CN109224456B - Live broadcast room game team forming method, live broadcast-based game interaction system and server - Google Patents

Live broadcast room game team forming method, live broadcast-based game interaction system and server Download PDF

Info

Publication number
CN109224456B
CN109224456B CN201810886255.0A CN201810886255A CN109224456B CN 109224456 B CN109224456 B CN 109224456B CN 201810886255 A CN201810886255 A CN 201810886255A CN 109224456 B CN109224456 B CN 109224456B
Authority
CN
China
Prior art keywords
live broadcast
team
game
application
server
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN201810886255.0A
Other languages
Chinese (zh)
Other versions
CN109224456A (en
Inventor
王京京
陈春凰
张兴华
林美辉
任洪
伦庆文
马保国
韦榴
雷兵
周健兴
林健勇
冼忠致
陈锴
张巍
林永发
方佛财
谢奇
钟永安
刘天航
钟秀丽
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Guangzhou Cubesili Information Technology Co Ltd
Original Assignee
Guangzhou Cubesili Information Technology Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Guangzhou Cubesili Information Technology Co Ltd filed Critical Guangzhou Cubesili Information Technology Co Ltd
Priority to CN201810886255.0A priority Critical patent/CN109224456B/en
Publication of CN109224456A publication Critical patent/CN109224456A/en
Application granted granted Critical
Publication of CN109224456B publication Critical patent/CN109224456B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game 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
    • 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
    • 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
    • H04N21/25Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
    • H04N21/254Management at additional data server, e.g. shopping server, rights management server
    • 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
    • H04N21/25Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
    • H04N21/258Client or end-user data management, e.g. managing client capabilities, user preferences or demographics, processing of multiple end-users preferences to derive collaborative data
    • H04N21/25866Management of end-user data
    • H04N21/25891Management of end-user data being end-user preferences
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/431Generation of visual interfaces for content selection or interaction; Content or additional data rendering
    • H04N21/4312Generation of visual interfaces for content selection or interaction; Content or additional data rendering involving specific graphical features, e.g. screen layout, special fonts or colors, blinking icons, highlights or animations
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • 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

Abstract

The application discloses a live broadcast room game team forming method based on a live broadcast game interaction system and a server, wherein the method comprises the following steps: the method comprises the steps that a live broadcast server receives a team forming application of a game team sent by a user side, and obtains the number of the received team forming application; when the received quantity of the group application meets the preset requirement, the live broadcast server continues to receive the group application and carries out live broadcast room matching for the current live broadcast room. By means of the mode, the game waiting time can be shortened, the game interest is increased, and the user experience is improved.

Description

Live broadcast room game team forming method, live broadcast-based game interaction system and server
Technical Field
The application relates to the technical field of computers, in particular to a live broadcast room game team forming method, a live broadcast-based game interaction system and a server.
Background
With the progress of network communication technology, live webcasting becomes a new social networking mode, and live webcasting platforms are used by more and more users due to the characteristics of instantaneity, interactivity and the like.
The live game is one of network live broadcasts, and a user can watch the process of playing a game by a main broadcast through a live broadcast platform so as to learn the experience of the game or directly participate in the game to play the game together with the main broadcast.
However, the inventor of the present application finds, in a long-term research and development process, that when a user plays a game with a main player, the user often only can form a team on a game interface to participate in the game, but cannot directly play the game through a live interface, and cannot match the game team between different live rooms, so that inconvenience is brought to the user, and the user is not interested enough.
Disclosure of Invention
The technical problem mainly solved by the application is to provide a live broadcast room game team organizing method, a live broadcast-based game interaction system and a server, which can reduce the waiting time of games, increase the interest of the games and improve the user experience.
In order to solve the technical problem, the application adopts a technical scheme that: a method of live-room game formation is provided, the method comprising: the method comprises the steps that a live broadcast server receives a team forming application of a game team sent by a user side, and obtains the number of the received team forming application; when the received quantity of the group application meets the preset requirement, the live broadcast server continues to receive the group application and carries out live broadcast room matching for the current live broadcast room.
In order to solve the above technical problem, another technical solution adopted by the present application is: there is provided a live-based game interaction system, the system comprising: the system comprises a main broadcasting end, a user end, a live broadcasting server and a game server, wherein when a live broadcasting room game team is played, the interactive system executes the following steps: the method comprises the steps that a live broadcast server receives a team forming application of a game team sent by a user side, and obtains the number of the received team forming application; when the number of the received team application meets a preset requirement, the live broadcast server continuously receives the team application and simultaneously performs live broadcast room matching for the current live broadcast room; after the game team is built, the live broadcast server sends the data of the user side and the data of the main broadcast side corresponding to the game team to the game server.
