  • the first game player user or the second game player user is determined according to the user's selection, which can better meet the needs of the user.
  • Step S103 configure the respective game participation rights of the first game player user and the second game player user, so that the first game player user and the second game player user participate in the game according to their corresponding game participation rights.
  • the game participation rights corresponding to the first game player user and the second game player user are configured, that is, the live broadcast server respectively activates the corresponding game rights for the first game player user and the second game player user, wherein the live broadcast server obtains the above
  • the manner of the game participation authority is not limited in the embodiments of the present disclosure. For example, it may be a pre-configured authority, or may be the authority obtained by the live broadcast server according to the interaction with the game server.
  • the live server may obtain the preconfigured game participation authority of the user participating in the game, as the game participation authority of the game player user, and the game participation authority and the first game player user and the second game player user determined in step S102 are respectively After the association is performed, the game player user can participate in the game as both parties of the game after having the permission to participate in the game.
  • the game participation authority may be pre-configured according to different game types, which is not limited in the present disclosure.
  • each game team can play games with multiple users at the same time, and different game participation permissions can be configured according to the respective game roles of each user.
  • Step S104 acquiring game data of the games played by each user in the live broadcast room
  • the users who play the game in the live broadcast room may include two anchor users and the corresponding game player users of each anchor user, or the two anchor users may not participate in the game, and the game player users corresponding to each anchor user respectively participate as both sides of the game. game.
  • the game data of the game may include initial game data, that is, data when the user has not yet started to play the game; and may also include game data that is continuously updated when the user performs the game through game interaction instructions during the game process.
  • the live broadcast server may select game data according to the game selection instruction of the first anchor user or the second anchor user. Specifically, the live server obtains the game identifiers of each game data, generates a game list for each game identifier, and displays it on the user interface of the user terminal of each anchor user; in response to the selection operation for the game in the game list, the first anchor user Or the game selected by the second anchor user in the game identifier list is used as the game data broadcasted live in the live broadcast room.
  • the games to be broadcasted live in the live broadcast room can also be determined through user voting. The game with the most votes is the game broadcast in the live room.
  • the live broadcast server can also determine the game data broadcasted in the live broadcast room through user voting, and the voting users may be users in the live broadcast room or not limited to users in the live broadcast room.
  • the live broadcast room server sends voting prompt information to the user terminals corresponding to each user in the live broadcast room, determines the number of votes corresponding to each game according to the number of user votes returned by each user terminal, and regards the game with the largest number of votes as the live broadcast.
  • In-time live game data According to the number of user votes, the games that are broadcast live in the live broadcast room are determined, and the games with high user preference are broadcast live in the live broadcast room, which can enhance the user stickiness of the live broadcast room.
  • the live broadcast server After the live broadcast server determines the initial game broadcast in the live broadcast room, it sends a game acquisition request to the game server.
  • the game acquisition request carries the game ID selected by the first anchor user or the second anchor user or determined according to the user's vote.
  • the game server will The initial game data corresponding to the game identifier is sent to the live server, and the user plays the game based on the initial game data.
  • Step S105 sending the first audio and video data, the second audio and video data, and the game data to the user terminals of all users in the live room, so that the user terminals display the first audio and video data, the second audio and video data, and the game data.
  • the live server sends the audio and video data of the first anchor user, the video and audio data of the second anchor user, and the game data to the user terminals of each user in the live broadcast room, including the user terminals of the anchor users, the user terminals of the game player users, and the user terminals of other viewer users, each user can watch the audio and video data of each anchor user and the live screen of each user's game through the same user interface of the user terminal.
  • each user's user terminal can access the cloud game server in the form of a cloud mobile phone based on the live server, interact with the cloud game server for instructions and data, and obtain the game data of each user's corresponding game character.
  • the user interface of the user terminal is displayed.
  • the confrontation status of the game parties can be displayed in real time through the user interface of each user's user terminal in the live broadcast room. For details, see the following embodiments.
  • the method further includes:
  • the game confrontation information is sent to the user terminals of all users in the live broadcast room, so that the user terminals display the game confrontation information.
  • the live broadcast server sends a game state acquisition request to the game server, and receives the game state information of both sides of the game sent by the game server.
  • the game state information may include information reflecting the progress of the game, and the two sides of the game play as two teams. For example, no matter whether the two anchor users participate in the game or not, each of the two anchor users can represent a game team. The remaining time of both sides in the current round, the remaining blood volume of both players in the current round, etc.
  • the live server collects statistics on the game state information, and generates the game confrontation information of both teams represented by each anchor user.
  • the game confrontation information is the information reflecting the confrontation state of the game team corresponding to each anchor in each game round.
  • the game confrontation information can include The user ID of each streamer user, the summary of the scores of both players in each round, and may also include the combat power, remaining time, remaining blood, etc. of both players in the current round.
  • the live server sends the game confrontation information to each user terminal, and displays it to the user through the user interface of the user terminal, so that the user in the live broadcast room can intuitively watch the current confrontation status of the corresponding game teams of the two anchors.
  • the method further includes:
  • audience users in the live broadcast room can increase the combat effectiveness of the corresponding game team by presenting virtual gifts to their favorite anchors.
  • the live server calculates the corresponding level of each anchor user according to the virtual gift received by each anchor user, and sends it to the game server.
  • Exchange rules calculate the game combat power corresponding to the level, add game items for each game team, increase the vitality of game characters, etc., so as to change the state information of the game, update the game state information of all parties in the game, and send it to the live server and live server. Update the game confrontation information for both sides of the game.
  • a cloud game live broadcast is used as an example for description
  • the game server is a cloud game server.
  • the host A and the host B log in to the live broadcast server (the live broadcast platform as shown in the figure) through their respective user terminals, and the host A and the host B connect to the microphone to broadcast the game live.
  • Cloud container 1 and cloud container 2 are containers in the cloud game server that carry game data.
  • the live server obtains the audio and video data of the host A and the host B through the respective user terminals through the host A and the host B;
  • the game player user corresponding to the anchor B namely the audience user b1; configure the game participation rights corresponding to the audience user a2 and the audience user b1;
  • the live server obtains the game data of each user in the live broadcast room from the cloud game server;
  • the respective audio and video data and game data of the anchor B are sent to the user terminals of all users in the live broadcast room.
  • the fan users of anchor A are viewer user a1 and viewer user a2.
  • Anchor A sends a selection instruction to the live server through the "player control" interface of the user terminal, and the live server determines viewer user a2 as a game player of anchor A's team according to the selection instruction. User, and activate the game participation permission for the game player.
  • Audience user a1 watches the live broadcast in the live broadcast room, and can increase the popularity and sound waves of anchor A by likes and gifts through the user terminal (the fan users received by anchor A the virtual value of the virtual gift).
  • the user terminal of viewer user a2 interacts with the "game interaction" interface of cloud container 1 in the cloud game server through the "signaling control” interface, and sends game interaction instructions; anchor A communicates with the cloud through the "cloud container control” interface of the user terminal.
  • the "application control" interface of container 1 interacts to select different games; the sound waves obtained by anchor A can be converted into the vitality of anchor A's game team through the game internal interface in cloud container 1.
  • the fan users of anchor B are viewer user b1 and viewer user b2.
  • Anchor B sends a selection instruction to the live server through the "player control" interface of the user terminal, and the live server determines viewer user b1 as a game player of anchor B's team according to the selection instruction.
  • the user watches the live broadcast in the live broadcast room, and increases the popularity and sound waves of the anchor B by liking and swiping gifts through the user terminal (the virtual value of the virtual gift from the fan user received by the anchor B).
  • the user terminal of the audience user b1 interacts with the "game interaction" interface of the cloud container 2 in the cloud game server through the “signaling control” interface, and sends game interaction instructions; the anchor B communicates with the cloud through the "cloud container control" interface of the user terminal.
  • the "application control" interface of container 2 interacts to select different games; the sound waves obtained by anchor B can be converted into the vitality of anchor B's game team through the game internal interface in cloud container 2.
  • two anchor users in the live broadcast room perform a live broadcast of microphones, and the corresponding game player users of each anchor user are determined from the audience users in the live broadcast room to participate in the game, which improves the performance of the live broadcast room.
  • the user's participation is improved, and the user experience is improved.
  • a live broadcast data processing device 30 is also provided in the embodiment of the present disclosure, as shown in Figure 3, the live broadcast data processing device 30 may include:
  • the first acquisition module 31 is used to acquire the first audio and video data of the first anchor user in the live room, and the second audio and video data of the second anchor user who is connected to the first anchor;
  • the determining module 32 is used to determine, from the audience users in the live broadcast room, the first game player user corresponding to the first anchor user, and the second game player user corresponding to the second anchor user;
  • the second acquisition module 33 is configured to configure the respective corresponding game participation rights of the first game player user and the second game player user, so that the first game player user and the second game player user participate in the game according to their corresponding game participation rights;
  • the third obtaining module 34 is used for obtaining game data of each user in the live broadcast room playing the game
  • the sending module 35 is used to send the first audio and video data, the second audio and video data, and the game data to the user terminals of all users in the live broadcast room, so that the user terminals can display the first audio and video data and the second audio and video data. , and game data.
  • the determining module 32 is specifically used for:
  • the first game player user and the second game player user are determined from the users corresponding to the game participation request.
  • the audience users include a first audience user corresponding to the first anchor user, and a second audience user corresponding to the second anchor user;
  • the determining module 32 responds to the game participation sent by the user terminal of the audience user
  • the request when determining the first game player user and the second game player user from the users corresponding to the game participation request, is used for:
  • the second game player user is determined from the users corresponding to the second game participation request.
  • the determining module 32 uses At:
  • the first game player user and/or the second game player user are randomly determined from the users corresponding to the game participation request.
  • the determining module 32 uses At:
  • the user characteristics of the user corresponding to the game participation request are obtained, and the first game player user and/or the second game player user are determined according to the user characteristics.
  • the determining module 32 uses At:
  • Game player selection information In response to the game participation request sent by the user terminal of the spectator user, generate game player selection information according to the user ID of each user corresponding to each game participation request, and send it to the user terminal of the first anchor user and/or the user terminal of the second anchor user
  • Game player selection information in response to the player selection instruction of the corresponding first anchor user and/or the second anchor user for the game player selection information, determine at least one user corresponding to the player selection instruction as the first game player user and/or the first game player user. Two gamer users.
  • the determining module 32 uses At:
  • a first selection instruction for selecting prompt information from each audience user corresponding to each game participation request is received, and the first game player user or the second game player user is determined from the audience users corresponding to each first selection instruction.
  • the apparatus 30 further includes a generating module for:
  • the game confrontation information is sent to the user terminals of all users in the live broadcast room, so that the user terminals display the game confrontation information.
  • the apparatus 30 further includes a fourth acquisition module, configured to:
  • the game server can update the first anchor user and the second anchor user according to the corresponding level information of the first anchor user and the second anchor user.
  • the game state information corresponding to each user.
  • the second host user is determined in the following manner:
  • the host list is obtained and sent to the user terminal of the first host user, and the host list contains the host identifier
  • the anchor user corresponding to the anchor identifier selected by the first anchor user is determined as the second anchor user.
  • the live broadcast data processing apparatus in the embodiments of the present disclosure can execute the live broadcast data processing methods provided by the embodiments of the present disclosure, and the implementation principles are similar.
  • the actions performed by each module in the live broadcast data processing apparatus in the embodiments of the present disclosure are as follows: Corresponding to the steps in the live broadcast data processing method in each embodiment of the present disclosure, for the detailed functional description of each module of the live broadcast data processing apparatus, please refer to the description in the corresponding live broadcast data processing method shown in the preceding paragraph. It is not repeated here.
  • two anchor users in the live broadcast room perform a live broadcast with microphones, and the corresponding game player users of each anchor user are determined from the audience users in the live broadcast room to participate in the game, which improves the performance of the live broadcast room.
  • User engagement improves user experience.
  • FIG. 4 it shows a schematic structural diagram of an electronic device 400 suitable for implementing an embodiment of the present disclosure.
  • the execution body of the technical solutions of the embodiments of the present disclosure may include, but is not limited to, mobile phones, notebook computers, digital broadcast receivers, PDAs (personal digital assistants), PADs (tablets), PMPs (portable multimedia players), vehicle-mounted terminals ( For example, mobile terminals such as car navigation terminals) and the like, and stationary terminals such as digital TVs, desktop computers, and the like.
  • the electronic device shown in FIG. 4 is only an example, and should not impose any limitation on the function and scope of use of the embodiments of the present disclosure.
  • the electronic device includes: a memory and a processor, wherein the processor here may be referred to as the processing device 401 described below, and the memory may include a read-only memory (ROM) 402, a random access memory (RAM) 403, and a storage device hereinafter At least one of 408 as follows:
  • an electronic device 400 may include a processing device (eg, a central processing unit, a graphics processor, etc.) 401 that may be loaded into random access according to a program stored in a read only memory (ROM) 402 or from a storage device 408 Various appropriate actions and processes are executed by the programs in the memory (RAM) 403 . In the RAM 403, various programs and data required for the operation of the electronic device 400 are also stored.
  • the processing device 401, the ROM 402, and the RAM 403 are connected to each other through a bus 404.
  • An input/output (I/O) interface 405 is also connected to bus 404 .
  • I/O interface 405 the following devices may be connected to the I/O interface 405: input devices 406 including, for example, a touch screen, touchpad, keyboard, mouse, camera, microphone, accelerometer, gyroscope, etc.; including, for example, a liquid crystal display (LCD), speakers, vibration An output device 407 of a computer, etc.; a storage device 408 including, for example, a magnetic tape, a hard disk, etc.; and a communication device 409. Communication means 409 may allow electronic device 400 to communicate wirelessly or by wire with other devices to exchange data.
  • FIG. 4 shows electronic device 400 having various means, it should be understood that not all of the illustrated means are required to be implemented or provided. More or fewer devices may alternatively be implemented or provided.
  • embodiments of the present disclosure include a computer program product comprising a computer program carried on a non-transitory computer readable medium, the computer program containing program code for performing the method illustrated in the flowchart.
  • the computer program may be downloaded and installed from the network via the communication device 409, or from the storage device 408, or from the ROM 402.
  • the processing device 401 When the computer program is executed by the processing device 401, the above-described functions defined in the methods of the embodiments of the present disclosure are executed.
  • the computer-readable medium mentioned above in the present disclosure may be a computer-readable signal medium or a computer-readable storage medium, or any combination of the above two.
  • the computer-readable storage medium can be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus or device, or a combination of any of the above. More specific examples of computer readable storage media may include, but are not limited to, electrical connections with one or more wires, portable computer disks, hard disks, random access memory (RAM), read only memory (ROM), erasable Programmable read only memory (EPROM or flash memory), fiber optics, portable compact disk read only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination of the foregoing.
  • a computer-readable storage medium may be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.
  • a computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave with computer-readable program code embodied thereon. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the foregoing.
  • a computer-readable signal medium can also be any computer-readable medium other than a computer-readable storage medium that can transmit, propagate, or transport the program for use by or in connection with the instruction execution system, apparatus, or device .
  • Program code embodied on a computer readable medium may be transmitted using any suitable medium including, but not limited to, electrical wire, optical fiber cable, RF (radio frequency), etc., or any suitable combination of the foregoing.
  • the client and server can use any currently known or future developed network protocol such as HTTP (HyperText Transfer Protocol) to communicate, and can communicate with digital data in any form or medium Communication (eg, a communication network) interconnects.
  • HTTP HyperText Transfer Protocol
  • Examples of communication networks include local area networks (“LAN”), wide area networks (“WAN”), the Internet (eg, the Internet), and peer-to-peer networks (eg, ad hoc peer-to-peer networks), as well as any currently known or future development network of.
  • the above-mentioned computer-readable medium may be included in the above-mentioned electronic device; or may exist alone without being assembled into the electronic device.
  • the above-mentioned computer-readable medium carries one or more programs, and when the above-mentioned one or more programs are executed by the electronic device, the electronic device is made to: obtain the first audio and video data of the first anchor user in the live room, and communicate with The second audio and video data of the second anchor user who is connected to the microphone by one anchor; the first game player user corresponding to the first anchor user is determined from the audience users in the live broadcast room, and the second game player user corresponding to the second anchor user is determined.
  • Computer program code for performing operations of the present disclosure may be written in one or more programming languages, including but not limited to object-oriented programming languages—such as Java, Smalltalk, C++, and This includes conventional procedural programming languages - such as the "C" language or similar programming languages.
