WO2022095740A1 - 基于直播的数据处理方法、装置、电子设备和可读介质 - Google Patents

基于直播的数据处理方法、装置、电子设备和可读介质 Download PDF

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Publication number
WO2022095740A1
WO2022095740A1 PCT/CN2021/126075 CN2021126075W WO2022095740A1 WO 2022095740 A1 WO2022095740 A1 WO 2022095740A1 CN 2021126075 W CN2021126075 W CN 2021126075W WO 2022095740 A1 WO2022095740 A1 WO 2022095740A1
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WIPO (PCT)
Prior art keywords
game
user
data
live broadcast
audio
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PCT/CN2021/126075
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English (en)
French (fr)
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 WO2022095740A1 publication Critical patent/WO2022095740A1/zh

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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 live broadcast-based data processing method, apparatus, electronic device, and readable medium.
  • the anchor In many live broadcast forms, the anchor is usually talking to himself in the live broadcast room.
  • the game because the game is an entertainment form that pays more attention to the experience, the live broadcast form of the anchor in the existing technology is difficult to communicate with the audience. Generate enough interaction, audience engagement is low, and user experience is poor.
  • the present disclosure provides a data processing method, apparatus, electronic device and readable medium based on live broadcast, which are used to solve the problems existing in the prior art.
  • a data processing method based on live broadcast comprising:
  • the game data and audio and video data are sent to the user terminals of all users in the live room to display the audio and video data and game data through the user interface on the user terminals.
  • a live broadcast-based data interaction device comprising:
  • the first acquisition module is used to acquire the audio and video data of the anchor user in the live broadcast room;
  • a determination module used to determine game player users from audience users in the live broadcast room
  • the second acquisition module is used to acquire the game participation authority of the game player user, so that the game player user can participate in the game according to the game participation authority;
  • the third obtaining module is used to obtain game data of the game between the anchor user and the game player user;
  • the sending module is used for sending the game data and audio and video data to the user terminals of all users in the live broadcast room, so as to display the audio and video data and the game data through the user interface on the user terminals.
  • the present disclosure provides an electronic device, the electronic device comprising:
  • processors one or more processors
  • a memory that stores one or more application programs, wherein when the one or more application programs are executed by one or more processors, the electronic device performs operations corresponding to the live broadcast-based data processing method shown in the first aspect of the present disclosure .
  • the present disclosure provides a computer-readable medium for storing computer instructions, which, when executed by a computer, enables the computer to execute the live-broadcast-based broadcast as shown in the first aspect of the present disclosure. data processing method.
  • game player users are determined from various audience users in the live broadcast room, and game participation rights of game player users are obtained, so that game players Users and anchor users can play games together, and display the audio and video data and game data of the anchor users in the live room. Since the audience users can become game players and participate in the game, the participation of users in the live room is improved and the user experience is improved. .
  • FIG. 1 is a schematic flowchart of a data processing method based on live broadcast provided by an embodiment of the present disclosure
  • FIG. 2 is a schematic diagram of an interaction process for displaying video and audio data of a host user on two user terminals in a screen projection manner according to an embodiment of the present disclosure
  • FIG. 3 is a schematic diagram of an interaction process of displaying video and audio data of a host user and game data on different user terminals by logging into the same account through two user terminals according to an embodiment of the present disclosure
  • FIG. 4 is a schematic structural diagram of a data interaction device based on live broadcast according to an embodiment of the present disclosure
  • FIG. 5 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 data processing method based on live broadcast provided by an embodiment of the present disclosure. As shown in FIG. 1 , the method may include:
  • Step S101 Acquire audio and video data of the host user in the live room.
  • the live server can obtain the audio and video data of the anchor user through the user terminal of the 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 starts the built-in or external video collection device (for example, camera, etc.), audio collection device (for example, a microphone, etc.), collect the 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 built-in or external video collection device for example, camera, etc.
  • audio collection device For example, a microphone, etc.
  • Step S102 determining game player users from audience users in the live broadcast room.
  • the user terminal of each audience user in the live broadcast room has installed the game live broadcast application. After logging in to the application account, the user can click the corresponding logo of the live broadcast room from the video stream provided by the application program to enter the live broadcast room to watch the live video. In addition to watching live video, viewer users can also become game player users and play games with anchor users.
  • the game player user can be determined from the audience users in the live broadcast room.
  • the specific implementation of determining the game player user is shown in the following embodiments.
  • the game player user is determined from the audience users in the live broadcast room, including any of the following:
  • the live server can determine the game player users from the audience users in three ways. The first is to randomly select the game player users from the audience users in the live broadcast room. The probability of being selected as a gamer user is the same. The audience user may be selected as a game player user in the live broadcast room.
  • game player users are randomly selected in the live broadcast room, and game invitation information is sent to the user terminal corresponding to at least one selected audience user; if no invitation acceptance information returned by the user terminal is received within a preset time, the random execution is repeated The game player user is determined, and until an invitation acceptance message sent by a user terminal is received, the user corresponding to the user terminal is determined as the game player user selected this time.
  • the second is that the live server obtains the user characteristics of each audience user in the current live broadcast room.
  • the user characteristics refer to various characteristics that can represent or reflect the personalized information of the user, and the embodiments of the present application do not limit which user characteristics specifically include. , as long as it is a feature that can reflect user information from one or more dimensions.
  • the live broadcast server may use the consumption information of each viewer user in the live broadcast room 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, The number of consumption within a preset time period, and 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 each audience user wants to be the game player and user of the current live broadcast in the current live broadcast room. Currency, etc., which are 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 third is to determine the game player user according to the selection instruction of the host user.
  • the live server can generate a user list with the respective user IDs of each viewer user, and send the user list as game player selection information to the first user terminal for the anchor user to select game players to participate in the game.
  • the first user terminal receives a selection instruction of the host user for the audience user in the user list, and sends it to the live server, and the live server determines the audience user corresponding to the selection instruction as the game player user.
  • the live server can determine the game player user from the audience users in the live broadcast room through the above three methods, each audience user may become a game player user, and the game player user can participate in the game, thereby facilitating the improvement of The engagement of the audience users in the live room.
  • Step S103 acquiring the game participation authority of the game player user, so that the game player user participates in the game according to the game participation authority.
  • the live server obtains the preconfigured game participation authority of the user participating in the game as the game participation authority of the game player user, and associates the game participation authority with the game player user determined in step S103. After the game player user has the game participation authority, the game player user Player Users can participate in the game through the Join Game button in the user interface.
  • the game participation authority may be pre-configured according to different game types, which is not limited in the present disclosure.
  • multiple users can play the game at the same time, and different game participation permissions can be configured according to different game roles corresponding to each user.
  • Step S104 acquiring game data of the game played by the host user and the game player user.
  • the game data of the game between the anchor user and the game player user may include the initial game data, that is, the data when the anchor user and the game player user have not started to play the game; it also includes the anchor user and the game player user through the game during the game. Game data that is continuously updated when interactive commands are used to play the game.
  • the live server may select game data according to the game selection instruction of the host user. Specifically, the live server acquires the game identifiers of each game data, generates a game list of each game identifier, and displays it on the user interface of the anchor user's user terminal; in response to the selection operation for the game in the game list, the anchor user is placed in the game identifier in the game list. The game selected in the list is used as the game data of the live broadcast in the live room.
  • the games to be broadcasted live in the live broadcast room can also be determined through user voting. Specifically, the number of users' votes for each game data is obtained, and the game with the largest number of votes is used as the live broadcast. Live games from time to time.
  • 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 to be broadcasted 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 to be broadcast live 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 anchor user or determined according to the user's vote, and the game server sends the initial game data corresponding to the game ID. It is sent to the live server, and the host user and the game player user play games based on the initial game data.
  • step S105 the game data and the audio and video data are sent to the user terminals of all users in the live broadcast room, so that the audio and video data and the game data are displayed on the user terminals through the user interface.
  • the live server sends the game data and audio and video 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 game player users, and the user terminals of other audience users.
  • the audio and video data of the anchor user, as well as the live broadcast screen of the game between the anchor user and the game player user are included in the live broadcast room.