In order to solve the above technical problem, another technical solution adopted by the present application is: a method of live-room game formation is provided, the method comprising: receiving team applications of game teams, and acquiring the number of the received team applications; and when the received quantity of the group application meets the preset requirement, continuously receiving the group application, and simultaneously carrying out live broadcast room matching for the current live broadcast room.
In order to solve the technical problem, the other technical scheme adopted by the application is as follows: providing a live server, the live server comprising: the receiving module is used for receiving a team forming application of a game team; the acquisition module is used for acquiring the number of the received team formation applications; and the matching module is used for continuously receiving the team application when the received quantity of the team application meets the preset requirement and performing live broadcast room matching for the current live broadcast room.
In order to solve the above technical problem, another technical solution adopted by the present application is: providing a live server, the live server comprising: the communication circuit and the processor are coupled with the communication circuit; the processor is used for obtaining the received quantity of the team application when the communication circuit receives the team application of the game team, and continuously receiving the team application when the received quantity of the team application meets the preset requirement, and performing live broadcast room matching for the current live broadcast room.
The beneficial effect of this application is: different from the situation of the prior art, the method for game team formation in the live broadcast room comprises the following steps: the method comprises the steps that a live broadcast server receives a team forming application of a game team sent by a user side, and obtains the number of the received team forming application; when the received quantity of the group application meets the preset requirement, the live broadcast server continues to receive the group application and carries out live broadcast room matching for the current live broadcast room. Through the mode, the user can play games for team formation on the live broadcast interface without specially performing team formation through the game interface; matching among different live broadcast rooms can be performed, technical support is provided for game competition among different live broadcast rooms, and game interestingness is increased; meanwhile, the matching of the live broadcast rooms can be started when the team is not completed, so that the matching of the game team and the live broadcast rooms is established at the same time, the time occupied by the game team and the live broadcast rooms in matching is shortened, the game waiting time is shortened, and the user experience is improved.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts. Wherein:
FIG. 1 is a schematic structural diagram of an embodiment of a live broadcast-based game interaction system according to the present application;
FIG. 2 is a flow chart illustrating an embodiment of a method for game team formation in a live broadcast room according to the present application;
FIG. 3 is a diagram of a user-side team organization interface in an embodiment of the method for game team organization in the live broadcast room of the present application;
FIG. 4 is a schematic flow chart of step S12 in FIG. 2;
FIG. 5 is a flowchart illustrating steps prior to step S11 in FIG. 2;
FIG. 6 is a flow chart illustrating a method for a live room game team according to another embodiment of the present disclosure;
FIG. 7 is a flow chart illustrating a method for a live room game team according to another embodiment of the present disclosure;
FIG. 8 is a flow chart illustrating a method for team formation of live room games according to another embodiment of the present disclosure;
FIG. 9 is a schematic structural diagram of an embodiment of a server according to the present application;
FIG. 10 is a schematic structural diagram of another embodiment of a server according to the present application;
fig. 11 is a schematic structural diagram of an embodiment of the device with a storage function according to the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
Referring to fig. 1, fig. 1 is a schematic structural diagram of an embodiment of a live-based game interaction system according to the present application.
The live broadcast-based game interaction system in the present embodiment includes: a host end 11, a user end 12, a live server 13 and a game server 14. The number of the user terminals 12 may be multiple, and in the process of playing the game in the live broadcast room, the user terminals 12 participating in the game are the player terminals 121, and the user terminals 12 not participating in the game are the spectator terminals 122. During the game, the data sent by the live broadcast server 13 received by the player end 121 and the spectator end 122 are not identical, so that the player end 121 can participate in the game, and the spectator end 122 can only watch the game and cannot perform the game operation. The anchor terminal 11 and the user terminal 12 both establish connection with the live broadcast server 13, so that the anchor terminal 11 and the user terminal 12 perform live broadcast through the live broadcast server 13. The live server 13 may further establish a connection with the game server 14.
The anchor terminal 11 and the user terminal 12 may be intelligent terminals, such as a smart phone, a tablet computer, a notebook computer, a desktop computer, and the like.
Specifically, in the live broadcasting process, when the anchor and the user respectively use the anchor 11 and the user 12 to perform live broadcasting through the live broadcasting server 13, the live broadcasting server 13 generates live broadcasting interface data according to the live broadcasting data sent by the anchor 11 and the user 12, and sends the live broadcasting interface data to the anchor 11 and the user 12, respectively, so that the anchor 11 and the user 12 display corresponding live broadcasting interfaces according to the received live broadcasting interface data. For example, the live broadcast server 13 may obtain a request for starting live broadcast sent by the anchor terminal 11, so as to send corresponding live broadcast start interface data to the anchor terminal 11 to display a corresponding live broadcast interface on the display interface of the anchor terminal 11. During the live broadcast process, the user can use the user terminal 12 to communicate and share information with the anchor or other users through the live broadcast server 13, and can further play games with the anchor and other users through the interaction of the game server 14 and the live broadcast server 13.