  • the program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer, or entirely on the remote computer or server.
  • the remote computer may be connected to the user's computer through any kind of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (eg, using an Internet service provider through Internet connection).
  • LAN local area network
  • WAN wide area network
  • each block in the flowchart or block diagrams may represent a module, segment, or portion of code that contains one or more logical functions for implementing the specified functions executable instructions.
  • the functions noted in the blocks may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved.
  • each block of the block diagrams and/or flowchart illustrations, and combinations of blocks in the block diagrams and/or flowchart illustrations can be implemented in dedicated hardware-based systems that perform the specified functions or operations , or can be implemented in a combination of dedicated hardware and computer instructions.
  • the modules or units involved in the embodiments of the present disclosure may be implemented in software or hardware. Among them, the name of the module or unit does not constitute a limitation of the unit itself under certain circumstances.
  • exemplary types of hardware logic components include: Field Programmable Gate Arrays (FPGAs), Application Specific Integrated Circuits (ASICs), Application Specific Standard Products (ASSPs), Systems on Chips (SOCs), Complex Programmable Logical Devices (CPLDs) and more.
  • FPGAs Field Programmable Gate Arrays
  • ASICs Application Specific Integrated Circuits
  • ASSPs Application Specific Standard Products
  • SOCs Systems on Chips
  • CPLDs Complex Programmable Logical Devices
  • a machine-readable medium may be a tangible medium that may contain or store a program for use by or in connection with the instruction execution system, apparatus or device.
  • the machine-readable medium may be a machine-readable signal medium or a machine-readable storage medium.
  • Machine-readable media may include, but are not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, devices, or devices, or any suitable combination of the foregoing.
  • machine-readable storage media would include one or more wire-based electrical connections, portable computer disks, hard disks, random access memory (RAM), read only memory (ROM), erasable programmable read only memory (EPROM or flash memory), fiber optics, compact disk read only memory (CD-ROM), optical storage, magnetic storage, or any suitable combination of the foregoing.
  • RAM random access memory
  • ROM read only memory
  • EPROM or flash memory erasable programmable read only memory
  • CD-ROM compact disk read only memory
  • magnetic storage or any suitable combination of the foregoing.
  • the present disclosure provides a method for processing live broadcast data, the method comprising:
  • determining the first game player user corresponding to the first anchor user and determining the second game player user corresponding to the second anchor user from the audience users in the live broadcast room including:
  • the first game player user and the second game player user are determined from the users corresponding to the game participation request.
  • the audience users include a first audience user corresponding to the first anchor user, and a second audience user corresponding to the second anchor user; the response to the audience user's
  • the game participation request sent by the user terminal determines the first game player user and the second game player user from the users corresponding to the game participation request, including:
  • the second game player user is determined from users corresponding to the second game participation request.
  • the first game player user and the second game player user are determined from the users corresponding to the game participation request in response to the game participation request sent by the user terminal of the audience user, include:
  • the first game player user and/or the second game player user are randomly determined from users corresponding to the game participation request.
  • the first game player user and the second game player user are determined from the users corresponding to the game participation request in response to the game participation request sent by the user terminal of the audience user, include:
  • user characteristics of the user corresponding to the game participation request are acquired, and the first game player user and/or the second game player user are determined according to the user characteristics.
  • the first game player user and the second game player user are determined from the users corresponding to the game participation request in response to the game participation request sent by the user terminal of the audience user, include:
  • the user terminal of the spectator user In response to the game participation request sent by the user terminal of the spectator user, generate game player selection information according to the user ID of each user corresponding to each of the game participation requests, and report to the user terminal of the first anchor user and/or the second anchor user.
  • the user terminal sends the game player selection information, and in response to the player selection instruction of the corresponding first anchor user and/or the second anchor user for the game player selection information, at least one user corresponding to the player selection instruction is determined. For the first game player user and/or the second game player user.
  • the first game player user and the second game player user are determined from the users corresponding to the game participation request in response to the game participation request sent by the user terminal of the audience user, include:
  • the method further includes:
  • the game confrontation information is sent to the user terminals of all users in the live broadcast room, so that the user terminals display the game confrontation information.
  • the method further includes:
  • the second anchor user is determined in the following manner:
  • the host list is obtained and sent to the user terminal of the first host user, and the host list contains the host identifier
  • the anchor user corresponding to the anchor identification selected by the first anchor user is determined as the second anchor user.
  • the present disclosure provides a live data processing apparatus, the apparatus comprising:
  • the first acquisition module is used to acquire the first audio and video data of the first anchor user in the live broadcast room, and the second audio and video data of the second anchor user who is connected to the first anchor;
  • a determining module configured to determine, from the audience users in the live broadcast room, the first game player user corresponding to the first anchor user, and the second game player user corresponding to the second anchor user;
  • a second acquisition module configured to configure the respective game participation permissions of the first game player user and the second game player user, so that the first game player user and the second game player user can the right to participate in the game to participate in the game;
  • a third obtaining module configured to obtain game data of the games played by each user in the live broadcast room
  • a sending module configured to send the first audio and video data, the second audio and video data, and the game data to the user terminals of all users in the live room, so that the user terminals display the The first audio and video data, the second audio and video data, and the game data.
  • the determining module is specifically used for:
  • the first game player user and the second game player user are determined from the users corresponding to the game participation request.
  • the determining module is specifically used for:
  • the second game player user is determined from users corresponding to the second game participation request.
  • the determining module is specifically used for:
  • the first game player user and/or the second game player user are randomly determined from users corresponding to the game participation request.
  • the determining module is specifically used for:
  • user characteristics of the user corresponding to the game participation request are acquired, and the first game player user and/or the second game player user are determined according to the user characteristics.
  • the determining module is specifically used for:
  • the user terminal of the spectator user In response to the game participation request sent by the user terminal of the spectator user, generate game player selection information according to the user ID of each user corresponding to each of the game participation requests, and report to the user terminal of the first anchor user and/or the second anchor user.
  • the user terminal sends the game player selection information, and in response to the player selection instruction of the corresponding first anchor user and/or the second anchor user for the game player selection information, at least one user corresponding to the player selection instruction is determined. For the first game player user and/or the second game player user.
  • the determining module is specifically used for:
  • the apparatus further includes a generating module for:
  • the game confrontation information is sent to the user terminals of all users in the live broadcast room, so that the user terminals display the game confrontation information.
  • the apparatus further includes a fourth acquisition module, configured to:
  • the second anchor user is determined in the following manner:
  • the host list is obtained and sent to the user terminal of the first host user, and the host list contains the host identifier
  • the anchor user corresponding to the anchor identification selected by the first anchor user is determined as the second anchor user.
  • the present disclosure provides an electronic device, comprising:
  • processors one or more processors
  • the memory stores one or more application programs, wherein when the one or more application programs are executed by the one or more processors, the electronic device is caused to execute the live broadcast data processing method.
  • the present disclosure provides a computer-readable medium for storing computer instructions that, when executed by a computer, cause the computer to execute the above-mentioned Live data processing method.

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Abstract

A livestreaming data processing method and apparatus, an electronic device, and a storage medium, relating to the technical field of computers. The method comprises: acquiring first audio/video data of a first livestreamer user of a livestreaming room, and second audio/video data of a second livestreamer user that is in real-time communication with the first livestreamer user (S101); determining, from audience users in the livestreaming room, a first game player user corresponding to the first livestreamer user, and determining a second game player user corresponding to the second livestreamer user (S102); configuring respective corresponding game engagement permissions of the first game player user and the second game player user, such that the first game player user and the second game player user are engaged in a game according to the respective corresponding game engagement permissions (S103); acquiring game data of the users playing the game in the livestreaming room (S104); and sending the first audio/video data, the second audio/video data, and the game data to user terminals of all users in the livestreaming room (S105). According to the method, two livestreamer users in a livestreaming room are in real-time communication, and determine, from audience users in the livestreaming room, game layer users corresponding to the livestreamer users to play a game, thus improving the engagement of the users in the livestreaming room and improving user experience.

Description

直播数据处理方法、装置、电子设备及存储介质Live data processing method, device, electronic device and storage medium
优先权信息priority information
本申请要求于2020年11月05日提交的,申请名称为“直播数据处理方法、装置、电子设备及存储介质”的、中国专利申请号“202011226304.1”的优先权,该申请的全部内容通过引用结合在本申请中。This application claims the priority of the Chinese Patent Application No. "202011226304.1" filed on November 05, 2020 with the application title "Method, Device, Electronic Device and Storage Medium for Live Streaming Data", the entire content of which is by reference Incorporated in this application.
技术领域technical field
本公开涉及计算机技术领域,具体而言,本公开涉及一种直播数据处理方法、装置、电子设备及存储介质。The present disclosure relates to the field of computer technology, and in particular, the present disclosure relates to a method, an apparatus, an electronic device, and a storage medium for processing live broadcast data.
背景技术Background technique
随着计算机技术和通信技术的发展,网络直播成为越来越受欢迎的娱乐形式。网络直播分为很多种类,包括秀场直播、电商直播、综艺直播、游戏直播等。With the development of computer technology and communication technology, webcasting has become an increasingly popular form of entertainment. There are many types of online live broadcasts, including live broadcasts of shows, live broadcasts of e-commerce, live broadcasts of variety shows, and live games of games.
在众多直播形态中,通常是一个主播在直播间中自言自语,或者两个主播通过连麦的方式,在同一直播间中与各自的粉丝进行语言交流,直播方式比较单一。而且,对于游戏直播而言,由于游戏是一个较为重视体验度的娱乐形式,现有技术中主播的直播形式很难与观众产生足够的互动,观众参与度低,用户体验差。In many live broadcast forms, usually one anchor talks to himself in the live broadcast room, or two anchors communicate with their fans in the same live broadcast room by connecting the microphones. The live broadcast method is relatively simple. Moreover, for game live broadcasts, because games are an entertainment form that attaches great importance to experience, the live broadcast form of anchors in the prior art is difficult to generate sufficient interaction with audiences, resulting in low audience participation and poor user experience.
发明内容SUMMARY OF THE INVENTION
本公开提供了一种直播数据处理方法、装置、电子设备及存储介质,用于解决现有技术中存在的问题。The present disclosure provides a method, device, electronic device and storage medium for processing live broadcast data, which are used to solve the problems existing in the prior art.
第一方面,提供了一种直播数据处理方法,该方法包括:In a first aspect, a method for processing live broadcast data is provided, the method comprising:
获取直播间的第一主播用户的第一音视频数据,以及与第一主播连麦的第二主播用户的第二音视频数据;Obtain the first audio and video data of the first anchor user in the live broadcast room, and the second audio and video data of the second anchor user who is connected to the first anchor;
从直播间中的观众用户中确定第一主播用户对应的第一游戏玩家用户,以及确定第二主播用户对应的第二游戏玩家用户;Determine the first game player user corresponding to the first anchor user from the audience users in the live broadcast room, and determine the second game player user corresponding to the second anchor user;
配置第一游戏玩家用户和第二游戏玩家用户各自对应的游戏参与权限,以使第一游戏玩家用户和第二游戏玩家用户根据各自对应的游戏参与权限参与游戏;Configure the game participation rights corresponding to the first game player user and the second game player user, so that the first game player user and the second game player user participate in the game according to their corresponding game participation rights;
获取直播间中各用户进行游戏的游戏数据;Obtain the game data of the games played by each user in the live room;
将第一音视频数据、第二音视频数据、以及游戏数据发送至直播间中的所有用户的用户终端,以使用户终端展示第一音视频数据、第二音视频数据、以及游戏数据。The first audio and video data, the second audio and video data, and the game data are sent to the user terminals of all users in the live room, so that the user terminals display the first audio and video data, the second audio and video data, and the game data.
第二方面,提供了一种直播数据处理装置,该装置包括:In a second aspect, a live data processing device is provided, the device comprising:
第一获取模块,用于获取直播间的第一主播用户的第一音视频数据,以及与第一主播连麦的第二主播用户的第二音视频数据;The first acquisition module is used to acquire the first audio and video data of the first anchor user in the live broadcast room, and the second audio and video data of the second anchor user who is connected to the first anchor;
确定模块,用于从直播间中的观众用户中确定第一主播用户对应的第一游戏玩家用户,以及确定第二主播用户对应的第二游戏玩家用户;a determining module, configured to determine, from the audience users in the live broadcast room, the first game player user corresponding to the first anchor user, and the second game player user corresponding to the second anchor user;
第二获取模块,用于配置第一游戏玩家用户和第二游戏玩家用户各自对应的游戏参与权限,以使第一游戏玩家用户和第二游戏玩家用户根据各自对应的游戏参与权限参与游戏;The second acquisition module is used to configure the respective game participation rights of the first game player user and the second game player user, so that the first game player user and the second game player user participate in the game according to their corresponding game participation rights;
第三获取模块,用于获取直播间中各用户进行游戏的游戏数据;The third obtaining module is used to obtain game data of each user in the live broadcast room playing the game;
发送模块,用于将第一音视频数据、第二音视频数据、以及游戏数据发送至直播间中的所有用户的用户终端,以使用户终端展示第一音视频数据、第二音视频数据、以及游戏数据。The sending module is used to send the first audio and video data, the second audio and video data, and the game data to the user terminals of all users in the live broadcast room, so that the user terminals display the first audio and video data, the second audio and video data, and game data.
第三方面,本公开提供了一种电子设备,该电子设备包括:In a third aspect, the present disclosure provides an electronic device, the electronic device comprising:
一个或多个处理器;one or more processors;
存储器,存储一个或多个应用程序,其中一个或多个应用程序被一个或多个处理器执行时,使得电子设备执行如本公开的第一方面所示的直播数据处理方法对应的操作。The memory stores one or more application programs, wherein when the one or more application programs are executed by the one or more processors, the electronic device performs operations corresponding to the live broadcast data processing method shown in the first aspect of the present disclosure.
第四方面,本公开提供了一种计算机可读介质,计算机可读介质用于存储计算机指令,当计算机指令被计算机执行时,使得计算机可以执行如本公开的第一方面所示的直播数据处理方法。In a fourth aspect, the present disclosure provides a computer-readable medium, where the computer-readable medium is used to store computer instructions, and when the computer instructions are executed by a computer, the computer can perform the live data processing shown in the first aspect of the present disclosure. method.
本公开提供的技术方案带来的有益效果可以包括:The beneficial effects brought by the technical solutions provided by the present disclosure may include:
在本公开实施例提供的直播数据处理方法、装置、电子设备及存储介质,直播间中的两个主播用户进行连麦直播,从直播间中的观众用户中确定各主播用户各自对应的游戏玩家用户参与游戏,提高了直播间中用户的参与度,提升了用户体验。In the live broadcast data processing method, device, electronic device, and storage medium provided by the embodiments of the present disclosure, two anchor users in the live broadcast room perform a live broadcast of microphones, and the game player corresponding to each anchor user is determined from the audience users in the live broadcast room. The user participates in the game, which improves the user's participation in the live broadcast room and improves the user experience.
附图说明Description of drawings
为了更清楚地说明本公开实施例中的技术方案,下面将对本公开实施例描述中所需要使用的附图作简单地介绍。In order to illustrate the technical solutions in the embodiments of the present disclosure more clearly, the following briefly introduces the accompanying drawings that are required to be used in the description of the embodiments of the present disclosure.
图1为本公开实施例提供的一种直播数据处理方法的流程示意图;1 is a schematic flowchart of a method for processing live broadcast data according to an embodiment of the present disclosure;
图2为本公开实施例提供的两个主播连麦进行游戏直播的接口调用过程的示意图;FIG. 2 is a schematic diagram of an interface calling process of two anchors connecting a microphone to perform a game live broadcast according to an embodiment of the present disclosure;
图3为本公开实施例提供的一种直播数据处理装置的结构示意图;3 is a schematic structural diagram of a live broadcast data processing apparatus according to an embodiment of the present disclosure;
图4为本公开实施例提供的一种电子设备的结构示意图。FIG. 4 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure.
具体实施方式Detailed ways
下面将参照附图更详细地描述本公开的实施例。虽然附图中显示了本公开的某些实施例,然而应当理解的是,本公开可以通过各种形式来实现,而且不应该被解释为限于这里阐述的实施例,相反提供这些实施例是为了更加透彻和完整地理解本公开。应当理解的是,本公开的附图及实施例仅用于示例性作用,并非用于限制本公开的保护范围。Embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. While certain embodiments of the present disclosure are shown in the drawings, it should be understood that the present disclosure may be embodied in various forms and should not be construed as limited to the embodiments set forth herein, but rather are provided for the purpose of A more thorough and complete understanding of the present disclosure. It should be understood that the drawings and embodiments of the present disclosure are only for exemplary purposes, and are not intended to limit the protection scope of the present disclosure.