  • the live broadcast in the live broadcast room may be a cloud game
  • the user terminals corresponding to the host user and the game player user may access the cloud game server in the form of a cloud mobile phone based on the live broadcast server, and perform instruction and data exchange with the cloud game server. Interaction, acquire game data of game characters corresponding to the host user and the game player user respectively, and display them on the user interface of the corresponding user terminal.
  • the game data and audio and video data are sent to the user terminals of all users in the live broadcast room, including:
  • the live server performs confluence processing on the audio and video data of the host user and the game data, and sends the combined data to the user terminals of each user in the live broadcast room.
  • Live interface displays the confluence data after confluence processing.
  • the display mode of the confluence data may be that the audio and video data of the host user and the game data are displayed in two display windows in different areas of the user interface, and the two display windows do not overlap and will not cause mutual occlusion.
  • the display mode of the confluence data can also be superimposed display of audio and video data and game data, and the display mode of the superimposed display is determined according to the user's selection instruction.
  • Display game data is displayed in a smaller window.
  • the display mode may also be that the audio and video data of the host is displayed in a window with a smaller size, and the game data is displayed in a window with a larger size.
  • a specific display method may be to superimpose a smaller-sized window on a preset area of a larger-sized window for display, and the preset area is an area that does not block the main display part of the larger-sized window.
  • the preset area may be It's the lower left corner, the lower right corner, etc.
  • the live server sends the data after the confluence processing to each user terminal in the live room for display, so that the user terminal can simultaneously display the audio and video data and game data of the host user in the same user interface, so that the live room can be displayed. Users in can see both the anchor's screen and the game's screen.
  • the technical solution of the present disclosure can also meet the needs of the anchor user to display the audio and video data of the anchor user on the two user terminals, and the game data of the game played by the anchor user and the game player user. See the following embodiments for details.
  • the method further includes:
  • the first data and the second data are respectively sent to the first user terminal, so that the first user terminal displays the second data, and the first data is sent to the host user's
  • the second user terminal displays, and the projection selection instruction is used to select projection data, and the projection data is audio and video data or game data;
  • the first data is the projection data corresponding to the projection selection instruction
  • the second data is the data other than the projection data in the audio and video data and the game data.
  • audio and video data of the anchor user and game data of the game played by the anchor user and the game player user can be displayed respectively through the two user terminals of the anchor user.
  • the first user terminal of the anchor user displays the merging data in the user interface, that is, the user interface simultaneously displays the audio and video data and game data of the anchor user.
  • the anchor user inputs the screencasting selection instruction by triggering the screencasting button in the user interface, the first user terminal sends the screencasting selection instruction to the live server, and the live server receives the screencasting selection instruction sent by the first user terminal, and sends the screencasting selection instruction.
  • the first data and the second data are respectively sent to the first user terminal, the first user terminal displays the screencasting data corresponding to the screencasting selection instruction, and the first user terminal sends the audio and video data and the data other than the screencasting data in the game data. to the second user terminal for display.
  • the anchor user inputs a screencasting trigger instruction through the user interface
  • the first user terminal sends the screencasting trigger instruction to the live broadcast server
  • the live broadcast server after receiving the screencasting trigger instruction sent by the first user terminal, the live broadcast server generates selection prompt information to send.
  • the anchor user inputs a screencasting selection instruction in response to the selection prompt information
  • the first user terminal sends the screencasting selection instruction to the live server
  • the live server converts the first data and the second data. are respectively sent to the first user terminal
  • the first user terminal displays the screencast data corresponding to the screencast selection instruction
  • the first user terminal sends the audio and video data and the data other than the screencast data in the game data to the second user terminal for display .
  • the live server sending the first data and the second data to the first user terminal respectively may refer to sending the two parts of data separately, rather than sending the combined data after the combined processing.
  • the first user terminal displays the screencast data other than the screencast data corresponding to the screencast selection instruction in the user interface, and sends the screencast data corresponding to the screencast selection instruction to the second user terminal for display.
  • the host user logs in to the live broadcast application through a mobile phone, enters the live broadcast room to perform live video, and invites user B in the live room as a game player user.
  • User A and game player User B play the game data of the game.
  • the streamer user clicks the screen projection button in the user interface and chooses to project the game data to the laptop.
  • the live server sends the streamer audio and video data and game data to the streamer user respectively.
  • the mobile phone of the anchor user displays the audio and video data of the anchor on the user interface, and sends the game data to the laptop for display.
  • the anchor user displays the audio and video data of the anchor user, and the game data of the game played by the anchor user and the game player user on the two user terminals, which can meet the needs of the anchor user to play games while the video is live, and improve the display effect.
  • the following describes the interaction process of displaying the audio and video data of the anchor user on two user terminals in the form of screen projection, and the interaction process of the game data of the game played by the anchor user and the game player user through a specific embodiment.
  • An implementation manner of the interaction process of the disclosed technical solutions does not represent all implementations of the technical solutions of the present disclosure.
  • the live server sends the audio and video data of the anchor user (not shown in the figure) and the combined data of the game data to each user in the live room.
  • user terminal including the mobile phone of the anchor user (the anchor A shown in the figure), the game player user (the head fan a1 shown in the figure, wherein the head fan can be the audience user with a higher level in the live broadcast room) ), and the mobile phone of the audience user in the live room (general fans a2 as shown in the figure, where the general fans may be lower-level audience users in the live room).
  • the anchor user and the game player user interact with the game server through their respective mobile phones, including sending game interaction instructions and game control instructions (signaling as shown in the figure) to the game server, and receiving real-time updated game data sent by the game server.
  • game control instructions signals as shown in the figure
  • real-time updated game data sent by the game server Real Time Clock (RTC) (game) as shown in the picture).
  • RTC Real Time Clock
  • the game server carries various game data through the container.
  • the mobile phone of the anchor user receives the confluence data sent by the live server, and displays the confluence data on the user interface of the mobile phone, that is, the audio and video data and game data of the anchor user are simultaneously displayed in the user interface.
  • the anchor user inputs the screencast selection instruction by triggering the screencast button in the user interface, and the mobile phone sends the screencast selection instruction to the live server.
  • the live server converts the audio and video data and The two parts of game data are sent to the mobile phone respectively.
  • the mobile phone displays the screencast data other than the screencast data corresponding to the screencast selection command in the user interface, and sends the screencast data corresponding to the screencast selection command to the host user's PC. (PC as shown in the picture) to display.
  • the live broadcast user can also display the audio and video data and game data of the host user on different user terminals by logging into the same account with two user terminals, as detailed in the following embodiments.
  • the method further includes:
  • the account information of the anchor user in the live broadcast room is sent to the first user terminal, and the account information is used for the anchor user to log in to the same live broadcast account at the third user terminal;
  • the first user terminal of the anchor user displays the merging data in the user interface, that is, the user interface simultaneously displays the audio and video data and game data of the anchor user.
  • the live broadcast server receives the account information acquisition instruction sent by the first user terminal, and sends the account information of the anchor user in the live broadcast room to the first user terminal.
  • the account information is used for the anchor user to log in to the same live broadcast account on other user terminals.
  • the account information may specifically be an account QR code, etc., other user terminals can log in to the same account by scanning the QR code.
  • the live server can send the audio and video data or game data of the anchor user corresponding to each selection instruction to each user terminal for display according to the display data selection instruction sent by each user terminal.
  • audio and video data of the host user may be displayed on one user terminal
  • game data may be displayed on one user terminal.
  • the anchor user can log in to the same account to display the audio and video data of the anchor user and the game data of the game played by the anchor user and the game player user on two user terminals respectively.
  • the data selection command displays audio and video data or game data, which is more flexible to use.
  • the game server is a cloud game server
  • the game data is cloud game data.
  • the live server (the live platform shown in the figure) sends the audio and video data of the anchor user (not shown in the figure) and the confluence data of the game data to the user terminals of each user in the live room, including The mobile phone 1 of the anchor user (the anchor A shown in the figure), the mobile phone of the game player user (the head fan a1 shown in the figure), and the audience user in the live broadcast room (the general fan a2 shown in the figure) cell phone.
  • the anchor user and the game player user interact with the cloud game server through their respective mobile phones, including sending game interaction instructions and game control instructions (signaling as shown in the figure) to the cloud game server, and receiving real-time updates sent by the cloud game server.
