WO2022095955A1 - Procédé de traitement de données de diffusion en continu, appareil, dispositif électronique et support lisible - Google Patents

Procédé de traitement de données de diffusion en continu, appareil, dispositif électronique et support lisible Download PDF

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Publication number
WO2022095955A1
WO2022095955A1 PCT/CN2021/128909 CN2021128909W WO2022095955A1 WO 2022095955 A1 WO2022095955 A1 WO 2022095955A1 CN 2021128909 W CN2021128909 W CN 2021128909W WO 2022095955 A1 WO2022095955 A1 WO 2022095955A1
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WIPO (PCT)
Prior art keywords
game
user
live broadcast
game player
player
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PCT/CN2021/128909
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English (en)
Chinese (zh)
Inventor
崔越
沈显超
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北京字节跳动网络技术有限公司
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Publication of WO2022095955A1 publication Critical patent/WO2022095955A1/fr

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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
    • A63F13/79Game 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing 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
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • 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, apparatus, electronic device, and readable medium for processing live broadcast data.
  • the present disclosure provides a method, apparatus, electronic device and readable 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 includes: in response to a player determination instruction of a host user in the live broadcast room, determining a game player user from audience users in the live broadcast room; obtaining a game list and sending it to the game In the user terminal of the player user, the game list contains the game identifiers of each game; in response to the game selection instruction of the game player user for the game list, the game corresponding to the game selection instruction is determined as the game to be broadcast live in the live room.
  • a live data processing device comprising:
  • a determination module configured to determine the game player user from the audience users in the live broadcast room in response to the player determination instruction of the anchor user in the live broadcast room;
  • an acquisition module used to acquire a game list and send it to the user terminal of the game player user, where the game list contains the game identifiers of each game;
  • the selection module is configured to, in response to a game selection instruction of the game player user for the game list, determine the game corresponding to the game selection instruction as the game to be broadcast live in the live broadcast room.
  • the present disclosure provides an electronic device, the electronic device comprising:
  • processors one or more processors
  • the memory stores one or more application programs, and when the one or more application programs are executed by the one or more processors, enables the electronic device to perform 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.
  • game player users are determined from various audience users in the live broadcast room, and the game to be broadcasted in the live broadcast room is determined according to the selection of the game player user, thereby improving the performance of the live broadcast room.
  • the user participation in the live broadcast room is improved, and the user experience is improved.
  • 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 interaction process of a method for processing live broadcast data provided by 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 executive body of the technical solution of the present disclosure may be a live broadcast server for live game broadcasting, the live broadcast server may determine the game to be broadcast live in the live broadcast room according to the selection of the game player user, and live broadcast the game process in the game live broadcast room according to the live broadcast control instruction of the host user, Each audience user in the live broadcast room can watch the game live broadcast or participate in the game through their respective user terminals.
  • 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 in response to the player determination instruction of the host user in the live broadcast room, determine the game player user from the audience users in the live broadcast room.
  • the anchor user can enter the live broadcast room through the game live broadcast application installed on the user terminal, and the user terminal receives the player determination instruction input by the anchor user through the user interface of the live broadcast room, and sends the player determination instruction to the live broadcast server.
  • the determination instruction determines the game player user from the audience users currently in the live room.
  • the game player users are determined from the audience users in the live broadcast room, including:
  • the game invitation instruction is sent to the user terminal of the audience user, the invitation acceptance information sent by the user terminal of the audience user is received, and the game player user is determined from the users corresponding to the acceptance invitation information.
  • the live server can send game invitation instructions to the user terminals of the audience users who are watching the live broadcast in the live broadcast room, and the audience users who are willing to participate in the game can send the invitation acceptance information to the live broadcast server through their respective user terminals, and the live broadcast server will send a message from the sending
  • a game player user is determined among the users corresponding to the user terminal that accepts the invitation information, and a notification message is sent to the user terminal of the determined game player user 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 game player user is determined from the users corresponding to the acceptance invitation information, including any of the following:
  • the game player selection information is generated according to the user ID of each user corresponding to each invitation acceptance information, and sent to the user terminal of the anchor user, and in response to the anchor user's selection instruction for the game player selection information, the user corresponding to the selection instruction is determined as the game player user.