Before starting the game, the anchor can select the game to be played through the game selection interface of the anchor terminal 11, after the anchor terminal 11 receives the game selection instruction, first game data including a game name and the like is generated, and transmitted to the live server 13, then the live broadcast server 13 can further forward the received data to the game server 14, the game server 14 can obtain second game data including game starting interface data corresponding to the game name according to the first game data, and send the second game data to the live broadcast server 13, in addition, the live broadcast server 13 can also receive live broadcast data of the host end 11 and the user end 12, thereby generating the fused interface data according to the second game data and the live broadcast data, and further transmitting the interface data to the anchor terminal 11 and the user terminal 12 respectively, so as to display a live interface fused with a game starting interface on the display interfaces of the anchor terminal 11 and the user terminal 12.
During the game process, the anchor and the player respectively perform game operation through the anchor 11 and the player 121, and the corresponding anchor 11 and the player 121 respectively generate first game data including game operation data and send the first game data to the live broadcast server 13, and then the live broadcast server 13 can further forward the first game data to the game server 14 after receiving the first game data, the game server 14 generates second game data including game interface data corresponding to the game operation data according to the received first game data, and further the game server 14 generates the second game data and sends the second game data to the live broadcast server 13, and in addition, the live broadcast server 13 can also receive the live broadcast data of the anchor 11 and the user 12, so as to generate fused interface data according to the second game data and the live broadcast data, and further send the interface data to the anchor 11, the live broadcast server 13, After receiving the interface data, the player end 121 and the spectator end 122 respectively display the live interface fused with the game interface on the corresponding display interfaces according to the interface data.
Through the above manner, the anchor terminal 11 and the user terminal 12 can play games on the live interface, that is, the anchor terminal 11 and the user terminal 12 can play games while live, so that interaction between live broadcast and games is enhanced, and the experience effect of the user is improved.
Referring to fig. 2, fig. 2 is a flowchart illustrating an embodiment of a method for game team formation in a live broadcast room according to the present application. The method for the live-air game team formation in the present embodiment is based on the live-air-based game interaction system in fig. 1.
Note that the method of the live-air game team in the present embodiment is established after the host terminal 11 receives the instruction to select the game and before the game is formally started. Specifically, when a game team is played, the interactive system performs the following steps:
step S11: the live broadcast server 13 receives the team formation applications of the game teams sent by the user terminal 12, and obtains the number of the received team formation applications;
wherein, the game team is the team which needs to be established by the main broadcaster and the users for participating in the game. Specifically, the game team may include a main broadcasting position and a user position, the number of the main broadcasting positions may be one, and the main broadcasting position corresponds to the main broadcasting of the live broadcasting room, and the main broadcasting does not need to send a team formation application in general, but after the live broadcasting server 13 receives a game selection instruction sent by the main broadcasting end 11, the main broadcasting corresponding to the main broadcasting end 11 is automatically added to the game team; the number of the user bits can be multiple, and is set according to the attribute of the game or default to the system. Since the number of users may be multiple, the users need to send a team formation request to the live broadcast server 13 through the user terminal 12, and may join the game team, and the game can be started only after the set game team is completed.
In this embodiment, the user may issue a team formation application through the user terminal 12. Specifically, the user may group by clicking a group entry in the live interface of the user terminal 12.
In one application scenario, users form a team by preempting user bits in the team. Referring to fig. 3, after receiving the game selection command, the host 11 displays a game team identifier 21 and a team entry 22 on the display interface of the user end 12, and the user can click the team entry 22 to issue a team formation command, so that the user end 12 sends a team formation request to the live server 13 after receiving the team formation command. Of course, in other application scenarios, the user may also group in other manners, for example, group by clicking the blank user position identifier 211 in the game team identifier 21 displayed on the display interface of the user terminal 12, and the like, which is not limited herein.
In addition, the team application includes user data corresponding to the user terminal 12. The user data may include identity data of the user currently issuing the team application, such as avatar, game level, game credits, wealth status, and the like.
The number of the received team formation applications may be the number of the team formation applications sent by the user terminal 12 received by the live broadcast server 13 within a predetermined time period after receiving the application for selecting the game.