  • the game data (Real Time Clock (RTC) (game) as shown in the figure).
  • RTC Real Time Clock
  • the cloud game server carries various cloud game data through the container.
  • the mobile phone 1 of the host user receives the confluence data sent by the live server, and displays the confluence data on the user interface of the mobile phone 1, that is, the audio and video data and the game data of the host user are simultaneously displayed in the user interface.
  • the live server receives the account information acquisition instruction sent by the mobile phone 1, and sends the account two-dimensional code of the host user in the cloud game live broadcast room to the mobile phone 1, and the host user's mobile phone 2 logs in to the same account by scanning the two-dimensional code. After the host user's two mobile phones, mobile phone 1 and mobile phone 2 are logged into the same account, the live server can send the audio and video data or game data of the host user corresponding to each selection command according to the display data selection instructions sent by mobile phone 1 and mobile phone 2 respectively.
  • mobile phone 1 displays audio and video data of the host user
  • mobile phone 2 displays game data.
  • the mobile phone 2 logs in to the account, it can communicate with the cloud game server according to the interactive instructions of the host user, including sending signaling to the cloud game server, and receiving real-time updated game data sent by the cloud game server.
  • the game includes the first type of game; the method further includes:
  • the game terminal is a user terminal of a broadcaster user or a user terminal of a game player user.
  • the game may include a first type of game, and the first type of game may be a multi-player cooperative type game, where multiple game players interact with the same game on the same screen, for example, an escape room game.
  • the live server receives the game interaction instructions sent by each game terminal (which may include at least one of the first user terminal, the second user terminal, the third user terminal of the anchor user, and the user terminal of the game player user), and sends the game interaction instruction to the game terminal.
  • the interaction instruction is sent to the game server, and the game server updates the game data according to the game interaction instruction, and sends it to each game terminal.
  • the game includes a second type of game; the method further includes:
  • the game may also include a second type of game, and the second type of game may be a game controlled by each game player and user in turn.
  • the second type of game may be a game controlled by each game player and user in turn. For example, chess and card games.
  • player A When player A is playing a game, player user B cannot control the game; when player user B is playing a game, player user A cannot control the game.
  • player A When player A completes the operation in his turn, touch the button to end his turn and start the interactive round of B.
  • the live server receives the game control instruction sent by the game terminal (which may include at least one of the anchor user's first user terminal, the second user terminal, the third user terminal, and the game player user's user terminal), and converts the game control instruction Sent to the game server, the game server determines the respective game control authority of each game terminal according to the game control instruction, and each game terminal controls the game in turn according to the respective game control authority, and interacts with the game server.
  • the game terminal which may include at least one of the anchor user's first user terminal, the second user terminal, the third user terminal, and the game player user's user terminal
  • the game player user is determined from the audience users in the game live broadcast room, and the game participation authority of the game player user is obtained, so that the game player user and the anchor user can play games together , the audio and video data and game data of the host user are displayed in the live room. Since the audience user can become a game player user to participate in the game, the participation of the users in the live room is improved and the user experience is improved.
  • an embodiment of the present disclosure also provides a live broadcast-based data interaction apparatus 30.
  • the live broadcast-based data interaction apparatus 30 may include:
  • the first obtaining module 31 is used to obtain the audio and video data of the anchor user in the live broadcast room;
  • a determination module 32 for determining game player users from audience users in the live broadcast room
  • the second obtaining module 33 is configured to obtain the game participation authority of the game player user, so that the game player user can participate in the game according to the game participation authority;
  • the third acquisition module 34 is used to acquire game data of the game played by the anchor user and the game player user;
  • the sending module 35 is configured to send the game data and the audio and video data to the user terminals of all users in the live room, so as to display the audio and video data and the game data through the user interface on the user terminals.
  • the determining module 32 is specifically used for any of the following:
  • the game player selection information is sent to the first user terminal of the anchor user, and in response to a selection instruction of the anchor user for the game player selection information, at least one viewer user corresponding to the selection instruction is determined as a game player user.
  • the sending module 35 is specifically used for:
  • the apparatus 30 further includes a first data sending module for:
  • the first data and the second data are respectively sent to the first user terminal, so that the first user terminal displays the second data, and the first data is sent to the host user's
  • the second user terminal displays, and the projection selection instruction is used to select projection data, and the projection data is audio and video data or game data;
  • the first data is the projection data corresponding to the projection selection instruction
  • the second data is the data other than the projection data in the audio and video data and the game data.
  • the apparatus 30 further includes a second data sending module for:
  • the account information of the anchor user in the live broadcast room is sent to the first user terminal, and the account information is used for the anchor user to log in to the same live broadcast account at the third user terminal;
  • the game includes a first type of game; the apparatus 30 further includes a first receiving module for:
  • the game terminal is a user terminal of a broadcaster user or a user terminal of a game player user.
  • the game includes a second type of game; the apparatus 30 further includes a second receiving module for:
  • the live broadcast-based data interaction apparatus in the embodiments of the present disclosure can execute the live broadcast-based data processing method provided by the embodiments of the present disclosure, and the implementation principle is similar.
  • the actions performed by the modules correspond to the steps in the live broadcast-based data processing methods in the embodiments of the present disclosure.
  • the live broadcast-based data interaction device determines game player users from audience users in the live broadcast room, and obtains game participation rights of the game player users, so that the game player users and the anchor users can play games together.
  • the audio and video data and game data of the host user are displayed in the live room. Since the audience users can become game players and participate in the game, the participation of the users in the live room is improved and the user experience is improved.
  • FIG. 5 it shows a schematic structural diagram of an electronic device 500 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. 5 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 501 described below, and the memory may include a read-only memory (ROM) 502, a random access memory (RAM) 503, and a storage device hereinafter At least one of 508 as follows:
  • an electronic device 500 may include a processing device (eg, a central processing unit, a graphics processor, etc.) 501 that may be loaded into random access according to a program stored in a read only memory (ROM) 502 or from a storage device 508 Various appropriate actions and processes are executed by the programs in the memory (RAM) 503 . In the RAM 503, various programs and data required for the operation of the electronic device 500 are also stored.
  • the processing device 501, the ROM 502, and the RAM 503 are connected to each other through a bus 504.
  • An input/output (I/O) interface 505 is also connected to bus 504 .
  • I/O interface 505 input devices 506 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 507 such as a computer
  • a storage device 508 including, for example, a magnetic tape, a hard disk, etc.
  • Communication means 509 may allow electronic device 500 to communicate wirelessly or by wire with other devices to exchange data. While FIG. 5 shows electronic device 500 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 509, or from the storage device 508, or from the ROM 502.
  • the processing apparatus 501 When the computer program is executed by the processing apparatus 501, the above-mentioned 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 apparatus; or may exist alone without being incorporated into the electronic apparatus.
  • 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 equipment, the electronic equipment is made to: obtain the audio and video data of the host user in the live broadcast room; from the audience users in the live broadcast room Determine the game player user; obtain the game player user's game participation authority, so that the game player user can participate in the game according to the game participation authority; obtain the game data of the game between the anchor user and the game player user; send the game data and audio and video data to the live broadcast room.
  • User terminals of all users to display audio and video data and game data through the user interface on the user terminals.
  • 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 can 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 data processing method based on live broadcast, the method comprising:
  • the game data and the audio and video data are sent to the user terminals of all users in the live broadcast room, so that the audio and video data and the game data are displayed on the user terminals through a user interface.
  • the determining of game player users from audience users in the live broadcast room includes any of the following:
  • the sending the game data and the audio and video data to the user terminals of all users in the live broadcast room includes:
  • the confluence data is sent to the user terminals of all the users.
  • the method further includes:
  • the first data and the second data are respectively sent to the first user terminal, so that the first user terminal displays the second data, and sends the second data to the first user terminal.
  • the first data is sent to the second user terminal of the host user for display, and the screen projection selection instruction is used to select the screen projection data, and the screen projection data is the audio and video data or the game data;
  • the first data is the projection data corresponding to the projection selection instruction
  • the second data is the data other than the projection data in the audio and video data and the game data.
  • the method further includes:
  • the account information of the anchor user in the live broadcast room is sent to the first user terminal, and the account information is used by the anchor user in the first user terminal.