  • the live server can determine the game player user from the users corresponding to the invitation acceptance information in three ways. The first is to randomly select the game player user from the users corresponding to the invitation acceptance information. Each user corresponding to the invitation acceptance information in the live broadcast room has the same probability of being selected as a game player user.
  • game player users may be randomly selected among users corresponding to the invitation information, 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 corresponding to the acceptance invitation information.
  • User characteristics refer to various characteristics that can represent or reflect the personalized information of the user, as long as the characteristics can reflect the 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 user characteristics include consumption information of the user in the live broadcast room
  • the determining the game player user according to the user characteristics includes:
  • the live server may determine the game player user according to the consumption quota. For example, among the users corresponding to accepting the invitation information, the users whose consumption quota is ranked first by a preset number are determined as the game player user.
  • 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 based on the user identifiers of the users corresponding to the invitation acceptance information, and send the user list as game player selection information to the user terminal of the host user for the host user to select game players to participate in the game.
  • the user terminal of the anchor user receives the selection instruction of the anchor user for the users 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.
  • the live server can determine the game player user from the audience users corresponding to the invitation information in the above three ways, and each audience user may become a game player user, thereby facilitating the improvement of audience users in the live broadcast room. participation.
  • step S102 a game list is obtained and sent to the user terminal of the game player user, where the game list includes game identifiers of each game.
  • the live server may send a game ID acquisition request to the game server, receive the game ID sent by the game server according to the game ID request, generate a game list, or call a pre-stored game list, and send the game list to the user terminal of the game player user If there are more than two game player users, a game list can be sent to the user terminal of each game player user, and displayed on the user interface of the game player user's user terminal for selection by the game player user.
  • Step S103 in response to the game selection instruction of the game player user on the game list, determine the game corresponding to the game selection instruction as the game to be broadcast live in the live broadcast room.
  • the live server obtains the game selected by the game player from the game server according to the game selection instruction of the game player user for the game list, and uses the game as the game to be broadcast live in the live broadcast room.
  • the game selection instruction is responsive to the game player user's game selection instruction for the game list.
  • the corresponding game is determined to be the game to be broadcast live in the live broadcast room, including:
  • the game selected in the game list by the game player user corresponding to the user terminal that sent the game selection instruction earliest is used as the game broadcast live in the live broadcast room ;
  • the game selected by the game player user with the highest user level among the two or more game player users in the game list is used as the live broadcast Games to be streamed from time to time.
  • the game selected in the game list by the user corresponding to the user terminal that sent the game selection instruction earliest may be used as the live broadcast room.
  • live games may also be determined according to the user characteristics of each game player user. For example, if the user feature is the user's level information, the game selected by the game player with a higher level in the game list may be used as the game to be broadcast live in the live broadcast room.
  • the game player user After determining the game to be broadcast live in the live broadcast room, the game player user can invite the host user to participate in the game, as detailed in the following embodiments.
  • the method further includes:
  • the host invitation instruction is sent to the user terminal of the host user, so that the host user participates in the game;
  • the game live broadcast data is sent to the user terminals of all users in the live broadcast room, so that the user terminals of all users display the game live broadcast data.
  • the above configuration of the game participation authority of the game player user means authorizing the game player user so that the game player user has the authority to participate in the game.
  • 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. After the game player user has the game participation authority, Game 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.
  • the user terminal of the game player user receives the anchor invitation instruction input by the game player user through the user interface, and sends it to the live server, and the live server sends the anchor invitation instruction to the user terminal of the anchor user.