Step S12: when the number of the received team applications meets the preset requirement, the live broadcast server 13 continues to receive the team applications and performs live broadcast room matching for the current live broadcast room.
In the present embodiment, the live broadcast server 13 may store game data corresponding to a game name, such as the number of user digits of a game team to be created in the game, a character corresponding to each user digit, and the like. When receiving the game start application sent by the host 11, the live broadcast server 13 may further obtain the number of user bits in the corresponding game team and related data such as a game team formation mode according to the data included in the game start application.
The number of the team applications received by the live broadcast server 13 is the number of the received team applications sent by the user terminal 12, which is obtained by receiving the game start application sent by the anchor terminal 11 from the live broadcast server 13 and feeding back the corresponding team data start to the user terminal 12.
The preset requirement is that the live broadcast server 13 can receive the team formation application and meet the requirement required for live broadcast room matching in the current live broadcast room before the game team is completed. In this embodiment, the preset request may be a default request of the system, or may be set by the anchor or the user through the anchor 11 or the user 12.
In addition, when a live broadcast game is played, a game team can be established by a game team group, and the game team established in the current live broadcast room can be in match with a game team established in another live broadcast room, so that the interest of the game is improved. In this embodiment, the game play between live rooms is further realized by performing live room matching for the current live room.
The live broadcast rooms may be matched with each other through the live broadcast server 13 according to the name of the selected game, the sex of the anchor, the number of people in the game team, and the like, and the specific matching rule is not specifically limited here.
Through the mode, the user can carry out game grouping on the live broadcast interface through the user side 12, and the user does not need to specially carry out game grouping through the game interface in the prior art, so that the use is convenient and quick; matching among different live broadcast rooms can be performed, technical support is provided for game interaction and fighting among different live broadcast rooms, and game interestingness is increased; meanwhile, the matching of the live broadcast rooms can be started when the team is not completed, so that the matching of the game team and the live broadcast rooms is established at the same time, the time occupied by the game team and the live broadcast rooms in matching is shortened, the game waiting time is shortened, and the user experience is improved.
Referring further to fig. 4, in one embodiment, step S12 includes:
step S121: judging whether the number of the received team forming applications is not less than the preset application number or not;
step S122: and when the judgment result is yes, the live broadcast server 13 continues to receive the team formation application and performs live broadcast room matching for the current live broadcast room.
Similarly to the above embodiments, the game team in the present embodiment is composed of a master position and a user position, the number of the master positions may be one, and the number of the user positions may be plural. The total number of user digits in the game team is the total number of user digits in the game team.
A team application may correspond to a user bit. In this embodiment, the preset application number is smaller than the total number of user digits in the game team, and obviously, when the number of the received team applications is smaller than the preset application number, the number of the received team applications is also smaller than the total number of the user digits in the game team, and then the game team is not completed in the assembly process, so that the live broadcast server 13 can perform live broadcast room matching for the current live broadcast room while continuing to receive the team applications.
Referring to fig. 5, in an embodiment, before step S11, the method for live-air game team playing of the present application further includes:
step S101: the anchor terminal 11 receives the instruction of starting the game and sends a game starting application to the live broadcast server 13 according to the instruction of starting the game;
in this embodiment, the anchor can transmit an instruction to start the game to the anchor terminal 11 through the display interface of the anchor terminal 11.
Specifically, the anchor may directly select a game to be played to instruct the anchor terminal 11 to start the game, or may instruct the anchor terminal 11 to start the game by clicking a start button of the game, which is not limited herein.
Step S102: after receiving the application for starting the game, the live broadcast server 13 returns team interface data to the user side 12;
the game start request may include a game name, and in this embodiment, the live broadcast server 13 stores game data corresponding to the game name, such as the total number of user bits of a game team to be assembled in the game, a character corresponding to each user bit, and the like.
The live broadcast server 13 further obtains data related to the game team, the user team formation mode, and the like of the corresponding game from the data included in the request for starting the game, generates corresponding team interface data, and transmits the corresponding team interface data to the user terminal 12.
It should be noted that, after receiving the request for starting the game, the live broadcast server 13 also transmits the generated game team identification data to the anchor terminal 11, and displays the composition of the game team on the display interface of the anchor terminal 11.
Step S103: the user end 12 displays a team entry on a display interface according to the received team interface data;
step S104: the user terminal 12 receives the team forming command through the team forming entrance, and sends a team forming application to the live broadcast server 13 according to the team forming command.
The above embodiments have been described in detail with reference to fig. 3, and for details, reference is made to the above embodiments for the relevant details, which are not described herein again.
In an embodiment, after step S102, the method for forming a live-air game team further includes: the live server 13 joins the anchor terminal 11 to the game team.