  • Three user terminals log in to the same live account;
  • the audio and video data or the game data corresponding to the first display data selection instruction is sent to the third user terminal, so that all The third user terminal displays the audio and video data or game data;
  • the audio and video data or the game data corresponding to the second display data selection instruction is sent to the first user terminal, so that all The first user terminal displays the audio and video data or game data.
  • the game includes a first type of game; the method further includes:
  • Receive the game interaction instruction for the first type of game sent by the game terminal and send the game interaction instruction to the game server, so that the game server updates the game data according to the game interaction instruction, and updates the updated game data.
  • the game data is sent to the game terminal, wherein the game terminal is the user terminal of the anchor user or the user terminal of the game player user.
  • the game includes a second type of game; the method further includes:
  • the present disclosure provides a live broadcast-based data interaction device, the device comprising:
  • the first acquisition module is used to acquire the audio and video data of the anchor user in the live broadcast room;
  • a determination module used for determining game player users from audience users in the live broadcast room
  • a second obtaining module configured to obtain the game participation authority of the game player user, so that the game player user can participate in the game according to the game participation authority;
  • a third acquisition module configured to acquire game data of the game played by the host user and the game player user
  • a sending module configured to send the game data and the audio and video data to the user terminals of all users in the live broadcast room, so as to display the audio and video data and the game data on the user terminals through a user interface.
  • the determining module is specifically used for any of the following:
  • the sending module is specifically used for:
  • the confluence data is sent to the user terminals of all the users.
  • the apparatus further includes a first data sending module, configured to:
  • the first data and the second data are respectively sent to the first user terminal, so that the first user terminal displays the second data, and sends the second data to the first user terminal.
  • the first data is sent to the second user terminal of the host user for display, and the screen projection selection instruction is used to select the screen projection data, and the screen projection data is the audio and video data or the game data;
  • the first data is the screen projection data corresponding to the screen projection selection instruction
  • the second data is the data other than the screen projection data in the audio and video data and the game data.
  • the apparatus further includes a second data sending module, configured to:
  • the account information of the anchor user in the live broadcast room is sent to the first user terminal, and the account information is used by the anchor user in the first user terminal.
  • Three user terminals log in to the same live account;
  • the audio and video data or the game data corresponding to the first display data selection instruction is sent to the third user terminal, so that all The third user terminal displays the audio and video data or game data;
  • the audio and video data or the game data corresponding to the second display data selection instruction is sent to the first user terminal, so that all The first user terminal displays the audio and video data or game data.
  • the game includes a first type of game; the device further includes a first receiving module for:
  • Receive the game interaction instruction for the first type of game sent by the game terminal and send the game interaction instruction to the game server, so that the game server updates the game data according to the game interaction instruction, and updates the updated game data.
  • the game data is sent to the game terminal, wherein the game terminal is the user terminal of the anchor user or the user terminal of the game player user.
  • the game includes a second type of game; the device further includes a second receiving module for:
  • 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-based 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 Data processing method based on live broadcast.

Abstract

本公开提供了一种基于直播的数据处理方法、装置、电子设备及可读介质,涉及计算机技术领域。该方法包括:获取直播间的主播用户的视音频数据;从直播间的观众用户中确定游戏玩家用户;获取游戏玩家用户的游戏参与权限,以使游戏玩家用户根据游戏参与权限参与游戏;获取主播用户与游戏玩家用户进行游戏的游戏数据;将游戏数据和视音频数据发送至直播间的所有用户的用户终端。本公开技术方案,从直播间的各观众用户中确定游戏玩家用户,并获取游戏玩家用户的游戏参与权限,以使游戏玩家用户和主播用户可以一起进行游戏,由于观众用户可以成为游戏玩家用户参与游戏,从而提高了直播间中用户的参与度,提升了用户体验。

Description

基于直播的数据处理方法、装置、电子设备和可读介质
优先权信息
本申请要求于2020年11月05日提交的,申请名称为“基于直播的数据处理方法、装置、电子设备和可读介质”的、中国专利申请号“202011226301.8”的优先权,该申请的全部内容通过引用结合在本申请中。
技术领域
本公开涉及计算机技术领域,具体而言,本公开涉及一种基于直播的数据处理方法、装置、电子设备和可读介质。
背景技术
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。
在众多直播形态中,通常是主播在直播间中自言自语,然而,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。
发明内容
本公开提供了一种基于直播的数据处理方法、装置、电子设备和可读介质,用于解决现有技术中存在的问题。
第一方面,提供了一种基于直播的数据处理方法,该方法包括:
获取直播间的主播用户的音视频数据;
从直播间的观众用户中确定游戏玩家用户;
获取游戏玩家用户的游戏参与权限,以使游戏玩家用户根据游戏参与权限参与游戏;
获取主播用户与游戏玩家用户进行游戏的游戏数据;
将游戏数据和音视频数据发送至直播间的所有用户的用户终端,以在用户终端通过用户界面展示音视频数据和游戏数据。
第二方面,提供了一种基于直播的数据交互装置,该装置包括:
第一获取模块,用于获取直播间的主播用户的音视频数据;
确定模块,用于从直播间的观众用户中确定游戏玩家用户;
第二获取模块,用于获取游戏玩家用户的游戏参与权限,以使游戏玩家用户根据游戏 参与权限参与游戏;
第三获取模块,用于获取主播用户与游戏玩家用户进行游戏的游戏数据;
发送模块,用于将游戏数据和音视频数据发送至直播间的所有用户的用户终端,以在用户终端通过用户界面展示音视频数据和游戏数据。
第三方面,本公开提供了一种电子设备,该电子设备包括:
一个或多个处理器;
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基于直播的数据处理方法对应的操作。
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基于直播的数据处理方法。
本公开提供的技术方案带来的有益效果可以包括:
在本公开实施例提供的基于直播的数据处理方法、装置、电子设备和可读介质,从直播间的各观众用户中确定游戏玩家用户,并获取游戏玩家用户的游戏参与权限,以使游戏玩家用户和主播用户可以一起进行游戏,在直播间中展示主播用户的音视频数据和游戏数据,由于观众用户可以成为游戏玩家用户参与游戏,从而提高了直播间中用户的参与度,提升了用户体验。
附图说明
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。
图1为本公开实施例提供的一种基于直播的数据处理方法的流程示意图;
图2为本公开实施例提供的以投屏的方式在两个用户终端分别显示主播用户的视音频数据的交互过程的示意图;
图3为本公开实施例提供的通过两个用户终端登录同一账户的方式在不同的用户终端分别显示主播用户的视音频数据和游戏数据的交互过程的示意图;
图4为本公开实施例提供的一种基于直播的数据交互装置的结构示意图;
图5为本公开实施例提供的一种电子设备的结构示意图。
具体实施方式
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。
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。
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。
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。
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”。
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。
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。
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。
图1为本公开实施例提供的一种基于直播的数据处理方法的流程示意图,如图1所示,该方法可以包括:
步骤S101,获取直播间的主播用户的音视频数据。
直播服务器可以通过主播用户的用户终端获取主播用户的音视频数据。具体的,主播用户可以通过用户终端安装的游戏直播的应用程序登录直播间,用户终端根据主播用户的音视频采集指令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。
步骤S102,从直播间的观众用户中确定游戏玩家用户。
其中,直播间中的各观众用户的用户终端安装了游戏直播的应用程序,用户登录应用 程序账号后,可以从应用程序提供的视频流中点击直播间对应的标识,进入直播间观看视频直播。观众用户除了观看视频直播之外,也可以成为游戏玩家用户,和主播用户一起进行游戏。
游戏玩家用户可以从直播间中的各观众用户中确定,确定游戏玩家用户的具体实现方式见如下实施例。
在一种可能的实现方式中,从直播间的观众用户中确定游戏玩家用户,包括以下任一项:
从直播间的观众用户中随机确定游戏玩家用户;
获取各观众用户的用户特征,根据各用户特征确定游戏玩家用户;
向第一用户终端发送游戏玩家选择信息,响应于主播用户针对游戏玩家选择信息的选择指令,将选择指令对应的至少一个观众用户确定为游戏玩家用户。
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游戏玩家用户,第一种是可以从直播间的观众用户中按照随机选择的方式确定游戏玩家用户,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。该观众用户在直播间中,就有可能被选中为游戏玩家用户。
具体的,在直播间中随机选择游戏玩家用户,向选择的至少一个观众用户对应的用户终端发送游戏邀请信息;如果没有在预设时间内接收到用户终端返回的接受邀请信息,则重复执行随机确定游戏玩家用户,直到接收到一个用户终端发送的接受邀请信息,则将该用户终端对应的用户确定为本次选择出的游戏玩家用户。
第二种是直播服务器获取当前直播间中的各观众用户的用户特征,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,对于用户特征具体包括哪些本申请实施例不做限定,只要是能够从一个或多个维度反映用户信息的特征均可。
可选的,直播服务器可以将各观众用户在直播间的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各观众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。
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,直播服务器可以将各观众用户各自对应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 第一用户终端,供主播用户选择游戏玩家参与游戏。第一用户终端接收主播用户针对用户列表中的观众用户的选择指令,并发送至直播服务器,直播服务器将选择指令对应的观众用户确定为游戏玩家用户。
本公开实施例中,直播服务器可以通过以上三种方式从直播间中的各观众用户中确定游戏玩家用户,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。
步骤S103,获取游戏玩家用户的游戏参与权限,以使游戏玩家用户根据游戏参与权限参与游戏。
直播服务器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S103确定的游戏玩家用户进行关联,游戏玩家用户具有了游戏参与权限之后,游戏玩家用户可以通过用户界面中的加入游戏按钮参与游戏。
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,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。
步骤S104,获取主播用户与游戏玩家用户进行游戏的游戏数据。
其中,主播用户与游戏玩家用户进行游戏的游戏数据可以包括初始游戏数据,即主播用户和游戏玩家用户还没有开始玩游戏时的数据;还包括主播用户与游戏玩家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。
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。
可选的,直播服务器可以根据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。
除了根据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。
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。
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,主播用户和游戏玩家用户基于该初始游戏数据进行游戏。