  • Invite instruction the host user can participate in the game together with the game player user. If an invitation acceptance instruction sent by the user terminal of the host user is not received within the preset time range, the game player user may also invite other audience users in the live broadcast room to participate in the game together.
  • the live game data of the game played by 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 process.
  • the game data that is continuously updated when the game interaction instruction is playing.
  • the live server sends the live 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 game player users, and the user terminals of other audience users. Live screen.
  • the user terminals corresponding to the anchor user and the game player user may access the cloud game server through the cloud mobile phone mode based on the live server, interact with the cloud game server for instructions and data, and obtain the corresponding user terminals of the anchor user and the game player user.
  • the game data of the game character is displayed on the user interface of the corresponding user terminal.
  • the cloud phone mode refers to the realization of the function of the cloud phone through the POD (Plain old data structure), and the POD is a combination of one or more containers. These containers share storage, networking, and namespaces, as well as specifications for how to operate. In POD, all containers are uniformly scheduled and scheduled and run in a shared context. For specific applications, PODs are their logical hosts, and PODs contain multiple game-related application containers.
  • the game live broadcast data of the game played by the anchor user and the game player user is obtained, including:
  • the audio data and screen recording data of the anchor user and the game player user are time-synchronized to obtain the game live broadcast data.
  • the live server can obtain the respective voice data of the anchor user and the game player user during the game through the voice connection between the anchor user and the game player user.
  • the two parts of the data are time-synchronized according to their corresponding times, and the obtained time-synchronized video and audio data is used as the game live broadcast data, and sent to the user terminals of each user in the live broadcast room.
  • the method further includes:
  • the remaining time prompt information is generated and sent to the user terminal of the player user.
  • a game participation time threshold may be pre-configured, that is, the duration for which a game player user is a game player in the game live room, for example, 30 minutes, 1 hour, and the like. According to the time the player has participated in the game and the preset participation time threshold, the remaining time of the player is determined. When the remaining time of the player reaches the preset threshold, for example, 10 minutes remaining or 5 minutes remaining, the remaining time will be sent to the player's user terminal. Prompt information, prompting the player user the remaining time.
  • the method further includes:
  • the identity of the game player user is switched to a spectator user, and a new game player user is re-determined from the audience users in the live broadcast room, so that the All users have the opportunity to become gamer users, thereby increasing user participation in the live broadcast room.
  • the game server is a cloud game server.
  • Ordinary audience A as shown in the figure determines the game player user (as shown in the figure) through a certain strategy (randomly determined, determined according to the user characteristics in the live broadcast room, determined according to the choice of the anchor user)
  • the lucky audience B send the game list to the user terminal corresponding to the game player user, the game list contains the game identification of each game, according to the game player user's game selection instruction for the game list, determine the game to be broadcast live in the live broadcast room.
  • the live server configures the game player user's game participation authority, receives the game player user's anchor invitation instruction, and sends the anchor invitation instruction (invitation as shown in the figure) to the user terminal of the anchor user, and the anchor user (as shown in the figure).
  • Player 1 and the game player user (player 2 as shown in the figure) log in to the room corresponding to the game in the game server through the cloud mobile phone mode to play the game.
  • users outside the live room the passerby as shown in the figure
  • You can also be one of the game players, log in to the room of the game server through the terminal mobile phone, play games with the anchor users and game players in the live broadcast room, and broadcast the game process live in the live broadcast room.
  • Non-gamer users in the live room can watch the game live in the live room.
  • game player users are determined from various audience users in the live broadcast room, and games to be broadcast live in the live broadcast room are determined according to the selection of the game player user, which improves the participation of users in the live broadcast room. Improved user experience.
  • an embodiment of the present disclosure further provides a live broadcast data processing apparatus 30.
  • the live broadcast data processing apparatus 30 may include:
  • the determination module 31 is used to determine the game player user from the audience users in the live broadcast room in response to the player determination instruction of the anchor user in the live broadcast room;
  • an acquisition module 32 configured to acquire a game list and send it to the user terminal of the game player user, where the game list contains the game identifiers of each game;
  • the selection module 33 is configured to, in response to the game selection instruction of the game player user for the game list, determine the game corresponding to the game selection instruction as the game to be broadcast live in the live broadcast room.