应当理解,本公开的方法实施方式中记载的各个步骤可以按照不同的顺序执行,和/或并行执行。此外,方法实施方式可以包括附加的步骤和/或省略执行示出的步骤。本公开的范围在此方面不受限制。It should be understood that the various steps described in the method embodiments of the present disclosure may be performed in different orders and/or in parallel. Furthermore, method embodiments may include additional steps and/or omit performing the illustrated steps. The scope of the present disclosure is not limited in this regard.
本文使用的术语“包括”及其变形是开放性包括,即“包括但不限于”。术语“基于”是“至少部分地基于”。术语“一个实施例”表示“至少一个实施例”;术语“另一实施例”表示“至少一个另外的实施例”;术语“一些实施例”表示“至少一些实施例”。其他术语的相关定义将在下文描述中给出。As used herein, the term "including" and variations thereof are open-ended inclusions, ie, "including but not limited to". The term "based on" is "based at least in part on." The term "one embodiment" means "at least one embodiment"; the term "another embodiment" means "at least one additional embodiment"; the term "some embodiments" means "at least some embodiments". Relevant definitions of other terms will be given in the description below.
需要注意,本公开中提及的“第一”、“第二”等概念仅用于对装置、模块或单元进行区分,并非用于限定这些装置、模块或单元一定为不同的装置、模块或单元,也并非用于限定这些装置、模块或单元所执行的功能的顺序或者相互依存关系。It should be noted that the concepts such as "first" and "second" mentioned in the present disclosure are only used to distinguish devices, modules or units, and are not used to limit these devices, modules or units to be different devices, modules or units. Units are not intended to limit the order or interdependence of the functions performed by these devices, modules or units.
需要注意,本公开中提及的“一个”、“多个”的修饰是示意性而非限制性的,本领域技术人员应当理解,除非在上下文另有明确指出,否则应该理解为“一个或多个”。It should be noted that the modifications of "a" and "a plurality" mentioned in the present disclosure are illustrative rather than restrictive, and those skilled in the art should understand that unless the context clearly indicates otherwise, they should be understood as "one or a plurality of". multiple".
本公开实施方式中的多个装置之间所交互的消息或者信息的名称仅用于说明性的目的,而并不是用于对这些消息或信息的范围进行限制。The names of messages or information exchanged between multiple devices in the embodiments of the present disclosure are only for illustrative purposes, and are not intended to limit the scope of these messages or information.
下面以具体地实施例对本公开的技术方案以及本公开的技术方案如何解决上述技术问题进行详细说明。下面这几个具体的实施例可以相互结合,对于相同或相似的概念或过程可能在某些实施例中不再赘述。下面将结合附图,对本公开的实施例进行描述。The technical solutions of the present disclosure and how the technical solutions of the present disclosure solve the above-mentioned technical problems will be described in detail below with specific examples. The following specific embodiments may be combined with each other, and the same or similar concepts or processes may not be repeated in some embodiments. The embodiments of the present disclosure will be described below with reference to the accompanying drawings.
本公开技术方案的执行主体可以为进行游戏直播的直播服务器,直播服务器可以从游戏服务器获取游戏数据,根据主播用户的控制指令在直播间进行视频直播,直播间中的各观众用户可以通过各自的用户终端观看游戏直播或者参与游戏。The execution body of the technical solution of the present disclosure may be a live server for live game broadcasting. The live broadcast server may obtain game data from the game server, and perform live video broadcasting in the live broadcast room according to the control instructions of the host user. The user terminal watches the live game or participates in the game.
图1为本公开实施例提供的一种直播数据处理方法的流程示意图,如图1所示,该方法可以包括:FIG. 1 is a schematic flowchart of a method for processing live broadcast data according to an embodiment of the present disclosure. As shown in FIG. 1 , the method may include:
步骤S101,获取直播间的第一主播用户的第一音视频数据,以及与第一主播连麦的第二主播用户的第二音视频数据。Step S101, acquiring first audio and video data of a first anchor user in the live broadcast room, and second audio and video data of a second anchor user who is connected to the first anchor.
其中,第一主播用户为当前直播间的主播用户,第一主播用户可以邀请其他主播用户进入直播间进行连麦直播,第二主播用户为接受第一主播用户的邀请进入直播间的主播用户。Among them, the first host user is the host user of the current live broadcast room, the first host user can invite other host users to enter the live broadcast room to perform live broadcast, and the second host user is the host user who accepts the invitation of the first host user to enter the live broadcast room.
直播服务器可以通过各主播用户(第一主播用户和第二主播用户)的用户终端获取各 主播用户的音视频数据。具体的,对应任一主播用户,该主播用户可以通过其用户终端安装的游戏直播的应用程序登录直播间,用户终端根据各主播用户的音视频采集指令或者自动开启内置的或者外接的视频采集装置(例如,摄像头等)、音频采集装置(例如,麦克风等),采集主播用户的视频数据、音频数据,处理成音视频数据,并发送至直播服务器。The live server can obtain the audio and video data of each anchor user through the user terminals of each anchor user (the first anchor user and the second anchor user). Specifically, for any anchor user, the anchor user can log in to the live broadcast room through the game live broadcast application installed on the user terminal, and the user terminal automatically activates the built-in or external video capture device according to the audio and video capture instructions of each anchor user. (for example, a camera, etc.), an audio collection device (for example, a microphone, etc.), collect video data and audio data of the host user, process it into audio and video data, and send it to the live broadcast server.
在一种可能的实现方式中,第二主播用户是通过以下方式确定的:In a possible implementation manner, the second host user is determined in the following manner:
响应于第一主播用户的用户终端发送的主播列表获取指令,获取主播列表并发送至第一主播用户的用户终端,主播列表中包含主播标识;In response to the host list acquisition instruction sent by the user terminal of the first host user, the host list is obtained and sent to the user terminal of the first host user, and the host list contains the host identifier;
响应于第一主播用户的用户终端发送的第一主播用户针对主播列表中的主播标识的主播选择指令,将第一主播用户选中的主播标识对应的主播用户确定为第二主播用户。In response to the anchor selection instruction of the first anchor user for the anchor identifier in the anchor list sent by the user terminal of the first anchor user, the anchor user corresponding to the anchor identifier selected by the first anchor user is determined as the second anchor user.
在实际应用中,第一主播用户的用户终端接收第一主播用户在用户界面中输入的主播列表获取指令,将主播列表获取指令发送至直播服务器,直播服务器获取当前登录直播服务器的所有主播用户或者可以进行连麦的主播用户的主播标识,生成主播列表发送至第一主播用户的用户终端。第一主播用户的用户终端接收到第一主播用户针对主播列表中的主播的主播选择指令,将第一主播用户选中的主播标识发送至直播服务器,直播服务器将该主播标识对应的主播用户发送连麦邀请信息,当接收到该主播用户的用户终端发送的同意连麦信息后,将该主播用户确定为第二主播用户,第二主播用户进入直播间,与第一主播用户进行连麦直播。In practical applications, the user terminal of the first anchor user receives the anchor list acquisition instruction input by the first anchor user in the user interface, and sends the anchor list acquisition instruction to the live server, and the live server acquires all the anchor users currently logged into the live server or The host identifier of the host user who can be connected to the microphone can be used to generate a host list and send it to the user terminal of the first host user. The user terminal of the first anchor user receives the anchor selection instruction of the first anchor user for the anchors in the anchor list, and sends the anchor identifier selected by the first anchor user to the live server, and the live server sends a link to the anchor user corresponding to the anchor identifier. Mic invitation information, after receiving the message of agreeing to the Mic connection sent by the user terminal of the anchor user, the anchor user is determined as the second anchor user, the second anchor user enters the live broadcast room, and the first anchor user is connected to the Mic for live broadcast.
步骤S102,从直播间中的观众用户中确定第一主播用户对应的第一游戏玩家用户,以及确定第二主播用户对应的第二游戏玩家用户。Step S102, from the audience users in the live broadcast room, determine the first game player user corresponding to the first anchor user, and determine the second game player user corresponding to the second anchor user.
其中,第一主播用户和第二主播用户可以分别代表游戏的对阵双方,直播服务器从直播间的观众用户中确定出各主播用户各自对应的游戏玩家用户,分别作为游戏各方的队员进行游戏对抗。可选的,也可以是两个主播用户以及各自对应的游戏玩家用户作为游戏中的不同就角色。Among them, the first anchor user and the second anchor user can represent the two sides of the game respectively, and the live server determines the corresponding game player users of each anchor user from the audience users in the live broadcast room, and play the game as players of all parties in the game. . Optionally, two anchor users and their corresponding game player users can also be used as different roles in the game.
直播服务器在确定各主播用户各自对应的游戏玩家用户时,可以有多种实现方式,具体见如下实施例。When the live server determines the respective game player users corresponding to the anchor users, there may be various implementation manners, as detailed in the following embodiments.
在一种可能的实现方式中,从直播间中的观众用户中确定第一主播用户对应的第一游戏玩家用户,以及确定第二主播用户对应的第二游戏玩家用户,包括:In a possible implementation manner, determining the first game player user corresponding to the first anchor user and determining the second game player user corresponding to the second anchor user from the audience users in the live broadcast room, including:
响应于观众用户的用户终端发送的游戏参与请求,从游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户。In response to the game participation request sent by the user terminal of the audience user, the first game player user and the second game player user are determined from the users corresponding to the game participation request.
在实际应用中,直播服务器可以根据直播间中观看直播的观众用户的请求确定各主播用户对应的游戏玩家用户。有意愿参与游戏的观众用户可以通过各自的用户终端向直播服务器发送游戏参与请求,直播服务器从发送游戏参与请求的用户终端对应的用户中确定各 主播用户各自对应的游戏玩家用户,并向确定的游戏玩家用户的用户终端发送通知消息,以通知对应的用户可以参与游戏。基于该方案,可以从想要参与游戏的用户终端对应的用户中确定游戏玩家用户,更能够满足用户的需求,同时也能够提高确定游戏玩家用户的效率,避免了将没有游戏参与意愿的用户确定为游戏玩家用户,用户拒绝参与,需要重新确定游戏玩家用户的问题。In practical applications, the live broadcast server may determine the game player user corresponding to each anchor user according to the request of the audience user watching the live broadcast in the live broadcast room. Spectator users who are willing to participate in the game can send game participation requests to the live broadcast server through their respective user terminals, and the live broadcast server determines the respective game player users corresponding to each anchor user from the users corresponding to the user terminals that sent the game participation request, and sends the request to the determined game player user. The user terminal of the game player user sends a notification message to notify the corresponding user that he or she can participate in the game. Based on this solution, game player users can be determined from users corresponding to user terminals who want to participate in the game, which can better meet the needs of users, and at the same time, it can improve the efficiency of determining game player users, and avoid identifying users who do not have the willingness to participate in the game. For the gamer user, the user refuses to participate and the problem of the gamer user needs to be re-determined.
对于从发送了游戏参与请求用户终端对应的用户中确定第一游戏玩家用户和第二游戏玩家用户的具体实现方式见如下实施例。For the specific implementation manner of determining the first game player user and the second game player user from the users corresponding to the user terminal that sent the game participation request, see the following embodiments.
在一种可能的实现方式中,响应于观众用户的用户终端发送的游戏参与请求,从游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户,包括以下任一项:In a possible implementation manner, in response to the game participation request sent by the user terminal of the audience user, the first game player user and the second game player user are determined from the users corresponding to the game participation request, including any of the following:
响应于观众用户的用户终端发送的游戏参与请求,从游戏参与请求对应的用户中随机确定第一游戏玩家用户和/或第二游戏玩家用户;In response to the game participation request sent by the user terminal of the audience user, randomly determine the first game player user and/or the second game player user from the users corresponding to the game participation request;
响应于观众用户的用户终端发送的游戏参与请求,获取游戏参与请求对应的用户的用户特征,根据各用户特征确定第一游戏玩家用户和/或第二游戏玩家用户;In response to the game participation request sent by the user terminal of the spectator user, obtain the user characteristics of the user corresponding to the game participation request, and determine the first game player user and/or the second game player user according to the user characteristics;
响应于观众用户的用户终端发送的游戏参与请求,根据各游戏参与请求对应的各用户的用户标识生成游戏玩家选择信息,向第一主播用户的用户终端和/或第二主播用户的用户终端发送游戏玩家选择信息,响应于相应的第一主播用户和/或第二主播用户针对游戏玩家选择信息的玩家选择指令,将玩家选择指令对应的至少一个用户确定为第一游戏玩家用户和/或第二游戏玩家用户。In response to the game participation request sent by the user terminal of the spectator user, generate game player selection information according to the user ID of each user corresponding to each game participation request, and send it to the user terminal of the first anchor user and/or the user terminal of the second anchor user Game player selection information, in response to the player selection instruction of the corresponding first anchor user and/or the second anchor user for the game player selection information, determine at least one user corresponding to the player selection instruction as the first game player user and/or the first game player user. Two gamer users.
在实际应用中,直播服务器可以通过三种方式从观众用户中确定第一游戏玩家用户和第二游戏玩家用户,第一种是可以从发送游戏参与请求的用户中按照随机选择的方式确定第一游戏玩家用户和第二游戏玩家用户,直播间中的各观众用户被选择为游戏玩家用户的概率相同。可选的,可以在直播间中分别随机选择相同数量的第一游戏玩家用户和第二游戏玩家用户,游戏玩家用户的具体数量可以根据不同游戏的具体需要预先进行配置。In practical applications, the live server can determine the first game player user and the second game player user from the audience users in three ways. The first is to randomly select the first game player user from the users who send game participation requests. The game player user and the second game player user, the audience users in the live room, have the same probability of being selected as the game player user. Optionally, the same number of first game player users and second game player users may be randomly selected in the live broadcast room, and the specific number of game player users may be pre-configured according to specific needs of different games.
第二种是直播服务器获取发送游戏参与请求的各用户的用户特征,用户特征是指能够代表或者反映该用户个性化信息的各种特征,只要是能够从一个或多个维度反映用户信息的特征均可。例如,用户特征可以是用户的等级信息(直播间的普通用户、直播间的VIP用户)、用户在直播间中的消费信息、用户的在直播间中的在线时间等,对于用户特征具体包括哪些本申请实施例不做限定。The second is that the live server obtains the user characteristics of each user who sends the game participation request. User characteristics refer to various characteristics that can represent or reflect the user's personalized information, as long as they can reflect user information from one or more dimensions. can be. For example, the user characteristics may be the user's level information (ordinary users in the live broadcast room, VIP users in the live broadcast room), the user's consumption information in the live broadcast room, the user's online time in the live broadcast room, etc. The embodiments of the present application are not limited.
可选的,直播服务器可以将消费信息作为用户特征,消费信息具体可以包括以下至少一项:总消费额度、总消费次数、在预设时间段内的消费额度、在预设时间段内的消费次数、用户要成为本次直播的游戏玩家用户的竞价信息。竞价信息具体可以是用户想要成为当前直播间本次直播的游戏玩家用户分别进行出价的价格信息,用户出价的具体形式可以 是实际的货币价值,也可以是购买的直播间内的虚拟货币等,本申请对此不做限定。通过用户的消费信息确定游戏玩家用户,消费额度较高的观众用户被确定为游戏玩家用户的概率较高,这样可以刺激观众用户在直播间的消费行为,从而提升直播间的经济转化能力。Optionally, the live server may use consumption information as a user feature, and the consumption information may specifically include at least one of the following: total consumption quota, total consumption times, consumption quota within a preset time period, consumption within a preset time period. The number of times, the bidding information of the user who wants to become the game player of this live broadcast. The bidding information can specifically be the price information that the user wants to become the game player in the current live broadcast of the current live broadcast room. The specific form of the user's bid can be the actual monetary value, or the purchased virtual currency in the live broadcast room, etc. , which is not limited in this application. Game player users are determined based on the user's consumption information, and audience users with higher consumption quotas have a higher probability of being identified as game player users, which can stimulate the consumption behavior of audience users in the live broadcast room, thereby improving the economic transformation ability of the live broadcast room.