步骤S105,将游戏数据和音视频数据发送至直播间的所有用户的用户终端,以在用户终端通过用户界面展示音视频数据和游戏数据。
直播服务器将游戏数据和音视频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,各用户通过用户终端的用户界面观看主播用户的音视频数据,以及主播用户和游戏玩家用户进行游戏的直播画面。
可选的,直播间中直播的可以是云游戏,主播用户和游戏玩家用户各自对应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,获取主播用户和游戏玩家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。
在一种可能的实现方式中,将游戏数据和音视频数据发送至直播间的所有用户的用户终端,包括:
将游戏数据和音视频数据进行数据合流处理,得到合流数据;
将合流数据发送至所有用户的用户终端。
在实际应用中,直播服务器将主播用户的音视频数据和游戏数据进行合流处理,将合流处理后的数据发送到直播间的各用户的用户终端,各用户终端通过用户界面(即进入直播间观看直播的界面)显示合流处理之后的合流数据。
可选的,合流数据的显示方式可以是主播用户的音视频数据和游戏数据在用户界面的不同区域的两个显示窗口进行显示,两个显示窗口不重叠,不会造成互相遮挡。
可选的,合流数据的显示方式还可以是将音视频数据和游戏数据进行叠加显示,根据用户的选择指令确定叠加显示的显示模式,显示模式可以是主播音视频数据在尺寸较大的窗口进行显示,游戏数据在尺寸较小的窗口进行显示。显示模式还可以是主播音视频数据在尺寸较小的窗口进行显示,游戏数据在尺寸较大的窗口进行显示。具体的显示方式可以是将尺寸较小的窗口叠加在尺寸较大的窗口的预设区域进行显示,预设区域为不遮挡尺寸较大的窗口的主要显示部分的区域,例如,预设区域可以是左下角、右下角等。
本公开实施例中,直播服务器将合流处理之后的数据发送到直播间中的各用户终端进行显示,可以使得用户终端在同一用户界面中同时显示主播用户的音视频数据和游戏数据, 使得直播间中的用户既可以看到主播的画面,又可以看到游戏的画面。
另外,本公开技术方案中,还可以满足主播用户在两个用户终端分别显示主播用户的音视频数据,以及主播用户和游戏玩家用户进行游戏的游戏数据的需求,具体见如下实施例。
在一种可能的实现方式中,该方法还包括:
响应于第一用户终端发送的投屏选择指令,将第一数据和第二数据分别发送至第一用户终端,以使第一用户终端显示第二数据,并将第一数据发送到主播用户的第二用户终端进行显示,投屏选择指令用于选择投屏数据,投屏数据为音视频数据或者游戏数据;
其中,第一数据为投屏选择指令对应的投屏数据,第二数据为音视频数据和游戏数据中投屏数据之外的数据。
在实际应用中,可以通过主播用户的两个用户终端分别显示主播用户的音视频数据,以及主播用户和游戏玩家用户进行游戏的游戏数据。可选的,主播用户的第一用户终端接收到直播服务器发送的合流数据之后,将合流数据在用户界面中进行显示,即用户界面中同时显示主播用户的音视频数据和游戏数据。主播用户通过触发用户界面中的投屏按钮的方式输入投屏选择指令,第一用户终端将投屏选择指令发送至直播服务器,直播服务器接收到第一用户终端发送的投屏选择指令之后,将第一数据和第二数据分别发送至第一用户终端,第一用户终端显示投屏选择指令对应的投屏数据,第一用户终端将音视频数据和游戏数据中投屏数据之外的数据发送到第二用户终端进行显示。
可选的,主播用户通过用户界面输入投屏触发指令,第一用户终端将投屏触发指令发送至直播服务器,直播服务器接收到第一用户终端发送的投屏触发指令之后,生成选择提示信息发送至第一用户终端,主播用户针对选择提示信息输入投屏选择指令,第一用户终端将投屏选择指令发送到直播服务器,直播服务器接收到投屏选择指令之后,将第一数据和第二数据分别发送至第一用户终端,第一用户终端显示投屏选择指令对应的投屏数据,第一用户终端将音视频数据和游戏数据中投屏数据之外的数据发送到第二用户终端进行显示。
直播服务器将第一数据和第二数据分别发送至第一用户终端可以指将两部分数据分开发送,而不是发送合流处理之后的合流数据。第一用户终端在用户界面中显示投屏选择指令对应的投屏数据之外的投屏数据,将投屏选择指令对应的投屏数据发送到第二用户终端进行显示。
在一示例中,主播用户通过手机登录直播应用程序,进入直播间进行视频直播,并邀请直播间中的用户B作为游戏玩家用户,主播用户的手机用户界面中同时显示主播音视频数据,以及主播用户A和游戏玩家用户B进行游戏的游戏数据,主播用户点击用户界面中 的投屏按钮,并选择将游戏数据投屏到笔记本电脑,直播服务器将主播音视频数据和游戏数据分别发送到主播用户的手机,主播用户的手机在用户界面显示主播音视频数据,将游戏数据发送到笔记本电脑进行显示。
本公开实施例中,主播用户在两个用户终端分别显示主播用户的音视频数据,以及主播用户和游戏玩家用户进行游戏的游戏数据,能够满足主播用户在视频直播的同时进行游戏的需求,提升显示效果。
下面通过一个具体的实施例对以投屏的方式在两个用户终端分别显示主播用户的音视频数据,以及主播用户和游戏玩家用户进行游戏的游戏数据的交互过程进行描述,本实施例只是本公开技术方案的交互过程的一种实现方式,不代表本公开技术方案的全部实现方式。
如图2所示,直播服务器(如图中所示的直播平台)将主播用户的音视频数据(图中未示出)和游戏数据经过合流处理之后的合流数据发送至直播间中的各用户的用户终端,其中包括主播用户(如图中所示的主播A)的手机、游戏玩家用户(如图中所示的头粉a1,其中,头粉可以是直播间中等级较高的观众用户)的手机、直播间中观众用户(如图中所示的普粉a2,其中,普粉可以是直播间中等级较低的观众用户)的手机。主播用户和游戏玩家用户通过各自的手机和游戏服务器进行交互,包括向游戏服务器发送游戏交互指令、游戏控制指令(如图中所示的信令),以及接收游戏服务器发送的实时更新的游戏数据(如图中所示的实时时钟(Real Time Clock,RTC)(游戏))。其中,游戏服务器通过容器承载各种游戏数据。
主播用户的手机接收直播服务器发送的合流数据,将合流数据在手机的用户界面中进行显示,即用户界面中同时显示主播用户的音视频数据和游戏数据。主播用户通过触发用户界面中的投屏按钮的方式输入投屏选择指令,手机将投屏选择指令发送至直播服务器,直播服务器接收到手机发送的投屏选择指令之后,直播服务器将音视频数据和游戏数据这两部分数据分别发送到手机,手机在用户界面中显示投屏选择指令对应的投屏数据之外的投屏数据,将投屏选择指令对应的投屏数据发送到主播用户的个人电脑(如图中所示的PC)进行显示。
另外,直播用户还可以通过两个用户终端登录同一账户的方式在不同的用户终端分别显示主播用户的音视频数据和游戏数据,具体见如下实施例。
在一种可能的实现方式中,该方法还包括:
响应于第一用户终端发送的账户信息获取指令,向第一用户终端发送主播用户在直播间的账户信息,账户信息用于主播用户在第三用户终端登录同一直播账户;
响应于第三用户终端发送的第一显示数据选择指令,将第一显示数据选择指令对应的 音视频数据或者游戏数据发送至第三用户终端,以使第三用户终端显示音视频数据或者游戏数据;
响应于第一用户终端发送的第二显示数据选择指令,将第二显示数据选择指令对应的音视频数据或者游戏数据发送至第一用户终端,以使第一用户终端显示音视频数据或者游戏数据。
在实际应用中,主播用户的第一用户终端接收到直播服务器发送的合流数据之后,将合流数据在用户界面中进行显示,即用户界面中同时显示主播用户的音视频数据和游戏数据。直播服务器接收第一用户终端发送的账户信息获取指令,向第一用户终端发送主播用户在直播间的账户信息,账户信息用于主播用户在其他用户终端登录同一直播账户,账户信息具体可以是账户二维码等,其他用户终端可以通过扫描二维码的方式登录同一账户。两个用户终端登录同一账户后,直播服务器可以根据各用户终端发送的显示数据选择指令将各选择指令各自对应的主播用户的音视频数据或游戏数据分别发送到各用户终端进行显示。例如,可以在一个用户终端显示主播用户的音视频数据,一个用户终端显示游戏数据。
本公开实施例中,主播用户可以通过登录同一账户的形式在两个用户终端分别显示主播用户的音视频数据,以及主播用户和游戏玩家用户进行游戏的游戏数据,每个用户终端都可以根据显示数据选择指令显示音视频数据或者游戏数据,使用更加灵活。
下面通过一个具体的实施例对通过两个用户终端登录同一账户的方式在不同的用户终端分别显示主播用户的音视频数据和游戏数据交互过程进行描述,本实施例只是本公开技术方案的交互过程的一种实现方式,不代表本公开技术方案的全部实现方式。
如图3所示,以云游戏直播为例,则游戏服务器为云游戏服务器,游戏数据为云游戏数据。直播服务器(如图中所示的直播平台)将主播用户的音视频数据(图中未示出)和游戏数据经过合流处理之后的合流数据发送至直播间中的各用户的用户终端,其中包括主播用户(如图中所示的主播A)的手机1、游戏玩家用户(如图中所示的头粉a1)的手机、直播间中观众用户(如图中所示的普粉a2)的手机。主播用户和游戏玩家用户通过各自的手机和云游戏服务器进行交互,包括向云游戏服务器发送游戏交互指令、游戏控制指令(如图中所示的信令),以及接收云游戏服务器发送的实时更新的游戏数据(如图中所示的实时时钟(Real Time Clock,RTC)(游戏))。其中,云游戏服务器通过容器承载各种云游戏数据。
主播用户的手机1接收直播服务器发送的合流数据,将合流数据在手机1的用户界面中进行显示,即用户界面中同时显示主播用户的音视频数据和游戏数据。直播服务器接收手机1发送的账户信息获取指令,向手机1发送主播用户在云游戏直播间的账户二维码,主播用户的手机2通过扫描二维码的方式登录同一账户。主播用户的两个手机,手机1和手机2登录同一账户后,直播服务器可以根据手机1、手机2发送的显示数据选择指令将 各选择指令各自对应的主播用户的音视频数据或游戏数据分别发送到手机1、手机2进行显示。例如,手机1显示主播用户的音视频数据,手机2显示游戏数据。手机2登录了账户之后可以根据主播用户的交互指令和云游戏服务器,包括向云游戏服务器发送信令,以及接收云游戏服务器发送的实时更新的游戏数据。
在一种可能的实现方式中,游戏包括第一类型游戏;该方法还包括:
接收游戏终端发送的针对第一类型游戏的游戏交互指令,将游戏交互指令发送至游戏服务器,以使游戏服务器根据游戏交互指令更新游戏数据,并将更新后的游戏数据发送至游戏终端,其中,游戏终端为主播用户的用户终端或游戏玩家用户的用户终端。