  • the apparatus 30 further includes a processing module, and the processing module includes:
  • a configuration unit configured to configure 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 first sending unit is configured to send the host invitation instruction to the user terminal of the host user in response to the host invitation instruction of the game player user, so that the host user participates in the game;
  • an acquisition unit used to acquire the live game data of the game played by the anchor user and the game player user;
  • the second sending unit is configured to send the live game data to the user terminals of all users in the live broadcast room, so that the user terminals of all users display the live game data.
  • the unit is obtained for:
  • the audio data and screen recording data of the anchor user and the game player user are time-synchronized to obtain the game live broadcast data.
  • the determining module 31 is used for:
  • the game invitation instruction is sent to the user terminal of the audience user, the invitation acceptance information sent by the user terminal of the audience user is received, and the game player user is determined from the users corresponding to the acceptance invitation information.
  • the determining module 31 is used for any one of the following when determining the game player user from the users corresponding to the invitation acceptance information:
  • the game player selection information is generated according to the user ID of each user corresponding to each invitation acceptance information, and sent to the user terminal of the anchor user, and in response to the anchor user's selection instruction for the game player selection information, the user corresponding to the selection instruction is determined as the game player user.
  • the user characteristics include consumption information of the user in the live broadcast room.
  • the determining module 31 can be used to:
  • the selection module 33 is used for:
  • the game selected in the game list by the game player user corresponding to the user terminal that sent the game selection instruction earliest is used as the game broadcast live in the live broadcast room ;
  • the game selected by the game player user with the highest user level among the two or more game player users in the game list is used as the live broadcast Games to be streamed from time to time.
  • the apparatus 30 further includes a prompting module for:
  • the remaining time prompt information is generated and sent to the user terminal of the player user.
  • the apparatus 30 further includes a switching module for:
  • the live broadcast data processing apparatus of 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 the modules in the live broadcast data processing apparatus in the embodiments of the present disclosure are: 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.
  • the live broadcast data processing device determines game player users from the audience users in the live broadcast room, and determines the game to be broadcast live in the live broadcast room according to the selection of the game player user, which improves the participation of users in the live broadcast room and improves the performance of the live broadcast room. 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 apparatus 401 When the computer program is executed by the processing apparatus 401, 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 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: in response to the player determination instruction of the anchor user in the live broadcast room, from the audience in the live broadcast room The game player user is determined among the users; the game list is obtained and sent to the user terminal of the game player user, the game list contains the game identifiers of each game; in response to the game selection instruction of the game player user for the game list, the corresponding game selection instruction is sent to the game player user.
  • the game is determined to be the game to be broadcast live in the live room.
  • 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:
  • the game corresponding to the game selection instruction is determined as the game to be broadcast live in the live broadcast room.
  • the method further includes:
  • the game live broadcast data is sent to the user terminals of all users in the live broadcast room, so that the user terminals of all users display the game live broadcast data.
  • the acquiring the live game data of the game played by the host user and the game player user includes:
  • Time synchronization processing is performed on the respective audio data of the host user and the game player user and the screen recording data to obtain the game live broadcast data.
  • the determining the game player user from the audience users in the live broadcast room includes:
  • the determining the game player user from the users corresponding to the invitation acceptance information includes any of the following:
  • the game player selection information is generated according to the user IDs of the respective users corresponding to the invitation acceptance information, and sent to the user terminal of the host user.
  • the user corresponding to the selection instruction is determined to be the game player user.
  • the user characteristics include consumption information of the user in the live broadcast room
  • the determining the game player user according to the user characteristics includes:
  • the game selection instruction is responsive to the game player user's game selection instruction for the game list.