具体的,直播服务器可以按照消费额度轮流为第一主播用户和第二主播用户确定对应游戏玩家用户,例如,在发送游戏参与请求的观众用户中,先从消费额度最高的用户中确定一个第一游戏玩家用户,然后在剩余的用户中再选择消费额度最高的用户确定为一个第二游戏玩家用户,直到每个主播用户对应的游戏玩家用户达到预设的数量为止。Specifically, the live broadcast server may determine the corresponding game player users for the first anchor user and the second anchor user in turn according to the consumption quota. For example, among the audience users who send the game participation request, first determine the first one from the users with the highest consumption quota. Game player users, and then select the user with the highest consumption amount among the remaining users to determine a second game player user, until the number of game player users corresponding to each anchor user reaches a preset number.
第三种是根据主播用户的选择指令来确定游戏玩家用户。可选的,直播服务器可以将发送游戏参与请求的各用户的用户标识生成用户列表,将用户列表作为游戏玩家选择信息发送至各主播用户的用户终端,供主播用户选择各自的游戏玩家参与游戏。各主播用户的用户终端接收对应的主播用户针对用户列表中的用户的选择指令,并发送至直播服务器,直播服务器将选择指令对应的用户确定为该主播对应的游戏玩家用户,即,直播服务器将第一主播用户的选择指令对应的用户确定为第一游戏玩家用户,将第二主播用户的选择指令对应的用户确定为第二游戏玩家用户。当两个主播用户选中同一观众用户时,可以根据选择时间,将该观众用户作为先选择的主播用户对应的游戏玩家用户。The third is to determine the game player user according to the selection instruction of the host user. Optionally, the live server may generate a user list from the user identifiers of each user who sent the game participation request, and send the user list as game player selection information to the user terminal of each anchor user for the anchor user to select their respective game players to participate in the game. The user terminal of each anchor user receives the corresponding anchor user's selection instruction for the user in the user list, and sends it to the live server, and the live server determines the user corresponding to the selection instruction as the game player user corresponding to the anchor, that is, the live server will The user corresponding to the selection instruction of the first anchor user is determined as the first game player user, and the user corresponding to the selection instruction of the second anchor user is determined as the second game player user. When two anchor users select the same viewer user, the viewer user may be regarded as the game player user corresponding to the first selected anchor user according to the selection time.
本公开实施例中,直播服务器可以通过以上三种方式从发送游戏参与请求的各观众用户中确定各主播用户对应的游戏玩家用户,每个观众用户都有可能成为游戏玩家用户,游戏玩家用户可以参与游戏,从而便于提高直播间中的观众用户的参与度。其中,确定第一游戏玩家用户的方式和确定第二游戏玩家用户的方式可以相同,也可以不同。In the embodiment of the present disclosure, the live server can determine the game player user corresponding to each anchor user from the audience users who send the game participation request in the above three ways. Each audience user may become a game player user, and the game player user can Participate in the game, so as to improve the participation of audience users in the live room. The manner of determining the user of the first game player and the manner of determining the user of the second game player may be the same or different.
在一种可能的实现方式中,观众用户包括第一主播用户对应的第一观众用户,以及第二主播用户对应的第二观众用户;响应于观众用户的用户终端发送的游戏参与请求,从游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户,包括:In a possible implementation manner, the audience users include a first audience user corresponding to the first anchor user, and a second audience user corresponding to the second anchor user; in response to a game participation request sent by the user terminal of the audience user, from the game The first game player user and the second game player user are determined from the users corresponding to the participation request, including:
响应于第一观众用户的用户终端发送的第一游戏参与请求,从第一游戏参与请求对应的用户中确定第一游戏玩家用户;In response to the first game participation request sent by the user terminal of the first audience user, determining the first game player user from the users corresponding to the first game participation request;
响应于第二观众用户的用户终端发送的第二游戏参与请求,从第二游戏参与请求对应的用户中确定第二游戏玩家用户。In response to the second game participation request sent by the user terminal of the second audience user, the second game player user is determined from the users corresponding to the second game participation request.
在实际应用中,第一观众用户可以为第一主播用户的粉丝用户,第二观众用户可以为第二主播用户的粉丝用户。可选的,观众用户可以通过用户终端的用户界面中的加入粉丝团按钮的触发操作加入各主播用户的粉丝团,直播服务器将主播用户与对应的粉丝用户相关联。当前直播间中的观众用户可以包括第一主播用户的粉丝用户和第二主播用户的粉丝用户。第一观众用户可以通过用户终端的用户界面发送加入第一主播代表的游戏战队的第一游戏参与请求,直播服务器将从发送第一游戏参与请求的用户中确定至少一个第一游戏 玩家用户,同样,第二观众用户可以通过用户终端的用户界面发送加入第二主播代表的游戏战队的第二游戏参与请求,直播服务器将从发送第二游戏参与请求的用户中确定至少一个第二游戏玩家用户。In practical applications, the first viewer user may be a fan user of the first anchor user, and the second viewer user may be a fan user of the second anchor user. Optionally, the audience user can join the fan group of each anchor user through the trigger operation of the Join Fan Group button in the user interface of the user terminal, and the live server associates the anchor user with the corresponding fan user. The audience users in the current live broadcast room may include the fan users of the first anchor user and the fan users of the second anchor user. The first audience user can send a first game participation request to join the game team represented by the first anchor through the user interface of the user terminal, and the live server will determine at least one first game player user from the users who sent the first game participation request. Similarly, , the second audience user can send a second game participation request to join the game team represented by the second anchor through the user interface of the user terminal, and the live server will determine at least one second game player user from the users who send the second game participation request.
另外,直播服务器还可以根据观众用户的选择确定各主播用户各自对应的游戏玩家用户,具体见如下实施例。In addition, the live broadcast server may also determine the game player users corresponding to each anchor user according to the selection of the audience user, as detailed in the following embodiments.
在一种可能的实现方式中,响应于观众用户的用户终端发送的游戏参与请求,从游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户,包括:In a possible implementation manner, in response to the game participation request sent by the user terminal of the audience user, determining the first game player user and the second game player user from the users corresponding to the game participation request, including:
响应于观众用户的用户终端发送的游戏参与请求,向游戏参与请求对应的各观众用户的用户终端发送选择提示信息,以使各游戏参与请求对应的各观众用户基于选择提示信息选择成为第一游戏玩家用户或者第二游戏玩家用户;In response to the game participation request sent by the user terminal of the spectator user, send selection prompt information to the user terminal of each spectator user corresponding to the game participation request, so that each spectator user corresponding to each game participation request selects to become the first game based on the selection prompt information a player user or a second game player user;
接收各游戏参与请求对应的各观众用户针对选择提示信息的第一选择指令,从各第一选择指令各自对应的观众用户中确定第一游戏玩家用户或者第二游戏玩家用户。A first selection instruction for selecting prompt information from each audience user corresponding to each game participation request is received, and the first game player user or the second game player user is determined from the audience users corresponding to each first selection instruction.
在实际应用中,用户终端接收到观众用户通过用户界面发送的游戏参与请求并发送到直播服务器,直播服务器向用户终端发送选择提示信息,提示用户选择成为第一主播用户的战队还是成为第二主播用户给的战队,直播服务器从选择成为第一游戏玩家的用户中确定出至少一个用户作为第一游戏玩家用户,可以采用同样的处理方式,从选择成为第二游戏玩家的用户中确定出至少一个用户作为第二游戏玩家用户。本公开实施例中,根据用户的选择确定第一游戏玩家用户或者第二游戏玩家用户,能够更好的满足用户的需求。In practical applications, the user terminal receives the game participation request sent by the audience user through the user interface and sends it to the live broadcast server, and the live broadcast server sends the selection prompt information to the user terminal, prompting the user to choose to become the team of the first anchor user or become the second anchor. For the team given by the user, the live server determines at least one user from the users selected to become the first game player as the first game player user, and can use the same processing method to determine at least one user from the users selected to become the second game player. The user acts as a second game player user. In the embodiment of the present disclosure, the first game player user or the second game player user is determined according to the user's selection, which can better meet the needs of the user.
步骤S103,配置第一游戏玩家用户和第二游戏玩家用户各自对应的游戏参与权限,以使第一游戏玩家用户和第二游戏玩家用户根据各自对应的游戏参与权限参与游戏。Step S103, configure the respective game participation rights of the first game player user and the second game player user, so that the first game player user and the second game player user participate in the game according to their corresponding game participation rights.
其中,配置第一游戏玩家用户和第二游戏玩家用户各自对应的游戏参与权限,也就是直播服务器分别为第一游戏玩家用户和第二游戏玩家用户开通相应的游戏权限,其中,直播服务器获取上述游戏参与权限的方式,本公开实施例不做限定,如可以是预先配置好的权限,可以是直播服务器根据与游戏服务器的交互获取到的权限。The game participation rights corresponding to the first game player user and the second game player user are configured, that is, the live broadcast server respectively activates the corresponding game rights for the first game player user and the second game player user, wherein the live broadcast server obtains the above The manner of the game participation authority is not limited in the embodiments of the present disclosure. For example, it may be a pre-configured authority, or may be the authority obtained by the live broadcast server according to the interaction with the game server.
具体的,直播服务器可以获取预先配置的参与游戏的用户的游戏参与权限,作为游戏玩家用户的游戏参与权限,将该游戏参与权限与步骤S102确定的第一游戏玩家用户、第二游戏玩家用户分别进行关联,游戏玩家用户具有了游戏参与权限之后,即可以作为游戏双方参与游戏。Specifically, the live server may obtain the preconfigured game participation authority of the user participating in the game, as the game participation authority of the game player user, and the game participation authority and the first game player user and the second game player user determined in step S102 are respectively After the association is performed, the game player user can participate in the game as both parties of the game after having the permission to participate in the game.
其中,游戏参与权限可以根据不同的游戏类型进行预先配置,本公开对此不做限定。可选的,对于多人协作类型的游戏,每个游戏战队可以多用户同时进行游戏,可以根据各用户各自对应的游戏角色不同配置不同的游戏参与权限。The game participation authority may be pre-configured according to different game types, which is not limited in the present disclosure. Optionally, for a multi-player collaboration type game, each game team can play games with multiple users at the same time, and different game participation permissions can be configured according to the respective game roles of each user.
步骤S104,获取直播间中各用户进行游戏的游戏数据;Step S104, acquiring game data of the games played by each user in the live broadcast room;
其中,直播间进行游戏的用户可以包括两个主播用户,以及各主播用户各自对应的游戏玩家用户,也可以两个主播用户不参与游戏,各主播用户各自对应的游戏玩家用户分别作为游戏双方参与游戏。Among them, the users who play the game in the live broadcast room may include two anchor users and the corresponding game player users of each anchor user, or the two anchor users may not participate in the game, and the game player users corresponding to each anchor user respectively participate as both sides of the game. game.
游戏的游戏数据可以包括初始游戏数据,即用户还没有开始玩游戏时的数据;还可以包括用户在游戏过程中各自通过游戏交互指令进行游戏时不断更新的游戏数据。The game data of the game may include initial game data, that is, data when the user has not yet started to play the game; and may also include game data that is continuously updated when the user performs the game through game interaction instructions during the game process.
对于初始游戏数据,在获取游戏数据之前,需要确定获取哪个游戏数据在直播间中进行直播。For the initial game data, before acquiring the game data, it is necessary to determine which game data is acquired for live broadcasting in the live broadcast room.
可选的,直播服务器可以根据第一主播用户或第二主播用户的游戏选择指令选择游戏数据。具体的,直播服务器获取各游戏数据的游戏标识,将各游戏标识生成游戏列表并展示在各主播用户的用户终端的用户界面;响应于针对游戏列表中的游戏的选择操作,将第一主播用户或者第二主播用户在游戏标识列表中选中的游戏作为直播间中直播的游戏数据。Optionally, the live broadcast server may select game data according to the game selection instruction of the first anchor user or the second anchor user. Specifically, the live server obtains the game identifiers of each game data, generates a game list for each game identifier, and displays it on the user interface of the user terminal of each anchor user; in response to the selection operation for the game in the game list, the first anchor user Or the game selected by the second anchor user in the game identifier list is used as the game data broadcasted live in the live broadcast room.
除了根据第一主播用户或者第二主播用户的选择确定直播间中直播的游戏之外,还可以通过用户投票确定直播间中直播的游戏,具体的,获取用户针对各游戏数据的投票数量,将投票数量最多的游戏作为直播间中直播的游戏。In addition to determining the games to be broadcasted in the live broadcast room according to the selection of the first anchor user or the second broadcaster user, the games to be broadcasted live in the live broadcast room can also be determined through user voting. The game with the most votes is the game broadcast in the live room.
在实际应用中,直播服务器还可以通过用户投票来确定直播间中直播的游戏数据,投票的用户可以是直播间中的用户,也可以不限定于直播间内的用户。可选的,直播间服务器向直播间中的各用户对应的用户终端发送投票提示信息,根据各用户终端返回的用户投票数量,确定各游戏各自对应的投票数量,将投票数量最多的游戏作为直播间中直播的游戏数据。根据用户投票数量确定直播间中直播的游戏,将用户喜好程度高的游戏在直播间中进行直播,可以增强直播间的用户粘性。In practical applications, the live broadcast server can also determine the game data broadcasted in the live broadcast room through user voting, and the voting users may be users in the live broadcast room or not limited to users in the live broadcast room. Optionally, the live broadcast room server sends voting prompt information to the user terminals corresponding to each user in the live broadcast room, determines the number of votes corresponding to each game according to the number of user votes returned by each user terminal, and regards the game with the largest number of votes as the live broadcast. In-time live game data. According to the number of user votes, the games that are broadcast live in the live broadcast room are determined, and the games with high user preference are broadcast live in the live broadcast room, which can enhance the user stickiness of the live broadcast room.
直播服务器在确定了直播间中直播的初始游戏之后,向游戏服务器发送游戏获取请求,游戏获取请求中携带第一主播用户或第二主播用户选中的或者根据用户投票确定的游戏标识,游戏服务器将游戏标识对应的初始游戏数据发送至直播服务器,用户基于该初始游戏数据进行游戏。After the live broadcast server determines the initial game broadcast in the live broadcast room, it sends a game acquisition request to the game server. The game acquisition request carries the game ID selected by the first anchor user or the second anchor user or determined according to the user's vote. The game server will The initial game data corresponding to the game identifier is sent to the live server, and the user plays the game based on the initial game data.
步骤S105,将第一音视频数据、第二音视频数据、以及游戏数据发送至直播间中的所有用户的用户终端,以使用户终端展示第一音视频数据、第二音视频数据、以及游戏数据。Step S105, sending the first audio and video data, the second audio and video data, and the game data to the user terminals of all users in the live room, so that the user terminals display the first audio and video data, the second audio and video data, and the game data.
直播服务器分别将第一主播用户的音视频数据、第二主播用户的视频频数据,以及游戏数据发送到直播间的各用户的用户终端,包括主播用户的用户终端、游戏玩家用户的用户终端、以及其他观众用户的用户终端,各用户可以通过用户终端的同一用户界面观看各主播用户的音视频数据,以及各用户进行游戏的直播画面。The live server sends the audio and video data of the first anchor user, the video and audio data of the second anchor user, and the game data to the user terminals of each user in the live broadcast room, including the user terminals of the anchor users, the user terminals of the game player users, and the user terminals of other viewer users, each user can watch the audio and video data of each anchor user and the live screen of each user's game through the same user interface of the user terminal.
可选的,各用户的用户终端可以基于直播服务器,通过云手机的形式接入云游戏服务 器,与云游戏服务器进行指令和数据的交互,获取各用户各自对应的游戏角色的游戏数据,在对应的用户终端的用户界面进行展示。Optionally, each user's user terminal can access the cloud game server in the form of a cloud mobile phone based on the live server, interact with the cloud game server for instructions and data, and obtain the game data of each user's corresponding game character. The user interface of the user terminal is displayed.
在游戏直播进行过程中,可以通过直播间中的各用户的用户终端的用户界面实时展示游戏各方的对抗状态,具体见如下实施例。During the live broadcast of the game, the confrontation status of the game parties can be displayed in real time through the user interface of each user's user terminal in the live broadcast room. For details, see the following embodiments.
在一种可能的实现方式中,该方法还包括:In a possible implementation, the method further includes:
获取第一主播用户和第二主播用户各自对应的游戏状态信息,根据各游戏状态信息生成游戏对抗信息;Obtain game state information corresponding to the first anchor user and the second anchor user, and generate game confrontation information according to each game state information;
将游戏对抗信息发送至直播间中的所有用户的用户终端,以使用户终端展示游戏对抗信息。The game confrontation information is sent to the user terminals of all users in the live broadcast room, so that the user terminals display the game confrontation information.