在实际应用中,游戏可以包括第一类型的游戏,第一类型的游戏可以为多人协作类型的游戏,多个游戏玩家对于同一个游戏,同一个画面进行游戏交互,例如,密室逃脱游戏。直播服务器接收各游戏终端(可以包括主播用户的第一用户终端、第二用户终端、第三用户终端,以及游戏玩玩家用户的用户终端中的至少一项)发送的游戏交互指令,并将游戏交互指令发送到游戏服务器,游戏服务器根据游戏交互指令对游戏数据进行更新,并发送到各游戏终端。
在一种可能的实现方式中,游戏包括第二类型游戏;该方法还包括:
接收游戏终端发送的针对第二类型游戏的游戏控制指令,将游戏控制指令发送至游戏服务器,以使游戏服务器根据游戏控制指令确定游戏终端的游戏控制权限,其中,游戏终端为主播用户的用户终端或游戏玩家用户的用户终端。
在实际应用中,游戏还可以包括第二类型的游戏,第二类型的游戏可以为各游戏玩家用户轮流控制的游戏。例如,棋牌类的游戏。A玩家用户在进行游戏的时候,B玩家用户无法控制游戏;B玩家用户在进行游戏的时候,A游戏玩家用户无法控制。当A玩家用户完成本人回合内的操作后,触碰按键结束本人回合的同时,开启B的交互回合。直播服务器接收游戏终端(可以包括主播用户的第一用户终端、第二用户终端、第三用户终端,以及游戏玩玩家用户的用户终端中的至少一项)发送的游戏控制指令,将游戏控制指令发送至游戏服务器,游戏服务器根据游戏控制指令确定各游戏终端各自的游戏控制权限,各游戏终端根据各自的游戏控制权限轮流控制游戏,与游戏服务器进行交互。
在本公开实施例提供的基于直播的数据处理方法,从游戏直播间的各观众用户中确定游戏玩家用户,并获取游戏玩家用户的游戏参与权限,以使游戏玩家用户和主播用户可以一起进行游戏,在直播间中展示主播用户的音视频数据和游戏数据,由于观众用户可以成为游戏玩家用户参与游戏,从而提高了直播间中用户的参与度,提升了用户体验。
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基于直播的数据交互装置30,如图4所示,该基于直播的数据交互装置30可以包括:
第一获取模块31,用于获取直播间的主播用户的音视频数据;
确定模块32,用于从直播间的观众用户中确定游戏玩家用户;
第二获取模块33,用于获取游戏玩家用户的游戏参与权限,以使游戏玩家用户根据游戏参与权限参与游戏;
第三获取模块34,用于获取主播用户与游戏玩家用户进行游戏的游戏数据;
发送模块35,用于将游戏数据和音视频数据发送至直播间的所有用户的用户终端,以在用户终端通过用户界面展示音视频数据和游戏数据。
在一种可能的实现方式中,确定模块32具体用于以下任一项:
从直播间的观众用户中随机确定游戏玩家用户;
获取各观众用户的用户特征,根据各用户特征确定游戏玩家用户;
向主播用户的第一用户终端发送游戏玩家选择信息,响应于主播用户针对游戏玩家选择信息的选择指令,将选择指令对应的至少一个观众用户确定为游戏玩家用户。
在一种可能的实现方式中,发送模块35具体用于:
将游戏数据和音视频数据进行数据合流处理,得到合流数据;
将合流数据发送至所有用户的用户终端。
在一种可能的实现方式中,装置30还包括第一数据发送模块,用于:
响应于第一用户终端发送的投屏选择指令,将第一数据和第二数据分别发送至第一用户终端,以使第一用户终端显示第二数据,并将第一数据发送到主播用户的第二用户终端进行显示,投屏选择指令用于选择投屏数据,投屏数据为音视频数据或者游戏数据;
其中,第一数据为投屏选择指令对应的投屏数据,第二数据为音视频数据和游戏数据中投屏数据之外的数据。
在一种可能的实现方式中,装置30还包括第二数据发送模块,用于:
响应于第一用户终端发送的账户信息获取指令,向第一用户终端发送主播用户在直播间的账户信息,账户信息用于主播用户在第三用户终端登录同一直播账户;
响应于第三用户终端发送的第一显示数据选择指令,将第一显示数据选择指令对应的音视频数据或者游戏数据发送至第三用户终端,以使第三用户终端显示音视频数据或者游戏数据;
响应于第一用户终端发送的第二显示数据选择指令,将第二显示数据选择指令对应的音视频数据或者游戏数据发送至第一用户终端,以使第一用户终端显示音视频数据或者游戏数据。
在一种可能的实现方式中,游戏包括第一类型游戏;装置30还包括第一接收模块,用于:
接收游戏终端发送的针对第一类型游戏的游戏交互指令,将游戏交互指令发送至游戏服务器,以使游戏服务器根据游戏交互指令更新游戏数据,并将更新后的游戏数据发送至游戏终端,其中,游戏终端为主播用户的用户终端或游戏玩家用户的用户终端。
在一种可能的实现方式中,游戏包括第二类型游戏;装置30还包括第二接收模块,用于:
接收游戏终端发送的针对第二类型游戏的游戏控制指令,将游戏控制指令发送至游戏服务器,以使游戏服务器根据游戏控制指令确定游戏终端的游戏控制权限,其中,游戏终端为主播用户的用户终端或游戏玩家用户的用户终端。
本公开实施例的基于直播的数据交互装置可执行本公开的实施例所提供的基于直播的数据处理方法,其实现原理相类似,本公开各实施例中的基于直播的数据交互装置中的各模块所执行的动作是与本公开各实施例中的基于直播的数据处理方法中的步骤相对应的,对于基于直播的数据交互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基于直播的数据处理方法中的描述,此处不再赘述。
本公开实施例提供的基于直播的数据交互装置,从直播间的各观众用户中确定游戏玩家用户,并获取游戏玩家用户的游戏参与权限,以使游戏玩家用户和主播用户可以一起进行游戏,在直播间中展示主播用户的音视频数据和游戏数据,由于观众用户可以成为游戏玩家用户参与游戏,从而提高了直播间中用户的参与度,提升了用户体验。
下面参考图5,其示出了适于用来实现本公开实施例的电子设备500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5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。
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501,存储器可以包括下文中的只读存储器(ROM)502、随机访问存储器(RAM)503以及存储装置508中的至少一项,具体如下所示:
如图5所示,电子设备500可以包括处理装置(例如中央处理器、图形处理器等)501,其可以根据存储在只读存储器(ROM)502中的程序或者从存储装置508加载到随机访问存储器(RAM)503中的程序而执行各种适当的动作和处理。在RAM 503中,还存储有电子设备500操作所需的各种程序和数据。处理装置501、ROM 502以及RAM 503通过总线504彼此相连。输入/输出(I/O)接口505也连接至总线504。
通常,以下装置可以连接至I/O接口505: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506;包括例如液晶显示器(LCD)、扬声器、振动器等的输出装置507;包括例如磁带、硬盘等的存储装置508;以及通信装置509。通信装置509可以允许电子设备500与其他设备进行无线或有线通信以交换数据。虽然图5示出了具有各种装置的电子设备500,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。
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509从网络上被下载和安装,或者从存储装置508被安装,或者从ROM 502被安装。在该计算机程序被处理装置501执行时,执行本公开实施例的方法中限定的上述功能。
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。
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。
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。
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:获取直播间的主播用户的音视频数据;从直播间的观众用户中确定游戏玩家用户;获取游戏玩家用户的游戏参与权限,以使游戏玩家用户根据游戏参与权限参与游戏;获取主播用户与游戏玩家用户进行游戏的游戏数据;将游戏数据和音视频数据发送至直播间的所有用户的用户终端,以在用户终端通过用户界面展示音视频数据和游戏数据。
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)。
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。
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。
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。
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。
根据本公开的一个或多个实施例,本公开提供了一种基于直播的数据处理方法,所述方法包括:
获取直播间的主播用户的音视频数据;
从所述直播间的观众用户中确定游戏玩家用户;
获取所述游戏玩家用户的游戏参与权限,以使所述游戏玩家用户根据所述游戏参与权限参与游戏;
获取所述主播用户与所述游戏玩家用户进行游戏的游戏数据;
将所述游戏数据和所述音视频数据发送至所述直播间的所有用户的用户终端,以在所述用户终端通过用户界面展示所述音视频数据和所述游戏数据。
在一种可能的实现方式中,所述从直播间的观众用户中确定游戏玩家用户,包括以下任一项:
从直播间的观众用户中随机确定游戏玩家用户;
获取各观众用户的用户特征,根据各用户特征确定游戏玩家用户;
向所述主播用户的第一用户终端发送游戏玩家选择信息,响应于所述主播用户针对游戏玩家选择信息的选择指令,将所述选择指令对应的至少一个观众用户确定为游戏玩家用户。
在一种可能的实现方式中,所述将所述游戏数据和所述音视频数据发送至所述直播间的所有用户的用户终端,包括:
将所述游戏数据和所述音视频数据进行数据合流处理,得到合流数据;
将所述合流数据发送至所述所有用户的用户终端。
在一种可能的实现方式中,所述方法还包括:
响应于所述第一用户终端发送的投屏选择指令,将第一数据和第二数据分别发送至所述第一用户终端,以使所述第一用户终端显示所述第二数据,并将所述第一数据发送到所述主播用户的第二用户终端进行显示,所述投屏选择指令用于选择投屏数据,所述投屏数据为所述音视频数据或者所述游戏数据;