  • the corresponding game is determined to be the game to be broadcast live in the live broadcast room, including:
  • the game selected in the game list by the game player user corresponding to the user terminal that sent the game selection instruction earliest is used as the game broadcast live in the live broadcast room ;
  • the game selected by the game player user with the highest user level among the two or more game player users in the game list is used as the live broadcast Games to be streamed from time to time.
  • the method further includes:
  • the remaining time prompt information is generated and sent to the user terminal of the player user.
  • the method further includes:
  • a new game player user is determined from the live room.
  • the present disclosure provides a live data processing apparatus, the apparatus comprising:
  • a determination module configured to determine the game player user from the audience users in the live broadcast room in response to the player determination instruction of the anchor user in the live broadcast room;
  • an acquisition module configured to acquire a game list and send it to the user terminal of the game player user, where the game list contains game identifiers of each game;
  • the selection module is configured to, in response to a game selection instruction of the game player user for the game list, determine the game corresponding to the game selection instruction as the game to be broadcast live in the live broadcast room.
  • the apparatus further includes a processing module, and the processing module includes:
  • a configuration unit configured to configure 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;
  • a first sending unit configured to, in response to an anchor invitation instruction of the game player user, send the anchor invitation instruction to the user terminal of the anchor user, so that the anchor user participates in the game;
  • an acquisition unit configured to acquire the live game data of the game played by the host user and the game player user;
  • the second sending unit is configured to send the game live broadcast data to the user terminals of all users in the live broadcast room, so that the user terminals of all users display the game live broadcast data.
  • the obtaining unit is used for:
  • Time synchronization processing is performed on the respective audio data of the host user and the game player user and the screen recording data to obtain the game live broadcast data.
  • the determining module is used for:
  • the determining module determines the game player user from the users corresponding to the invitation acceptance information, it is used for any of the following:
  • the game player selection information is generated according to the user IDs of the respective users corresponding to the invitation acceptance information, and sent to the user terminal of the host user.
  • the user corresponding to the selection instruction is determined to be the game player user.
  • the user characteristics include consumption information of the user in the live broadcast room
  • the determining module when determining the game player user according to the user characteristics, can be used to:
  • the selection module is configured to:
  • the game selected in the game list by the game player user corresponding to the user terminal that sent the game selection instruction earliest is used as the game broadcast live in the live broadcast room ;
  • the game selected by the game player user with the highest user level among the two or more game player users in the game list is used as the live broadcast Games to be streamed from time to time.
  • the apparatus further includes a prompting module for:
  • the remaining time prompt information is generated and sent to the user terminal of the player user.
  • the apparatus further includes a switching module for:
  • a new game player user is determined from the live room.
  • the present disclosure provides an electronic device, comprising: one or more processors; a memory storing one or more application programs, wherein when the one or more application programs When 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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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Databases & Information Systems (AREA)
  • Signal Processing (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

La présente divulgation concerne un procédé de traitement de données de diffusion en continu, un appareil, un dispositif électronique et un support lisible, se rapportant au domaine technique des ordinateurs. Le procédé comprend les étapes consistant à : en réponse à une instruction de détermination de joueur de jeu provenant d'un utilisateur diffuseur en continu dans une salle de diffusion en continu, déterminer un utilisateur joueur de jeu parmi les utilisateurs d'audience de la salle de diffusion en continu ; obtenir une liste de jeux et l'envoyer au terminal utilisateur de l'utilisateur joueur de jeu, la liste de jeux contenant un identifiant de jeu de chaque jeu ; en réponse à une instruction de sélection de jeu provenant de l'utilisateur joueur de jeu en lien avec la liste de jeux, déterminer le jeu correspondant à l'instruction de sélection de jeu en tant que jeu devant être diffusé en continu dans la salle de diffusion en continu.
PCT/CN2021/128909 2020-11-05 2021-11-05 Procédé de traitement de données de diffusion en continu, appareil, dispositif électronique et support lisible WO2022095955A1 (fr)

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