在实际应用中,直播服务器向游戏服务器发送游戏状态获取请求,接收游戏服务器发送的游戏双方的游戏状态信息,游戏状态信息可以包括反映游戏进行状态的信息,以游戏双方分别作为两个战队进行对阵的游戏为例,无论两个主播用户是否参与游戏,两个主播用户均可以各自代表一个游戏战队,游戏状态信息可以包括游戏双方在各回合中的得分、游戏双方在当前回合中的战斗力、游戏双方在当前回合中的剩余时间、游戏双方在当前回合中的剩余血量等。In practical applications, the live broadcast server sends a game state acquisition request to the game server, and receives the game state information of both sides of the game sent by the game server. The game state information may include information reflecting the progress of the game, and the two sides of the game play as two teams. For example, no matter whether the two anchor users participate in the game or not, each of the two anchor users can represent a game team. The remaining time of both sides in the current round, the remaining blood volume of both players in the current round, etc.
直播服务器将游戏状态信息进行统计汇总,生成各主播用户代表的战队双方的游戏对抗信息,游戏对抗信息是反映各主播对应的游戏战队在各游戏回合中的对抗状态的信息,游戏对抗信息可以包括各主播用户的用户标识,游戏双方在各回合中的得分汇总情况,也可以包括游戏双方当前回合中的战斗力、剩余时间、剩余血量等。The live server collects statistics on the game state information, and generates the game confrontation information of both teams represented by each anchor user. The game confrontation information is the information reflecting the confrontation state of the game team corresponding to each anchor in each game round. The game confrontation information can include The user ID of each streamer user, the summary of the scores of both players in each round, and may also include the combat power, remaining time, remaining blood, etc. of both players in the current round.
直播服务器将游戏对抗信息发送到各用户终端,通过用户终端的用户界面展示给用户,使得直播间中的用户能够直观的观看到两个主播各自对应的游戏战队当前的对抗状态。The live server sends the game confrontation information to each user terminal, and displays it to the user through the user interface of the user terminal, so that the user in the live broadcast room can intuitively watch the current confrontation status of the corresponding game teams of the two anchors.
在一种可能的实现方式中,该方法还包括:In a possible implementation, the method further includes:
获取第一主播用户和第二主播用户各自对应的等级信息并发送至游戏服务器,以使游戏服务器根据第一主播用户和第二主播用户各自对应的等级信息,更新第一主播用户和第二主播用户各自对应的游戏状态信息。Obtain the corresponding level information of the first anchor user and the second anchor user and send it to the game server, so that the game server can update the first anchor user and the second anchor user according to the corresponding level information of the first anchor user and the second anchor user. Game state information corresponding to each user.
在实际应用中,直播间中的观众用户可以通过为喜欢的主播赠送虚拟礼物的方式为相应的游戏战队增加战斗力。直播服务器根据各主播用户收到的虚拟礼物计算各主播用户各自对应的等级,并发送到游戏服务器,游戏服务器根据主播用户的等级和游戏战斗力(例如,游戏道具、游戏角色生命力等)之间的兑换规则,计算等级对应的游戏战斗力,为各游戏战队增加游戏道具、增加游戏角色生命力等,从而使游戏的状态信息发生变化,更新游戏各方的游戏状态信息,并发送到直播服务器,直播服务器更新游戏双方的游戏对抗信息。In practical applications, audience users in the live broadcast room can increase the combat effectiveness of the corresponding game team by presenting virtual gifts to their favorite anchors. The live server calculates the corresponding level of each anchor user according to the virtual gift received by each anchor user, and sends it to the game server. Exchange rules, calculate the game combat power corresponding to the level, add game items for each game team, increase the vitality of game characters, etc., so as to change the state information of the game, update the game state information of all parties in the game, and send it to the live server and live server. Update the game confrontation information for both sides of the game.
下面通过一个具体的实施例对本公开技术方案中两个主播连麦进行游戏直播的接口调用过程进行详细介绍,本实施例只是本公开技术方案的一种实现方式,不代表本公开技术方案的全部实现方式。The following is a detailed introduction to the process of calling the interface of the technical solution of the present disclosure for two anchors to connect to the microphone to perform a live game through a specific embodiment. This embodiment is only an implementation of the technical solution of the present disclosure, and does not represent the entire technical solution of the present disclosure. Method to realize.
如图2所示,本实施例以云游戏直播为例进行说明,则游戏服务器为云游戏服务器。主播A、主播B通过各自的用户终端登录直播服务器(如图中所示的直播平台),主播A和主播B连麦进行游戏直播。云容器1、云容器2为云游戏服务器中承载游戏数据的容器。直播服务器通过主播A、主播B通过各自的用户终端获取主播A、主播B各自的音视频数据;直播服务器从直播间中的观众用户中确定主播A对应的游戏玩家用户,即观众用户a2,确定主播B对应的游戏玩家用户,即观众用户b1;配置观众用户a2和观众用户b1各自对应的游戏参与权限;直播服务器从云游戏服务器获取直播间中各用户进行游戏的游戏数据;将主播A、主播B各自的音视频数据、以及游戏数据发送至直播间中的所有用户的用户终端。As shown in FIG. 2 , in this embodiment, a cloud game live broadcast is used as an example for description, and the game server is a cloud game server. The host A and the host B log in to the live broadcast server (the live broadcast platform as shown in the figure) through their respective user terminals, and the host A and the host B connect to the microphone to broadcast the game live. Cloud container 1 and cloud container 2 are containers in the cloud game server that carry game data. The live server obtains the audio and video data of the host A and the host B through the respective user terminals through the host A and the host B; The game player user corresponding to the anchor B, namely the audience user b1; configure the game participation rights corresponding to the audience user a2 and the audience user b1; the live server obtains the game data of each user in the live broadcast room from the cloud game server; The respective audio and video data and game data of the anchor B are sent to the user terminals of all users in the live broadcast room.
主播A的粉丝用户为观众用户a1、观众用户a2,主播A通过用户终端的“玩家控制”接口向直播服务器发送选择指令,直播服务器根据选择指令将观众用户a2确定为主播A的战队的游戏玩家用户,并为该游戏玩家开通游戏参与权限,观众用户a1在直播间中观看直播,可以通过用户终端进行点赞、刷礼物的方式增加主播A的热度和音浪(主播A接收到的粉丝用户赠送的虚拟礼物的虚拟价值)。观众用户a2的用户终端通过“信令控制”接口和云游戏服务器中的云容器1的“游戏交互”接口进行交互,发送游戏交互指令;主播A通过用户终端的“云容器控制”接口与云容器1的“应用控制”接口进行交互,选择不同的游戏;主播A获得的音浪,可以通过云容器1中的游戏内部接口,转换为主播A的游戏战队的生命力。主播B的粉丝用户为观众用户b1、观众用户b2,主播B通过用户终端的“玩家控制”接口向直播服务器发送选择指令,直播服务器根据选择指令将观众用户b1确定为主播B的战队的游戏玩家用户,观众用户b2在直播间中观看直播,通过用户终端进行点赞、刷礼物的方式增加主播B的热度和音浪(主播B接收到的粉丝用户赠送的虚拟礼物的虚拟价值)。观众用户b1的用户终端通过“信令控制”接口和云游戏服务器中的云容器2的“游戏交互”接口进行交互,发送游戏交互指令;主播B通过用户终端的“云容器控制”接口与云容器2的“应用控制”接口进行交互,选择不同的游戏;主播B获得的音浪,可以通过云容器2中的游戏内部接口,转换为主播B游戏战队的生命力。The fan users of anchor A are viewer user a1 and viewer user a2. Anchor A sends a selection instruction to the live server through the "player control" interface of the user terminal, and the live server determines viewer user a2 as a game player of anchor A's team according to the selection instruction. User, and activate the game participation permission for the game player. Audience user a1 watches the live broadcast in the live broadcast room, and can increase the popularity and sound waves of anchor A by likes and gifts through the user terminal (the fan users received by anchor A the virtual value of the virtual gift). The user terminal of viewer user a2 interacts with the "game interaction" interface of cloud container 1 in the cloud game server through the "signaling control" interface, and sends game interaction instructions; anchor A communicates with the cloud through the "cloud container control" interface of the user terminal. The "application control" interface of container 1 interacts to select different games; the sound waves obtained by anchor A can be converted into the vitality of anchor A's game team through the game internal interface in cloud container 1. The fan users of anchor B are viewer user b1 and viewer user b2. Anchor B sends a selection instruction to the live server through the "player control" interface of the user terminal, and the live server determines viewer user b1 as a game player of anchor B's team according to the selection instruction. The user, the audience user b2, watches the live broadcast in the live broadcast room, and increases the popularity and sound waves of the anchor B by liking and swiping gifts through the user terminal (the virtual value of the virtual gift from the fan user received by the anchor B). The user terminal of the audience user b1 interacts with the "game interaction" interface of the cloud container 2 in the cloud game server through the "signaling control" interface, and sends game interaction instructions; the anchor B communicates with the cloud through the "cloud container control" interface of the user terminal. The "application control" interface of container 2 interacts to select different games; the sound waves obtained by anchor B can be converted into the vitality of anchor B's game team through the game internal interface in cloud container 2.
在本公开实施例提供的直播数据处理方法,直播间中的两个主播用户进行连麦直播,从直播间中的观众用户中确定各主播用户各自对应的游戏玩家用户参与游戏,提高了直播间中用户的参与度,提升了用户体验。In the live broadcast data processing method provided by the embodiment of the present disclosure, two anchor users in the live broadcast room perform a live broadcast of microphones, and the corresponding game player users of each anchor user are determined from the audience users in the live broadcast room to participate in the game, which improves the performance of the live broadcast room. The user's participation is improved, and the user experience is improved.
基于与图1中所示方法相同的原理,本公开的实施例中还提供了一种直播数据处理装 置30,如图3所示,该直播数据处理装置30可以包括:Based on the same principle as the method shown in Figure 1, a live broadcast data processing device 30 is also provided in the embodiment of the present disclosure, as shown in Figure 3, the live broadcast data processing device 30 may include:
第一获取模块31,用于获取直播间的第一主播用户的第一音视频数据,以及与第一主播连麦的第二主播用户的第二音视频数据;The first acquisition module 31 is used to acquire the first audio and video data of the first anchor user in the live room, and the second audio and video data of the second anchor user who is connected to the first anchor;
确定模块32,用于从直播间中的观众用户中确定第一主播用户对应的第一游戏玩家用户,以及确定第二主播用户对应的第二游戏玩家用户;The determining module 32 is used to determine, from the audience users in the live broadcast room, the first game player user corresponding to the first anchor user, and the second game player user corresponding to the second anchor user;
第二获取模块33,用于配置第一游戏玩家用户和第二游戏玩家用户各自对应的游戏参与权限,以使第一游戏玩家用户和第二游戏玩家用户根据各自对应的游戏参与权限参与游戏;The second acquisition module 33 is configured to configure the respective corresponding game participation rights of the first game player user and the second game player user, so that the first game player user and the second game player user participate in the game according to their corresponding game participation rights;
第三获取模块34,用于获取直播间中各用户进行游戏的游戏数据;The third obtaining module 34 is used for obtaining game data of each user in the live broadcast room playing the game;
发送模块35,用于将第一音视频数据、第二音视频数据、以及游戏数据发送至直播间中的所有用户的用户终端,以使用户终端展示第一音视频数据、第二音视频数据、以及游戏数据。The sending module 35 is used to send the first audio and video data, the second audio and video data, and the game data to the user terminals of all users in the live broadcast room, so that the user terminals can display the first audio and video data and the second audio and video data. , and game data.
在一种可能的实现方式中,确定模块32具体用于:In a possible implementation manner, the determining module 32 is specifically used for:
响应于观众用户的用户终端发送的游戏参与请求,从游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户。In response to the game participation request sent by the user terminal of the audience user, the first game player user and the second game player user are determined from the users corresponding to the game participation request.
在一种可能的实现方式中,观众用户包括第一主播用户对应的第一观众用户,以及第二主播用户对应的第二观众用户;确定模块32在响应于观众用户的用户终端发送的游戏参与请求,从游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户时,用于:In a possible implementation manner, the audience users include a first audience user corresponding to the first anchor user, and a second audience user corresponding to the second anchor user; the determining module 32 responds to the game participation sent by the user terminal of the audience user The request, when determining the first game player user and the second game player user from the users corresponding to the game participation request, is used for:
响应于第一观众用户的用户终端发送的第一游戏参与请求,从第一游戏参与请求对应的用户中确定第一游戏玩家用户;In response to the first game participation request sent by the user terminal of the first audience user, determining the first game player user from the users corresponding to the first game participation request;
响应于第二观众用户的用户终端发送的第二游戏参与请求,从第二游戏参与请求对应的用户中确定第二游戏玩家用户。In response to the second game participation request sent by the user terminal of the second audience user, the second game player user is determined from the users corresponding to the second game participation request.
在一种可能的实现方式中,确定模块32在响应于观众用户的用户终端发送的游戏参与请求,从游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户时,用于:In a possible implementation manner, when determining the first game player user and the second game player user from the users corresponding to the game participation request in response to the game participation request sent by the user terminal of the audience user, the determining module 32 uses At:
响应于观众用户的用户终端发送的游戏参与请求,从游戏参与请求对应的用户中随机确定第一游戏玩家用户和/或第二游戏玩家用户。In response to the game participation request sent by the user terminal of the audience user, the first game player user and/or the second game player user are randomly determined from the users corresponding to the game participation request.
在一种可能的实现方式中,确定模块32在响应于观众用户的用户终端发送的游戏参与请求,从游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户时,用于:In a possible implementation manner, when determining the first game player user and the second game player user from the users corresponding to the game participation request in response to the game participation request sent by the user terminal of the audience user, the determining module 32 uses At:
响应于观众用户的用户终端发送的游戏参与请求,获取游戏参与请求对应的用户的用 户特征,根据各用户特征确定第一游戏玩家用户和/或第二游戏玩家用户。In response to the game participation request sent by the user terminal of the spectator user, the user characteristics of the user corresponding to the game participation request are obtained, and the first game player user and/or the second game player user are determined according to the user characteristics.
在一种可能的实现方式中,确定模块32在响应于观众用户的用户终端发送的游戏参与请求,从游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户时,用于:In a possible implementation manner, when determining the first game player user and the second game player user from the users corresponding to the game participation request in response to the game participation request sent by the user terminal of the audience user, the determining module 32 uses At:
响应于观众用户的用户终端发送的游戏参与请求,根据各游戏参与请求对应的各用户的用户标识生成游戏玩家选择信息,向第一主播用户的用户终端和/或第二主播用户的用户终端发送游戏玩家选择信息,响应于相应的第一主播用户和/或第二主播用户针对游戏玩家选择信息的玩家选择指令,将玩家选择指令对应的至少一个用户确定为第一游戏玩家用户和/或第二游戏玩家用户。In response to the game participation request sent by the user terminal of the spectator user, generate game player selection information according to the user ID of each user corresponding to each game participation request, and send it to the user terminal of the first anchor user and/or the user terminal of the second anchor user Game player selection information, in response to the player selection instruction of the corresponding first anchor user and/or the second anchor user for the game player selection information, determine at least one user corresponding to the player selection instruction as the first game player user and/or the first game player user. Two gamer users.
在一种可能的实现方式中,确定模块32在响应于观众用户的用户终端发送的游戏参与请求,从游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户时,用于:In a possible implementation manner, when determining the first game player user and the second game player user from the users corresponding to the game participation request in response to the game participation request sent by the user terminal of the audience user, the determining module 32 uses At:
响应于观众用户的用户终端发送的游戏参与请求,向游戏参与请求对应的各观众用户的用户终端发送选择提示信息,以使各游戏参与请求对应的各观众用户基于选择提示信息选择成为第一游戏玩家用户或者第二游戏玩家用户;In response to the game participation request sent by the user terminal of the spectator user, send selection prompt information to the user terminal of each spectator user corresponding to the game participation request, so that each spectator user corresponding to each game participation request selects to become the first game based on the selection prompt information a player user or a second game player user;
接收各游戏参与请求对应的各观众用户针对选择提示信息的第一选择指令,从各第一选择指令各自对应的观众用户中确定第一游戏玩家用户或者第二游戏玩家用户。A first selection instruction for selecting prompt information from each audience user corresponding to each game participation request is received, and the first game player user or the second game player user is determined from the audience users corresponding to each first selection instruction.