其中,所述第一数据为投屏选择指令对应的投屏数据,所述第二数据为所述音视频数 据和所述游戏数据中投屏数据之外的数据。
在一种可能的实现方式中,所述方法还包括:
响应于所述第一用户终端发送的账户信息获取指令,向所述第一用户终端发送所述主播用户在所述直播间的账户信息,所述账户信息用于所述主播用户在所述第三用户终端登录同一直播账户;
响应于所述第三用户终端发送的第一显示数据选择指令,将所述第一显示数据选择指令对应的所述音视频数据或者所述游戏数据发送至所述第三用户终端,以使所述第三用户终端显示所述音视频数据或者游戏数据;
响应于所述第一用户终端发送的第二显示数据选择指令,将所述第二显示数据选择指令对应的所述音视频数据或者所述游戏数据发送至所述第一用户终端,以使所述第一用户终端显示所述音视频数据或者游戏数据。
在一种可能的实现方式中,所述游戏包括第一类型游戏;所述方法还包括:
接收游戏终端发送的针对所述第一类型游戏的游戏交互指令,将所述游戏交互指令发送至游戏服务器,以使所述游戏服务器根据所述游戏交互指令更新所述游戏数据,并将更新后的游戏数据发送至所述游戏终端,其中,所述游戏终端为所述主播用户的用户终端或所述游戏玩家用户的用户终端。
在一种可能的实现方式中,所述游戏包括第二类型游戏;所述方法还包括:
接收所述游戏终端发送的针对所述第二类型游戏的游戏控制指令,将所述游戏控制指令发送至游戏服务器,以使所述游戏服务器根据所述游戏控制指令确定所述游戏终端的游戏控制权限,其中,所述游戏终端为所述主播用户的用户终端或所述游戏玩家用户的用户终端。
根据本公开的一个或多个实施例,本公开提供了一种基于直播的数据交互装置,所述装置包括:
第一获取模块,用于获取直播间的主播用户的音视频数据;
确定模块,用于从所述直播间的观众用户中确定游戏玩家用户;
第二获取模块,用于获取所述游戏玩家用户的游戏参与权限,以使所述游戏玩家用户根据所述游戏参与权限参与游戏;
第三获取模块,用于获取所述主播用户与所述游戏玩家用户进行游戏的游戏数据;
发送模块,用于将所述游戏数据和所述音视频数据发送至所述直播间的所有用户的用户终端,以在所述用户终端通过用户界面展示所述音视频数据和所述游戏数据。
在一种可能的实现方式中,所述确定模块具体用于以下任一项:
从直播间的观众用户中随机确定游戏玩家用户;
获取各观众用户的用户特征,根据各用户特征确定游戏玩家用户;
向所述主播用户的第一用户终端发送游戏玩家选择信息,响应于所述主播用户针对游戏玩家选择信息的选择指令,将所述选择指令对应的至少一个观众用户确定为游戏玩家用户。
在一种可能的实现方式中,所述发送模块具体用于::
将所述游戏数据和所述音视频数据进行数据合流处理,得到合流数据;
将所述合流数据发送至所述所有用户的用户终端。
在一种可能的实现方式中,所述装置还包括第一数据发送模块,用于:
响应于所述第一用户终端发送的投屏选择指令,将第一数据和第二数据分别发送至所述第一用户终端,以使所述第一用户终端显示所述第二数据,并将所述第一数据发送到所述主播用户的第二用户终端进行显示,所述投屏选择指令用于选择投屏数据,所述投屏数据为所述音视频数据或者所述游戏数据;
其中,所述第一数据为投屏选择指令对应的投屏数据,所述第二数据为所述音视频数据和所述游戏数据中投屏数据之外的数据。
在一种可能的实现方式中,所述装置还包括第二数据发送模块,用于:
响应于所述第一用户终端发送的账户信息获取指令,向所述第一用户终端发送所述主播用户在所述直播间的账户信息,所述账户信息用于所述主播用户在所述第三用户终端登录同一直播账户;
响应于所述第三用户终端发送的第一显示数据选择指令,将所述第一显示数据选择指令对应的所述音视频数据或者所述游戏数据发送至所述第三用户终端,以使所述第三用户终端显示所述音视频数据或者游戏数据;
响应于所述第一用户终端发送的第二显示数据选择指令,将所述第二显示数据选择指令对应的所述音视频数据或者所述游戏数据发送至所述第一用户终端,以使所述第一用户终端显示所述音视频数据或者游戏数据。
在一种可能的实现方式中,所述游戏包括第一类型游戏;所述装置还包括第一接收模块,用于:
接收游戏终端发送的针对所述第一类型游戏的游戏交互指令,将所述游戏交互指令发送至游戏服务器,以使所述游戏服务器根据所述游戏交互指令更新所述游戏数据,并将更新后的游戏数据发送至所述游戏终端,其中,所述游戏终端为所述主播用户的用户终端或所述游戏玩家用户的用户终端。
在一种可能的实现方式中,所述游戏包括第二类型游戏;所述装置还包括第二接收模块,用于:
接收所述游戏终端发送的针对所述第二类型游戏的游戏控制指令,将所述游戏控制指令发送至游戏服务器,以使所述游戏服务器根据所述游戏控制指令确定所述游戏终端的游戏控制权限,其中,所述游戏终端为所述主播用户的用户终端或所述游戏玩家用户的用户终端。
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:
一个或多个处理器;
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基于直播的数据处理方法。
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基于直播的数据处理方法。
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。
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。
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。

Claims (10)

  1. 一种基于直播的数据处理方法,其特征在于,所述方法包括:
    获取直播间的主播用户的音视频数据;
    从所述直播间的观众用户中确定游戏玩家用户;
    获取所述游戏玩家用户的游戏参与权限,以使所述游戏玩家用户根据所述游戏参与权限参与游戏;
    获取所述主播用户与所述游戏玩家用户进行游戏的游戏数据;
    将所述游戏数据和所述音视频数据发送至所述直播间的所有用户的用户终端,以在所述用户终端通过用户界面展示所述音视频数据和所述游戏数据。
  2. 根据权利要求1所述的基于直播的数据处理方法,其特征在于,所述从直播间的观众用户中确定游戏玩家用户,包括以下任一项:
    从直播间的观众用户中随机确定游戏玩家用户;
    获取各观众用户的用户特征,根据各用户特征确定游戏玩家用户;
    向所述主播用户的第一用户终端发送游戏玩家选择信息,响应于所述主播用户针对游戏玩家选择信息的选择指令,将所述选择指令对应的至少一个观众用户确定为游戏玩家用户。
  3. 根据权利要求1或2所述的基于直播的数据处理方法,其特征在于,所述将所述游戏数据和所述音视频数据发送至所述直播间的所有用户的用户终端,包括:
    将所述游戏数据和所述音视频数据进行数据合流处理,得到合流数据;
    将所述合流数据发送至所述所有用户的用户终端。
  4. 根据权利要求3所述的基于直播的数据处理方法,其特征在于,所述方法还包括:
    响应于所述第一用户终端发送的投屏选择指令,将第一数据和第二数据分别发送至所述第一用户终端,以使所述第一用户终端显示所述第二数据,并将所述第一数据发送到所述主播用户的第二用户终端进行显示,所述投屏选择指令用于选择投屏数据,所述投屏数据为所述音视频数据或者所述游戏数据;
    其中,所述第一数据为投屏选择指令对应的投屏数据,所述第二数据为所述音视频数据和所述游戏数据中投屏数据之外的数据。
  5. 根据权利要求3所述的基于直播的数据处理方法,其特征在于,所述方法还包括:
    响应于所述第一用户终端发送的账户信息获取指令,向所述第一用户终端发送所述主播用户在所述直播间的账户信息,所述账户信息用于所述主播用户在第三用户终端登录同一直播账户;
    响应于所述第三用户终端发送的第一显示数据选择指令,将所述第一显示数据选择指令对应的所述音视频数据或者所述游戏数据发送至所述第三用户终端,以使所述第三用户 终端显示所述音视频数据或者游戏数据;
    响应于所述第一用户终端发送的第二显示数据选择指令,将所述第二显示数据选择指令对应的所述音视频数据或者所述游戏数据发送至所述第一用户终端,以使所述第一用户终端显示所述音视频数据或者游戏数据。
  6. 根据权利要求1所述的基于直播的数据处理方法,其特征在于,所述游戏包括第一类型游戏;所述方法还包括:
    接收游戏终端发送的针对所述第一类型游戏的游戏交互指令,将所述游戏交互指令发送至游戏服务器,以使所述游戏服务器根据所述游戏交互指令更新所述游戏数据,并将更新后的游戏数据发送至所述游戏终端,其中,所述游戏终端为所述主播用户的用户终端或所述游戏玩家用户的用户终端。
  7. 根据权利要求1所述的基于直播的数据处理方法,其特征在于,所述云游戏包括第二类型游戏;所述方法还包括:
    接收所述游戏终端发送的针对所述第二类型游戏的游戏控制指令,将所述游戏控制指令发送至游戏服务器,以使所述游戏服务器根据所述游戏控制指令确定所述游戏终端的游戏控制权限,其中,所述游戏终端为所述主播用户的用户终端或所述游戏玩家用户的用户终端。
  8. 一种基于直播的数据交互装置,其特征在于,所述装置包括:
    第一获取模块,用于获取直播间的主播用户的音视频数据;
    确定模块,用于从所述直播间的观众用户中确定游戏玩家用户;
    第二获取模块,用于获取所述游戏玩家用户的游戏参与权限,以使所述游戏玩家用户根据所述游戏参与权限参与游戏;
    第三获取模块,用于获取所述主播用户与所述游戏玩家用户进行游戏的游戏数据;
    发送模块,用于将所述游戏数据和所述音视频数据发送至所述直播间的所有用户的用户终端,以在所述用户终端通过用户界面展示所述音视频数据和所述游戏数据。
  9. 一种电子设备,其特征在于,包括:
    一个或多个处理器;
    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1-7任一项所述的基于直播的数据处理方法。
  10. 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1-7中任一项所述的基于直播的数据处理方法。
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