在一种可能的实现方式中,装置30还包括生成模块,用于:In a possible implementation manner, the apparatus 30 further includes a generating module for:
获取第一主播用户和第二主播用户各自对应的游戏状态信息,根据各游戏状态信息生成游戏对抗信息;Obtain game state information corresponding to the first anchor user and the second anchor user, and generate game confrontation information according to each game state information;
将游戏对抗信息发送至直播间中的所有用户的用户终端,以使用户终端展示游戏对抗信息。The game confrontation information is sent to the user terminals of all users in the live broadcast room, so that the user terminals display the game confrontation information.
在一种可能的实现方式中,装置30还包括第四获取模块,用于:In a possible implementation manner, the apparatus 30 further includes a fourth acquisition module, configured to:
获取第一主播用户和第二主播用户各自对应的等级信息并发送至游戏服务器,以使游戏服务器根据第一主播用户和第二主播用户各自对应的等级信息,更新第一主播用户和第二主播用户各自对应的游戏状态信息。Obtain the corresponding level information of the first anchor user and the second anchor user and send it to the game server, so that the game server can update the first anchor user and the second anchor user according to the corresponding level information of the first anchor user and the second anchor user. The game state information corresponding to each user.
在一种可能的实现方式中,第二主播用户是通过以下方式确定的:In a possible implementation manner, the second host user is determined in the following manner:
响应于第一主播用户的用户终端发送的主播列表获取指令,获取主播列表并发送至第一主播用户的用户终端,主播列表中包含主播标识;In response to the host list acquisition instruction sent by the user terminal of the first host user, the host list is obtained and sent to the user terminal of the first host user, and the host list contains the host identifier;
响应于第一主播用户的用户终端发送的第一主播用户针对主播列表中的主播标识的主播选择指令,将第一主播用户选中的主播标识对应的主播用户确定为第二主播用户。In response to the anchor selection instruction of the first anchor user for the anchor identifier in the anchor list sent by the user terminal of the first anchor user, the anchor user corresponding to the anchor identifier selected by the first anchor user is determined as the second anchor user.
本公开实施例的直播数据处理装置可执行本公开的实施例所提供的直播数据处理方 法,其实现原理相类似,本公开各实施例中的直播数据处理装置中的各模块所执行的动作是与本公开各实施例中的直播数据处理方法中的步骤相对应的,对于直播数据处理装置的各模块的详细功能描述具体可以参见前文中所示的对应的直播数据处理方法中的描述,此处不再赘述。The live broadcast data processing apparatus in the embodiments of the present disclosure can execute the live broadcast data processing methods provided by the embodiments of the present disclosure, and the implementation principles are similar. The actions performed by each module in the live broadcast data processing apparatus in the embodiments of the present disclosure are as follows: Corresponding to the steps in the live broadcast data processing method in each embodiment of the present disclosure, for the detailed functional description of each module of the live broadcast data processing apparatus, please refer to the description in the corresponding live broadcast data processing method shown in the preceding paragraph. It is not repeated here.
本公开实施例提供的直播数据处理装置,直播间中的两个主播用户进行连麦直播,从直播间中的观众用户中确定各主播用户各自对应的游戏玩家用户参与游戏,提高了直播间中用户的参与度,提升了用户体验。In the live broadcast data processing device provided by the embodiment of the present disclosure, two anchor users in the live broadcast room perform a live broadcast with microphones, and the corresponding game player users of each anchor user are determined from the audience users in the live broadcast room to participate in the game, which improves the performance of the live broadcast room. User engagement improves user experience.
下面参考图4,其示出了适于用来实现本公开实施例的电子设备400的结构示意图。本公开实施例技术方案的执行主体可以包括但不限于诸如移动电话、笔记本电脑、数字广播接收器、PDA(个人数字助理)、PAD(平板电脑)、PMP(便携式多媒体播放器)、车载终端(例如车载导航终端)等等的移动终端以及诸如数字TV、台式计算机等等的固定终端。图4示出的电子设备仅仅是一个示例,不应对本公开实施例的功能和使用范围带来任何限制。Referring next to FIG. 4 , it shows a schematic structural diagram of an electronic device 400 suitable for implementing an embodiment of the present disclosure. The execution body of the technical solutions of the embodiments of the present disclosure may include, but is not limited to, mobile phones, notebook computers, digital broadcast receivers, PDAs (personal digital assistants), PADs (tablets), PMPs (portable multimedia players), vehicle-mounted terminals ( For example, mobile terminals such as car navigation terminals) and the like, and stationary terminals such as digital TVs, desktop computers, and the like. The electronic device shown in FIG. 4 is only an example, and should not impose any limitation on the function and scope of use of the embodiments of the present disclosure.
电子设备包括:存储器以及处理器,其中,这里的处理器可以称为下文所述的处理装置401,存储器可以包括下文中的只读存储器(ROM)402、随机访问存储器(RAM)403以及存储装置408中的至少一项,具体如下所示:The electronic device includes: a memory and a processor, wherein the processor here may be referred to as the processing device 401 described below, and the memory may include a read-only memory (ROM) 402, a random access memory (RAM) 403, and a storage device hereinafter At least one of 408 as follows:
如图4所示,电子设备400可以包括处理装置(例如中央处理器、图形处理器等)401,其可以根据存储在只读存储器(ROM)402中的程序或者从存储装置408加载到随机访问存储器(RAM)403中的程序而执行各种适当的动作和处理。在RAM 403中,还存储有电子设备400操作所需的各种程序和数据。处理装置401、ROM 402以及RAM 403通过总线404彼此相连。输入/输出(I/O)接口405也连接至总线404。As shown in FIG. 4 , an electronic device 400 may include a processing device (eg, a central processing unit, a graphics processor, etc.) 401 that may be loaded into random access according to a program stored in a read only memory (ROM) 402 or from a storage device 408 Various appropriate actions and processes are executed by the programs in the memory (RAM) 403 . In the RAM 403, various programs and data required for the operation of the electronic device 400 are also stored. The processing device 401, the ROM 402, and the RAM 403 are connected to each other through a bus 404. An input/output (I/O) interface 405 is also connected to bus 404 .
通常,以下装置可以连接至I/O接口405:包括例如触摸屏、触摸板、键盘、鼠标、摄像头、麦克风、加速度计、陀螺仪等的输入装置406;包括例如液晶显示器(LCD)、扬声器、振动器等的输出装置407;包括例如磁带、硬盘等的存储装置408;以及通信装置409。通信装置409可以允许电子设备400与其他设备进行无线或有线通信以交换数据。虽然图4示出了具有各种装置的电子设备400,但是应理解的是,并不要求实施或具备所有示出的装置。可以替代地实施或具备更多或更少的装置。Typically, the following devices may be connected to the I/O interface 405: input devices 406 including, for example, a touch screen, touchpad, keyboard, mouse, camera, microphone, accelerometer, gyroscope, etc.; including, for example, a liquid crystal display (LCD), speakers, vibration An output device 407 of a computer, etc.; a storage device 408 including, for example, a magnetic tape, a hard disk, etc.; and a communication device 409. Communication means 409 may allow electronic device 400 to communicate wirelessly or by wire with other devices to exchange data. Although FIG. 4 shows electronic device 400 having various means, it should be understood that not all of the illustrated means are required to be implemented or provided. More or fewer devices may alternatively be implemented or provided.
特别地,根据本公开的实施例,上文参考流程图描述的过程可以被实现为计算机软件程序。例如,本公开的实施例包括一种计算机程序产品,其包括承载在非暂态计算机可读介质上的计算机程序,该计算机程序包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信装置409从网络上被下载和安装,或者从存储装置408被安装,或者从ROM 402被安装。在该计算机程序被处理装置401执行时,执行本 公开实施例的方法中限定的上述功能。In particular, according to embodiments of the present disclosure, the processes described above with reference to the flowcharts may be implemented as computer software programs. For example, embodiments of the present disclosure include a computer program product comprising a computer program carried on a non-transitory computer readable medium, the computer program containing program code for performing the method illustrated in the flowchart. In such an embodiment, the computer program may be downloaded and installed from the network via the communication device 409, or from the storage device 408, or from the ROM 402. When the computer program is executed by the processing device 401, the above-described functions defined in the methods of the embodiments of the present disclosure are executed.
需要说明的是,本公开上述的计算机可读介质可以是计算机可读信号介质或者计算机可读存储介质或者是上述两者的任意组合。计算机可读存储介质例如可以是——但不限于——电、磁、光、电磁、红外线、或半导体的系统、装置或器件,或者任意以上的组合。计算机可读存储介质的更具体的例子可以包括但不限于:具有一个或多个导线的电连接、便携式计算机磁盘、硬盘、随机访问存储器(RAM)、只读存储器(ROM)、可擦式可编程只读存储器(EPROM或闪存)、光纤、便携式紧凑磁盘只读存储器(CD-ROM)、光存储器件、磁存储器件、或者上述的任意合适的组合。在本公开中,计算机可读存储介质可以是任何包含或存储程序的有形介质,该程序可以被指令执行系统、装置或者器件使用或者与其结合使用。而在本公开中,计算机可读信号介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了计算机可读的程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。计算机可读信号介质还可以是计算机可读存储介质以外的任何计算机可读介质,该计算机可读信号介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用或者与其结合使用的程序。计算机可读介质上包含的程序代码可以用任何适当的介质传输,包括但不限于:电线、光缆、RF(射频)等等,或者上述的任意合适的组合。It should be noted that the computer-readable medium mentioned above in the present disclosure may be a computer-readable signal medium or a computer-readable storage medium, or any combination of the above two. The computer-readable storage medium can be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus or device, or a combination of any of the above. More specific examples of computer readable storage media may include, but are not limited to, electrical connections with one or more wires, portable computer disks, hard disks, random access memory (RAM), read only memory (ROM), erasable Programmable read only memory (EPROM or flash memory), fiber optics, portable compact disk read only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination of the foregoing. In this disclosure, a computer-readable storage medium may be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, apparatus, or device. In the present disclosure, however, a computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave with computer-readable program code embodied thereon. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the foregoing. A computer-readable signal medium can also be any computer-readable medium other than a computer-readable storage medium that can transmit, propagate, or transport the program for use by or in connection with the instruction execution system, apparatus, or device . Program code embodied on a computer readable medium may be transmitted using any suitable medium including, but not limited to, electrical wire, optical fiber cable, RF (radio frequency), etc., or any suitable combination of the foregoing.
在一些实施方式中,客户端、服务器可以利用诸如HTTP(HyperText Transfer Protocol,超文本传输协议)之类的任何当前已知或未来研发的网络协议进行通信,并且可以与任意形式或介质的数字数据通信(例如,通信网络)互连。通信网络的示例包括局域网(“LAN”),广域网(“WAN”),网际网(例如,互联网)以及端对端网络(例如,ad hoc端对端网络),以及任何当前已知或未来研发的网络。In some embodiments, the client and server can use any currently known or future developed network protocol such as HTTP (HyperText Transfer Protocol) to communicate, and can communicate with digital data in any form or medium Communication (eg, a communication network) interconnects. Examples of communication networks include local area networks ("LAN"), wide area networks ("WAN"), the Internet (eg, the Internet), and peer-to-peer networks (eg, ad hoc peer-to-peer networks), as well as any currently known or future development network of.
上述计算机可读介质可以是上述电子设备中所包含的;也可以是单独存在,而未装配入该电子设备中。The above-mentioned computer-readable medium may be included in the above-mentioned electronic device; or may exist alone without being assembled into the electronic device.
上述计算机可读介质承载有一个或者多个程序,当上述一个或者多个程序被该电子设备执行时,使得该电子设备:获取直播间的第一主播用户的第一音视频数据,以及与第一主播连麦的第二主播用户的第二音视频数据;从直播间中的观众用户中确定第一主播用户对应的第一游戏玩家用户,以及确定第二主播用户对应的第二游戏玩家用户;配置第一游戏玩家用户和第二游戏玩家用户各自对应的游戏参与权限,以使第一游戏玩家用户和第二游戏玩家用户根据各自对应的游戏参与权限参与游戏;获取直播间中各用户进行游戏的游戏数据;将第一音视频数据、第二音视频数据、以及游戏数据发送至直播间中的所有用户的用户终端,以使用户终端展示第一音视频数据、第二音视频数据、以及游戏数据。The above-mentioned computer-readable medium carries one or more programs, and when the above-mentioned one or more programs are executed by the electronic device, the electronic device is made to: obtain the first audio and video data of the first anchor user in the live room, and communicate with The second audio and video data of the second anchor user who is connected to the microphone by one anchor; the first game player user corresponding to the first anchor user is determined from the audience users in the live broadcast room, and the second game player user corresponding to the second anchor user is determined. ; Configure the respective corresponding game participation rights of the first game player user and the second game player user, so that the first game player user and the second game player user participate in the game according to their corresponding game participation rights; Obtain each user in the live broadcast room to participate in the game; Game data of the game; send the first audio and video data, the second audio and video data, and the game data to the user terminals of all users in the live broadcast room, so that the user terminals display the first audio and video data, the second audio and video data, and game data.
可以以一种或多种程序设计语言或其组合来编写用于执行本公开的操作的计算机程序 代码,上述程序设计语言包括但不限于面向对象的程序设计语言—诸如Java、Smalltalk、C++,还包括常规的过程式程序设计语言—诸如“C”语言或类似的程序设计语言。程序代码可以完全地在用户计算机上执行、部分地在用户计算机上执行、作为一个独立的软件包执行、部分在用户计算机上部分在远程计算机上执行、或者完全在远程计算机或服务器上执行。在涉及远程计算机的情形中,远程计算机可以通过任意种类的网络——包括局域网(LAN)或广域网(WAN)—连接到用户计算机,或者,可以连接到外部计算机(例如利用因特网服务提供商来通过因特网连接)。Computer program code for performing operations of the present disclosure may be written in one or more programming languages, including but not limited to object-oriented programming languages—such as Java, Smalltalk, C++, and This includes conventional procedural programming languages - such as the "C" language or similar programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer, or entirely on the remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any kind of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (eg, using an Internet service provider through Internet connection).
附图中的流程图和框图,图示了按照本公开各种实施例的系统、方法和计算机程序产品的可能实现的体系架构、功能和操作。在这点上,流程图或框图中的每个方框可以代表一个模块、程序段、或代码的一部分,该模块、程序段、或代码的一部分包含一个或多个用于实现规定的逻辑功能的可执行指令。也应当注意,在有些作为替换的实现中,方框中所标注的功能也可以以不同于附图中所标注的顺序发生。例如,两个接连地表示的方框实际上可以基本并行地执行,它们有时也可以按相反的顺序执行,这依所涉及的功能而定。也要注意的是,框图和/或流程图中的每个方框、以及框图和/或流程图中的方框的组合,可以用执行规定的功能或操作的专用的基于硬件的系统来实现,或者可以用专用硬件与计算机指令的组合来实现。The flowchart and block diagrams in the Figures illustrate the architecture, functionality, and operation of possible implementations of systems, methods and computer program products according to various embodiments of the present disclosure. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code that contains one or more logical functions for implementing the specified functions executable instructions. It should also be noted that, in some alternative implementations, the functions noted in the blocks may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It is also noted that each block of the block diagrams and/or flowchart illustrations, and combinations of blocks in the block diagrams and/or flowchart illustrations, can be implemented in dedicated hardware-based systems that perform the specified functions or operations , or can be implemented in a combination of dedicated hardware and computer instructions.
描述于本公开实施例中所涉及到的模块或单元可以通过软件的方式实现,也可以通过硬件的方式来实现。其中,模块或单元的名称在某种情况下并不构成对该单元本身的限定。The modules or units involved in the embodiments of the present disclosure may be implemented in software or hardware. Among them, the name of the module or unit does not constitute a limitation of the unit itself under certain circumstances.
本文中以上描述的功能可以至少部分地由一个或多个硬件逻辑部件来执行。例如,非限制性地,可以使用的示范类型的硬件逻辑部件包括:现场可编程门阵列(FPGA)、专用集成电路(ASIC)、专用标准产品(ASSP)、片上系统(SOC)、复杂可编程逻辑设备(CPLD)等等。The functions described herein above may be performed, at least in part, by one or more hardware logic components. For example, without limitation, exemplary types of hardware logic components that may be used include: Field Programmable Gate Arrays (FPGAs), Application Specific Integrated Circuits (ASICs), Application Specific Standard Products (ASSPs), Systems on Chips (SOCs), Complex Programmable Logical Devices (CPLDs) and more.
在本公开的上下文中,机器可读介质可以是有形的介质,其可以包含或存储以供指令执行系统、装置或设备使用或与指令执行系统、装置或设备结合地使用的程序。机器可读介质可以是机器可读信号介质或机器可读储存介质。机器可读介质可以包括但不限于电子的、磁性的、光学的、电磁的、红外的、或半导体系统、装置或设备,或者上述内容的任何合适组合。机器可读存储介质的更具体示例会包括基于一个或多个线的电气连接、便携式计算机盘、硬盘、随机存取存储器(RAM)、只读存储器(ROM)、可擦除可编程只读存储器(EPROM或快闪存储器)、光纤、便捷式紧凑盘只读存储器(CD-ROM)、光学储存设备、磁储存设备、或上述内容的任何合适组合。In the context of the present disclosure, a machine-readable medium may be a tangible medium that may contain or store a program for use by or in connection with the instruction execution system, apparatus or device. The machine-readable medium may be a machine-readable signal medium or a machine-readable storage medium. Machine-readable media may include, but are not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, devices, or devices, or any suitable combination of the foregoing. More specific examples of machine-readable storage media would include one or more wire-based electrical connections, portable computer disks, hard disks, random access memory (RAM), read only memory (ROM), erasable programmable read only memory (EPROM or flash memory), fiber optics, compact disk read only memory (CD-ROM), optical storage, magnetic storage, or any suitable combination of the foregoing.
根据本公开的一个或多个实施例,本公开提供了一种直播数据处理方法,所述方法包括:According to one or more embodiments of the present disclosure, the present disclosure provides a method for processing live broadcast data, the method comprising:
获取直播间的第一主播用户的第一音视频数据,以及与所述第一主播连麦的第二主播用户的第二音视频数据;Obtain the first audio and video data of the first anchor user in the live broadcast room, and the second audio and video data of the second anchor user who is connected to the first anchor;
从所述直播间中的观众用户中确定第一主播用户对应的第一游戏玩家用户,以及确定第二主播用户对应的第二游戏玩家用户;From the audience users in the live broadcast room, determine the first game player user corresponding to the first anchor user, and determine the second game player user corresponding to the second anchor user;
配置所述第一游戏玩家用户和所述第二游戏玩家用户各自对应的游戏参与权限,以使所述第一游戏玩家用户和所述第二游戏玩家用户根据各自对应的游戏参与权限参与游戏;Configuring the respective corresponding game participation rights of the first game player user and the second game player user, so that the first game player user and the second game player user participate in the game according to their corresponding game participation rights;
获取所述直播间中各用户进行游戏的游戏数据;Obtain game data of each user in the live broadcast room playing games;
将所述第一音视频数据、所述第二音视频数据、以及所述游戏数据发送至所述直播间中的所有用户的用户终端,以使所述用户终端展示所述第一音视频数据、所述第二音视频数据、以及所述游戏数据。Send the first audio and video data, the second audio and video data, and the game data to the user terminals of all users in the live broadcast room, so that the user terminals display the first audio and video data , the second audio and video data, and the game data.
在一种可能的实现方式中,从所述直播间中的观众用户中确定第一主播用户对应的第一游戏玩家用户,以及确定第二主播用户对应的第二游戏玩家用户,包括:In a possible implementation manner, determining the first game player user corresponding to the first anchor user and determining the second game player user corresponding to the second anchor user from the audience users in the live broadcast room, including:
响应于所述观众用户的用户终端发送的游戏参与请求,从所述游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户。In response to the game participation request sent by the user terminal of the audience user, the first game player user and the second game player user are determined from the users corresponding to the game participation request.
在一种可能的实现方式中,所述观众用户包括所述第一主播用户对应的第一观众用户,以及所述第二主播用户对应的第二观众用户;所述响应于所述观众用户的用户终端发送的游戏参与请求,从所述游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户,包括:In a possible implementation manner, the audience users include a first audience user corresponding to the first anchor user, and a second audience user corresponding to the second anchor user; the response to the audience user's The game participation request sent by the user terminal determines the first game player user and the second game player user from the users corresponding to the game participation request, including:
响应于所述第一观众用户的用户终端发送的第一游戏参与请求,从所述第一游戏参与请求对应的用户中确定所述第一游戏玩家用户;In response to the first game participation request sent by the user terminal of the first audience user, determining the first game player user from the users corresponding to the first game participation request;
响应于所述第二观众用户的用户终端发送的第二游戏参与请求,从所述第二游戏参与请求对应的用户中确定所述第二游戏玩家用户。In response to a second game participation request sent by the user terminal of the second audience user, the second game player user is determined from users corresponding to the second game participation request.
在一种可能的实现方式中,所述响应于所述观众用户的用户终端发送的游戏参与请求,从所述游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户,包括:In a possible implementation manner, the first game player user and the second game player user are determined from the users corresponding to the game participation request in response to the game participation request sent by the user terminal of the audience user, include:
响应于所述观众用户的用户终端发送的游戏参与请求,从所述游戏参与请求对应的用户中随机确定所述第一游戏玩家用户和/或第二游戏玩家用户。In response to the game participation request sent by the user terminal of the audience user, the first game player user and/or the second game player user are randomly determined from users corresponding to the game participation request.
在一种可能的实现方式中,所述响应于所述观众用户的用户终端发送的游戏参与请求,从所述游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户,包括:In a possible implementation manner, the first game player user and the second game player user are determined from the users corresponding to the game participation request in response to the game participation request sent by the user terminal of the audience user, include:
响应于所述观众用户的用户终端发送的游戏参与请求,获取所述游戏参与请求对应的用户的用户特征,根据各用户特征确定所述第一游戏玩家用户和/或第二游戏玩家用户。In response to the game participation request sent by the user terminal of the audience user, user characteristics of the user corresponding to the game participation request are acquired, and the first game player user and/or the second game player user are determined according to the user characteristics.
在一种可能的实现方式中,所述响应于所述观众用户的用户终端发送的游戏参与请求,从所述游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户,包括:In a possible implementation manner, the first game player user and the second game player user are determined from the users corresponding to the game participation request in response to the game participation request sent by the user terminal of the audience user, include:
响应于所述观众用户的用户终端发送的游戏参与请求,根据各所述游戏参与请求对应的各用户的用户标识生成游戏玩家选择信息,向第一主播用户的用户终端和/或第二主播用户的用户终端发送所述游戏玩家选择信息,响应于相应的第一主播用户和/或第二主播用户针对所述游戏玩家选择信息的玩家选择指令,将所述玩家选择指令对应的至少一个用户确定为所述第一游戏玩家用户和/或所述第二游戏玩家用户。In response to the game participation request sent by the user terminal of the spectator user, generate game player selection information according to the user ID of each user corresponding to each of the game participation requests, and report to the user terminal of the first anchor user and/or the second anchor user. The user terminal sends the game player selection information, and in response to the player selection instruction of the corresponding first anchor user and/or the second anchor user for the game player selection information, at least one user corresponding to the player selection instruction is determined. For the first game player user and/or the second game player user.
在一种可能的实现方式中,所述响应于所述观众用户的用户终端发送的游戏参与请求,从所述游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户,包括:In a possible implementation manner, the first game player user and the second game player user are determined from the users corresponding to the game participation request in response to the game participation request sent by the user terminal of the audience user, include:
响应于所述观众用户的用户终端发送的游戏参与请求,向所述游戏参与请求对应的各所述观众用户的用户终端发送选择提示信息,以使各所述游戏参与请求对应的各所述观众用户基于所述选择提示信息选择成为第一游戏玩家用户或者第二游戏玩家用户;In response to the game participation request sent by the user terminal of the spectator user, send selection prompt information to the user terminal of each of the spectator users corresponding to the game participation request, so that each of the spectators corresponding to each of the game participation requests The user selects to become the first game player user or the second game player user based on the selection prompt information;
接收各所述游戏参与请求对应的各所述观众用户针对所述选择提示信息的第一选择指令,从各所述第一选择指令各自对应的观众用户中确定所述第一游戏玩家用户或者第二游戏玩家用户。Receive the first selection instructions of the audience users corresponding to the game participation requests for the selection prompt information, and determine the first game player user or the first game player user from the audience users corresponding to the first selection instructions. Two gamer users.
在一种可能的实现方式中,所述方法还包括:In a possible implementation, the method further includes:
获取所述第一主播用户和所述第二主播用户各自对应的游戏状态信息,根据各游戏状态信息生成游戏对抗信息;Obtain game state information corresponding to the first anchor user and the second anchor user, and generate game confrontation information according to each game state information;
将所述游戏对抗信息发送至所述直播间中的所有用户的用户终端,以使所述用户终端展示所述游戏对抗信息。The game confrontation information is sent to the user terminals of all users in the live broadcast room, so that the user terminals display the game confrontation information.
在一种可能的实现方式中,所述方法还包括:In a possible implementation, the method further includes:
获取所述第一主播用户和所述第二主播用户各自对应的等级信息并发送至所述游戏服务器,以使所述游戏服务器根据所述第一主播用户和所述第二主播用户各自对应的等级信息,更新所述第一主播用户和所述第二主播用户各自对应的游戏状态信息。Acquire the level information corresponding to the first anchor user and the second anchor user and send it to the game server, so that the game server level information, and update the respective game state information of the first anchor user and the second anchor user.
在一种可能的实现方式中,所述第二主播用户是通过以下方式确定的:In a possible implementation manner, the second anchor user is determined in the following manner:
响应于第一主播用户的第一主播用户的用户终端发送的主播列表获取指令,获取主播列表并发送至所述第一主播用户的用户终端,所述主播列表中包含主播标识;In response to the host list acquisition instruction sent by the user terminal of the first host user of the first host user, the host list is obtained and sent to the user terminal of the first host user, and the host list contains the host identifier;
响应于所述第一主播用户的用户终端发送的所述第一主播用户针对所述主播列表中的主播标识的主播选择指令,将所述第一主播用户选中的主播标识对应的主播用户确定为所述第二主播用户。In response to the anchor selection instruction of the first anchor user for the anchor identification in the anchor list sent by the user terminal of the first anchor user, the anchor user corresponding to the anchor identification selected by the first anchor user is determined as the second anchor user.
根据本公开的一个或多个实施例,本公开提供了一种直播数据处理装置,所述装置包括:According to one or more embodiments of the present disclosure, the present disclosure provides a live data processing apparatus, the apparatus comprising:
第一获取模块,用于获取直播间的第一主播用户的第一音视频数据,以及与所述第一主播连麦的第二主播用户的第二音视频数据;The first acquisition module is used to acquire the first audio and video data of the first anchor user in the live broadcast room, and the second audio and video data of the second anchor user who is connected to the first anchor;
确定模块,用于从所述直播间中的观众用户中确定第一主播用户对应的第一游戏玩家用户,以及确定第二主播用户对应的第二游戏玩家用户;a determining module, configured to determine, from the audience users in the live broadcast room, the first game player user corresponding to the first anchor user, and the second game player user corresponding to the second anchor user;
第二获取模块,用于配置所述第一游戏玩家用户和所述第二游戏玩家用户各自对应的游戏参与权限,以使所述第一游戏玩家用户和所述第二游戏玩家用户根据各自对应的游戏参与权限参与游戏;A second acquisition module, configured to configure the respective game participation permissions of the first game player user and the second game player user, so that the first game player user and the second game player user can the right to participate in the game to participate in the game;
第三获取模块,用于获取所述直播间中各用户进行游戏的游戏数据;a third obtaining module, configured to obtain game data of the games played by each user in the live broadcast room;
发送模块,用于将所述第一音视频数据、所述第二音视频数据、以及所述游戏数据发送至所述直播间中的所有用户的用户终端,以使所述用户终端展示所述第一音视频数据、所述第二音视频数据、以及所述游戏数据。A sending module, configured to send the first audio and video data, the second audio and video data, and the game data to the user terminals of all users in the live room, so that the user terminals display the The first audio and video data, the second audio and video data, and the game data.
在一种可能的实现方式中,所述确定模块具体用于:In a possible implementation manner, the determining module is specifically used for:
响应于所述观众用户的用户终端发送的游戏参与请求,从所述游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户。In response to the game participation request sent by the user terminal of the audience user, the first game player user and the second game player user are determined from the users corresponding to the game participation request.
在一种可能的实现方式中,所述确定模块具体用于:In a possible implementation manner, the determining module is specifically used for:
响应于所述第一观众用户的用户终端发送的第一游戏参与请求,从所述第一游戏参与请求对应的用户中确定所述第一游戏玩家用户;In response to the first game participation request sent by the user terminal of the first audience user, determining the first game player user from the users corresponding to the first game participation request;
响应于所述第二观众用户的用户终端发送的第二游戏参与请求,从所述第二游戏参与请求对应的用户中确定所述第二游戏玩家用户。In response to a second game participation request sent by the user terminal of the second audience user, the second game player user is determined from users corresponding to the second game participation request.
在一种可能的实现方式中,所述确定模块具体用于:In a possible implementation manner, the determining module is specifically used for:
响应于所述观众用户的用户终端发送的游戏参与请求,从所述游戏参与请求对应的用户中随机确定所述第一游戏玩家用户和/或第二游戏玩家用户。In response to the game participation request sent by the user terminal of the audience user, the first game player user and/or the second game player user are randomly determined from users corresponding to the game participation request.
在一种可能的实现方式中,所述确定模块具体用于:In a possible implementation manner, the determining module is specifically used for:
响应于所述观众用户的用户终端发送的游戏参与请求,获取所述游戏参与请求对应的用户的用户特征,根据各用户特征确定所述第一游戏玩家用户和/或第二游戏玩家用户。In response to the game participation request sent by the user terminal of the audience user, user characteristics of the user corresponding to the game participation request are acquired, and the first game player user and/or the second game player user are determined according to the user characteristics.
在一种可能的实现方式中,所述确定模块具体用于:In a possible implementation manner, the determining module is specifically used for:
响应于所述观众用户的用户终端发送的游戏参与请求,根据各所述游戏参与请求对应的各用户的用户标识生成游戏玩家选择信息,向第一主播用户的用户终端和/或第二主播用户的用户终端发送所述游戏玩家选择信息,响应于相应的第一主播用户和/或第二主播用户针对所述游戏玩家选择信息的玩家选择指令,将所述玩家选择指令对应的至少一个用户确定为所述第一游戏玩家用户和/或所述第二游戏玩家用户。In response to the game participation request sent by the user terminal of the spectator user, generate game player selection information according to the user ID of each user corresponding to each of the game participation requests, and report to the user terminal of the first anchor user and/or the second anchor user. The user terminal sends the game player selection information, and in response to the player selection instruction of the corresponding first anchor user and/or the second anchor user for the game player selection information, at least one user corresponding to the player selection instruction is determined. For the first game player user and/or the second game player user.
在一种可能的实现方式中,所述确定模块具体用于:In a possible implementation manner, the determining module is specifically used for:
响应于所述观众用户的用户终端发送的游戏参与请求,向所述游戏参与请求对应的各所述观众用户的用户终端发送选择提示信息,以使各所述游戏参与请求对应的各所述观众 用户基于所述选择提示信息选择成为第一游戏玩家用户或者第二游戏玩家用户;In response to the game participation request sent by the user terminal of the spectator user, send selection prompt information to the user terminal of each of the spectator users corresponding to the game participation request, so that each of the spectators corresponding to each of the game participation requests The user selects to become the first game player user or the second game player user based on the selection prompt information;
接收各所述游戏参与请求对应的各所述观众用户针对所述选择提示信息的第一选择指令,从各所述第一选择指令各自对应的观众用户中确定所述第一游戏玩家用户或者第二游戏玩家用户。Receive the first selection instructions of the audience users corresponding to the game participation requests for the selection prompt information, and determine the first game player user or the first game player user from the audience users corresponding to the first selection instructions. Two gamer users.
在一种可能的实现方式中,所述装置还包括生成模块,用于:In a possible implementation manner, the apparatus further includes a generating module for:
获取所述第一主播用户和所述第二主播用户各自对应的游戏状态信息,根据各游戏状态信息生成游戏对抗信息;Obtain game state information corresponding to the first anchor user and the second anchor user, and generate game confrontation information according to each game state information;
将所述游戏对抗信息发送至所述直播间中的所有用户的用户终端,以使所述用户终端展示所述游戏对抗信息。The game confrontation information is sent to the user terminals of all users in the live broadcast room, so that the user terminals display the game confrontation information.
在一种可能的实现方式中,所述装置还包括第四获取模块,用于:In a possible implementation manner, the apparatus further includes a fourth acquisition module, configured to:
获取所述第一主播用户和所述第二主播用户各自对应的等级信息并发送至所述游戏服务器,以使所述游戏服务器根据所述第一主播用户和所述第二主播用户各自对应的等级信息,更新所述第一主播用户和所述第二主播用户各自对应的游戏状态信息。Acquire the level information corresponding to the first anchor user and the second anchor user and send it to the game server, so that the game server level information, and update the respective game state information of the first anchor user and the second anchor user.
在一种可能的实现方式中,所述第二主播用户是通过以下方式确定的:In a possible implementation manner, the second anchor user is determined in the following manner:
响应于第一主播用户的用户终端发送的主播列表获取指令,获取主播列表并发送至所述第一主播用户的用户终端,所述主播列表中包含主播标识;In response to the host list acquisition instruction sent by the user terminal of the first host user, the host list is obtained and sent to the user terminal of the first host user, and the host list contains the host identifier;
响应于所述第一主播用户的用户终端发送的所述第一主播用户针对所述主播列表中的主播标识的主播选择指令,将所述第一主播用户选中的主播标识对应的主播用户确定为所述第二主播用户。In response to the anchor selection instruction of the first anchor user for the anchor identification in the anchor list sent by the user terminal of the first anchor user, the anchor user corresponding to the anchor identification selected by the first anchor user is determined as the second anchor user.
根据本公开的一个或多个实施例,本公开提供了一种电子设备,包括:According to one or more embodiments of the present disclosure, the present disclosure provides an electronic device, comprising:
一个或多个处理器;one or more processors;
存储器,存储一个或多个应用程序,其中,当所述一个或多个应用程序被所述一个或多个处理器执行时,使得所述电子设备执行所述直播数据处理方法。The memory stores one or more application programs, wherein when the one or more application programs are executed by the one or more processors, the electronic device is caused to execute the live broadcast data processing method.
根据本公开的一个或多个实施例,本公开提供了一种计算机可读介质,所述计算机可读介质用于存储计算机指令,当所述计算机指令被计算机执行时,使得所述计算机执行上述直播数据处理方法。According to one or more embodiments of the present disclosure, the present disclosure provides a computer-readable medium for storing computer instructions that, when executed by a computer, cause the computer to execute the above-mentioned Live data processing method.
以上描述仅为本公开的较佳实施例以及对所运用技术原理的说明。本领域技术人员应当理解,本公开中所涉及的公开范围,并不限于上述技术特征的特定组合而成的技术方案,同时也应涵盖在不脱离上述公开构思的情况下,由上述技术特征或其等同特征进行任意组合而形成的其它技术方案。例如上述特征与本公开中公开的(但不限于)具有类似功能的技术特征进行互相替换而形成的技术方案。The above description is merely a preferred embodiment of the present disclosure and an illustration of the technical principles employed. Those skilled in the art should understand that the scope of the disclosure involved in the present disclosure is not limited to the technical solutions formed by the specific combination of the above-mentioned technical features, and should also cover, without departing from the above-mentioned disclosed concept, the technical solutions formed by the above-mentioned technical features or Other technical solutions formed by any combination of its equivalent features. For example, a technical solution is formed by replacing the above features with the technical features disclosed in the present disclosure (but not limited to) with similar functions.
此外,虽然采用特定次序描绘了各操作,但是这不应当理解为要求这些操作以所示出 的特定次序或以顺序次序执行来执行。在一定环境下,多任务和并行处理可能是有利的。同样地,虽然在上面论述中包含了若干具体实现细节,但是这些不应当被解释为对本公开的范围的限制。在单独的实施例的上下文中描述的某些特征还可以组合地实现在单个实施例中。相反地,在单个实施例的上下文中描述的各种特征也可以单独地或以任何合适的子组合的方式实现在多个实施例中。Additionally, although operations are depicted in a particular order, this should not be construed as requiring that the operations be performed in the particular order shown or in a sequential order. Under certain circumstances, multitasking and parallel processing may be advantageous. Likewise, although the above discussion contains several implementation-specific details, these should not be construed as limitations on the scope of the present disclosure. Certain features that are described in the context of separate embodiments can also be implemented in combination in a single embodiment. Conversely, various features that are described in the context of a single embodiment can also be implemented in multiple embodiments separately or in any suitable subcombination.
尽管已经采用特定于结构特征和/或方法逻辑动作的语言描述了本主题,但是应当理解所附权利要求书中所限定的主题未必局限于上面描述的特定特征或动作。相反,上面所描述的特定特征和动作仅仅是实现权利要求书的示例形式。Although the subject matter has been described in language specific to structural features and/or logical acts of method, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are merely example forms of implementing the claims.

Claims (13)

  1. 一种直播数据处理方法,其特征在于,所述方法包括:A method for processing live broadcast data, characterized in that the method comprises:
    获取直播间的第一主播用户的第一音视频数据,以及与所述第一主播连麦的第二主播用户的第二音视频数据;Obtain the first audio and video data of the first anchor user in the live broadcast room, and the second audio and video data of the second anchor user who is connected to the first anchor;
    从所述直播间中的观众用户中确定第一主播用户对应的第一游戏玩家用户,以及确定第二主播用户对应的第二游戏玩家用户;From the audience users in the live broadcast room, determine the first game player user corresponding to the first anchor user, and determine the second game player user corresponding to the second anchor user;
    配置所述第一游戏玩家用户和所述第二游戏玩家用户各自对应的游戏参与权限,以使所述第一游戏玩家用户和所述第二游戏玩家用户根据各自对应的游戏参与权限参与游戏;Configuring the respective corresponding game participation rights of the first game player user and the second game player user, so that the first game player user and the second game player user participate in the game according to their corresponding game participation rights;
    获取所述直播间中各用户进行游戏的游戏数据;Obtain game data of each user in the live broadcast room playing games;
    将所述第一音视频数据、所述第二音视频数据、以及所述游戏数据发送至所述直播间中的所有用户的用户终端,以使所述用户终端展示所述第一音视频数据、所述第二音视频数据、以及所述游戏数据。Send the first audio and video data, the second audio and video data, and the game data to the user terminals of all users in the live broadcast room, so that the user terminals display the first audio and video data , the second audio and video data, and the game data.
  2. 根据权利要求1所述的直播数据处理方法,其特征在于,从所述直播间中的观众用户中确定第一主播用户对应的第一游戏玩家用户,以及确定第二主播用户对应的第二游戏玩家用户,包括:The method for processing live broadcast data according to claim 1, wherein the first game player user corresponding to the first anchor user is determined from the audience users in the live broadcast room, and the second game player corresponding to the second anchor user is determined. Player users, including:
    响应于所述观众用户的用户终端发送的游戏参与请求,从所述游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户。In response to the game participation request sent by the user terminal of the audience user, the first game player user and the second game player user are determined from the users corresponding to the game participation request.
  3. 根据权利要求2所述的直播数据处理方法,其特征在于,所述观众用户包括所述第一主播用户对应的第一观众用户,以及所述第二主播用户对应的第二观众用户;所述响应于所述观众用户的用户终端发送的游戏参与请求,从所述游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户,包括:The method for processing live broadcast data according to claim 2, wherein the audience users include a first audience user corresponding to the first anchor user, and a second audience user corresponding to the second anchor user; the In response to the game participation request sent by the user terminal of the audience user, determining the first game player user and the second game player user from the users corresponding to the game participation request, including:
    响应于所述第一观众用户的用户终端发送的第一游戏参与请求,从所述第一游戏参与请求对应的用户中确定所述第一游戏玩家用户;In response to the first game participation request sent by the user terminal of the first audience user, determining the first game player user from the users corresponding to the first game participation request;
    响应于所述第二观众用户的用户终端发送的第二游戏参与请求,从所述第二游戏参与请求对应的用户中确定所述第二游戏玩家用户。In response to a second game participation request sent by the user terminal of the second audience user, the second game player user is determined from users corresponding to the second game participation request.
  4. 根据权利要求2所述的直播数据处理方法,其特征在于,所述响应于所述观众用户的用户终端发送的游戏参与请求,从所述游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户,包括:The method for processing live broadcast data according to claim 2, wherein the first game player user is determined from the users corresponding to the game participation request in response to the game participation request sent by the user terminal of the audience user and second gamer users, including:
    响应于所述观众用户的用户终端发送的游戏参与请求,从所述游戏参与请求对应的用户中随机确定所述第一游戏玩家用户和/或第二游戏玩家用户。In response to the game participation request sent by the user terminal of the audience user, the first game player user and/or the second game player user are randomly determined from users corresponding to the game participation request.
  5. 根据权利要求2所述的直播数据处理方法,其特征在于,所述响应于所述观众用户的用户终端发送的游戏参与请求,从所述游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户,包括:The method for processing live broadcast data according to claim 2, wherein the first game player user is determined from the users corresponding to the game participation request in response to the game participation request sent by the user terminal of the audience user and second gamer users, including:
    响应于所述观众用户的用户终端发送的游戏参与请求,获取所述游戏参与请求对应的用户的用户特征,根据各用户特征确定所述第一游戏玩家用户和/或第二游戏玩家用户。In response to the game participation request sent by the user terminal of the audience user, user characteristics of the user corresponding to the game participation request are acquired, and the first game player user and/or the second game player user are determined according to the user characteristics.
  6. 根据权利要求2所述的直播数据处理方法,其特征在于,所述响应于所述观众用户的用户终端发送的游戏参与请求,从所述游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户,包括:The method for processing live broadcast data according to claim 2, wherein the first game player user is determined from the users corresponding to the game participation request in response to the game participation request sent by the user terminal of the audience user and second gamer users, including:
    响应于所述观众用户的用户终端发送的游戏参与请求,根据各所述游戏参与请求对应的各用户的用户标识生成游戏玩家选择信息,向第一主播用户的用户终端和/或第二主播用户的用户终端发送所述游戏玩家选择信息,响应于相应的第一主播用户和/或第二主播用户针对所述游戏玩家选择信息的玩家选择指令,将所述玩家选择指令对应的至少一个用户确定为所述第一游戏玩家用户和/或所述第二游戏玩家用户。In response to the game participation request sent by the user terminal of the spectator user, generate game player selection information according to the user ID of each user corresponding to each of the game participation requests, and report to the user terminal of the first anchor user and/or the second anchor user. The user terminal sends the game player selection information, and in response to the player selection instruction of the corresponding first anchor user and/or the second anchor user for the game player selection information, at least one user corresponding to the player selection instruction is determined. For the first game player user and/or the second game player user.
  7. 根据权利要求2所述的直播数据处理方法,其特征在于,所述响应于所述观众用户的用户终端发送的游戏参与请求,从所述游戏参与请求对应的用户中确定出第一游戏玩家用户和第二游戏玩家用户,包括:The method for processing live broadcast data according to claim 2, wherein the first game player user is determined from the users corresponding to the game participation request in response to the game participation request sent by the user terminal of the audience user and second gamer users, including:
    响应于所述观众用户的用户终端发送的游戏参与请求,向所述游戏参与请求对应的各所述观众用户的用户终端发送选择提示信息,以使各所述游戏参与请求对应的各所述观众用户基于所述选择提示信息选择成为第一游戏玩家用户或者第二游戏玩家用户;In response to the game participation request sent by the user terminal of the spectator user, send selection prompt information to the user terminal of each of the spectator users corresponding to the game participation request, so that each of the spectators corresponding to each of the game participation requests The user selects to become the first game player user or the second game player user based on the selection prompt information;
    接收各所述游戏参与请求对应的各所述观众用户针对所述选择提示信息的第一选择指令,从各所述第一选择指令各自对应的观众用户中确定所述第一游戏玩家用户或者第二游戏玩家用户。Receive the first selection instructions of the audience users corresponding to the game participation requests for the selection prompt information, and determine the first game player user or the first game player user from the audience users corresponding to the first selection instructions. Two gamer users.
  8. 根据权利要求1所述的直播数据处理方法,其特征在于,所述方法还包括:The method for processing live broadcast data according to claim 1, wherein the method further comprises:
    获取所述第一主播用户和所述第二主播用户各自对应的游戏状态信息,根据各游戏状态信息生成游戏对抗信息;Obtain game state information corresponding to the first anchor user and the second anchor user, and generate game confrontation information according to each game state information;
    将所述游戏对抗信息发送至所述直播间中的所有用户的用户终端,以使所述用户终端展示所述游戏对抗信息。The game confrontation information is sent to the user terminals of all users in the live broadcast room, so that the user terminals display the game confrontation information.
  9. 根据权利要求8所述的直播数据处理方法,其特征在于,所述方法还包括:The method for processing live broadcast data according to claim 8, wherein the method further comprises:
    获取所述第一主播用户和所述第二主播用户各自对应的等级信息并发送至所述游戏服务器,以使所述游戏服务器根据所述第一主播用户和所述第二主播用户各自对应的等级信息,更新所述第一主播用户和所述第二主播用户各自对应的游戏状态信息。Acquire the level information corresponding to the first anchor user and the second anchor user and send it to the game server, so that the game server level information, and update the respective game state information of the first anchor user and the second anchor user.
  10. 根据权利要求1所述的直播数据处理方法,其特征在于,所述第二主播用户是通过以下方式确定的:The method for processing live broadcast data according to claim 1, wherein the second anchor user is determined in the following manner:
    响应于第一主播用户的用户终端发送的主播列表获取指令,获取主播列表并发送至所述第一主播用户的用户终端,所述主播列表中包含主播标识;In response to the host list acquisition instruction sent by the user terminal of the first host user, the host list is obtained and sent to the user terminal of the first host user, and the host list contains the host identifier;
    响应于所述第一主播用户的用户终端发送的所述第一主播用户针对所述主播列表中的主播标识的主播选择指令,将所述第一主播用户选中的主播标识对应的主播用户确定为所述第二主播用户。In response to the anchor selection instruction of the first anchor user for the anchor identification in the anchor list sent by the user terminal of the first anchor user, the anchor user corresponding to the anchor identification selected by the first anchor user is determined as the second anchor user.
  11. 一种直播数据处理装置,其特征在于,所述装置包括:A live broadcast data processing device, characterized in that the device comprises:
    第一获取模块,用于获取直播间的第一主播用户的第一音视频数据,以及与所述第一主播连麦的第二主播用户的第二音视频数据;The first acquisition module is used to acquire the first audio and video data of the first anchor user in the live broadcast room, and the second audio and video data of the second anchor user who is connected to the first anchor;
    确定模块,用于从所述直播间中的观众用户中确定第一主播用户对应的第一游戏玩家用户,以及确定第二主播用户对应的第二游戏玩家用户;a determining module, configured to determine, from the audience users in the live broadcast room, the first game player user corresponding to the first anchor user, and the second game player user corresponding to the second anchor user;
    第二获取模块,用于配置所述第一游戏玩家用户和所述第二游戏玩家用户各自对应的游戏参与权限,以使所述第一游戏玩家用户和所述第二游戏玩家用户根据各自对应的游戏参与权限参与游戏;A second acquisition module, configured to configure the respective game participation permissions of the first game player user and the second game player user, so that the first game player user and the second game player user can the right to participate in the game to participate in the game;
    第三获取模块,用于获取所述直播间中各用户进行游戏的游戏数据;a third obtaining module, configured to obtain game data of the games played by each user in the live broadcast room;
    发送模块,用于将所述第一音视频数据、所述第二音视频数据、以及所述游戏数据发送至所述直播间中的所有用户的用户终端,以使所述用户终端展示所述第一音视频数据、所述第二音视频数据、以及所述游戏数据。A sending module, configured to send the first audio and video data, the second audio and video data, and the game data to the user terminals of all users in the live room, so that the user terminals display the The first audio and video data, the second audio and video data, and the game data.
  12. 一种电子设备,其特征在于,包括:An electronic device, comprising:
    一个或多个处理器;one or more processors;
    存储器,存储一个或多个应用程序,其中所述一个或多个应用程序被所述一个或多个处理器执行时,使得所述电子设备执行根据权利要求1-10任一项所述的直播数据处理方法。A memory that stores one or more application programs, wherein the one or more application programs, when executed by the one or more processors, cause the electronic device to perform the live broadcast according to any one of claims 1-10 data processing method.
  13. 一种计算机可读介质,其特征在于,所述计算机可读介质用于存储计算机指令,当所述计算机指令被计算机执行时,使得所述计算机执行上述权利要求1-10中任一项所述的直播数据处理方法。A computer-readable medium, characterized in that, the computer-readable medium is used to store computer instructions, and when the computer instructions are executed by a computer, the computer is made to execute any one of the preceding claims 1-10. The live data processing method.
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