Similar to the above embodiment, in the present embodiment, the game team is composed of a main broadcasting position and a user position, and after the main broadcasting terminal 11 sends a game start request to the live broadcasting server 13, the live broadcasting server 13 automatically adds the main broadcasting corresponding to the main broadcasting terminal 11 to the main broadcasting position in the game team without the main broadcasting further performing team formation manually through the main broadcasting terminal 11.
Referring to fig. 6, in an embodiment, when a live-air game team is played, the interactive system further performs the following steps:
step S13: and when the number of the team formation applications received by the live broadcast server 13 is not less than the total user digits of the game team, the game team is completed.
It is easy to understand that, in general, when the total number of user digits of a game team is n, the live server 13 only needs to receive n team applications, and in this embodiment, when the number of team applications received by the live server 13 is not less than the total number of user digits of the game team, the game team is completed.
Of course, in other embodiments, the grouping may be completed only when the number of the grouping applications received by the live broadcast server 13 meets other requirements, for example, when the number of the received grouping applications is higher than 2 times of the total number of users of the game team, the grouping may be further performed according to a certain filtering condition, such as game credits and levels of the users, and the users that are equal to the total number of users and meet the filtering condition are selected from the filtering condition, so as to complete the grouping.
Referring to fig. 7, in an embodiment, when a live-air game team is played, the interactive system further performs the following steps:
step S14: after the game team is built, the live broadcast server 13 transmits the data of the corresponding client 12 and the data of the anchor server 11 in the game team to the game server 14.
As described above in the present application, the game interaction system based on live broadcast, the present application can implement a game interface simultaneously merged into a live broadcast interface through data interaction between the live broadcast server 13 and the game server 14.
Before the game starts, the live broadcast server 13 further analyzes the position grabbing application of the user terminal 12, and obtains corresponding user data from the position grabbing application to send the user data to the game server 14, so that the game server 14 configures game resources for the game to be started according to the obtained user data.
It should be noted that in this embodiment, when each team succeeds one user, the live broadcast server 13 may send user data corresponding to the user end 12 that succeeded in the team to the game server 14; alternatively, after the game team is completed, the live broadcast server 13 may transmit all the user data corresponding to the user positions to the game server 14, which is not limited in this embodiment.
Referring to fig. 8, fig. 8 is a schematic flowchart of a method for forming a team in a live broadcast room according to another embodiment of the present application, where an execution subject of the method in this embodiment is the live broadcast server 13 in the live broadcast-based game interaction system in the present application. Specifically, the method comprises the following steps:
step S21: receiving team applications of game teams, and acquiring the number of the received team applications;
step S22: and when the number of the received team applications meets the preset requirement, continuously receiving the team applications and simultaneously performing live broadcast room matching for the current live broadcast room.
The method in this embodiment is the same as the steps executed by the live broadcast server 13 in the above embodiment of the method for forming a game team in a live broadcast room, and details related thereto are referred to the above embodiment and are not described herein again.
Referring to fig. 9, fig. 9 is a schematic structural diagram of an embodiment of a server in the present application. The server in the present embodiment is the live broadcast server 13 in the live broadcast-based game interaction system in the present application. Specifically, the server includes: a receiving module 31, a judging module 32 and a matching module 33.
The receiving module 31 is configured to receive a team formation request of a game team.
The obtaining module 32 is configured to obtain the number of the received team formation applications.
The matching module 33 is configured to continue receiving the team application when the number of the received team applications meets a preset requirement, and perform live broadcast room matching for the current live broadcast room.
Specifically, the content executed by each module of the server is the same as the content executed by the live broadcast server 13 in the embodiment of the method for forming a game team in a live broadcast room of the present application, and for related details, please refer to the above embodiment, which is not described herein again.
Referring to fig. 10, fig. 10 is a schematic structural diagram of another embodiment of the server of the present application. The server in the present embodiment is the live broadcast server 13 in the live broadcast-based game interaction system in the present application. Specifically, the server includes: communication circuit 41 and processor 42, processor 42 is coupled to communication circuit 41.
The processor is used for acquiring the number of the received team applications when the communication circuit receives the team applications of the game teams, and performing live broadcast room matching for the current live broadcast room while continuing to receive the team applications when the number of the received team applications meets preset requirements.
In the present embodiment, the processor 42 may also be referred to as a CPU (Central Processing Unit). The processor 42 may be an integrated circuit chip having signal processing capabilities. The processor 42 may also be a general purpose processor, a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), an off-the-shelf programmable gate array (FPGA) or other programmable logic device, discrete gate or transistor logic, discrete hardware components. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
It should be noted that the content executed by the server is the same as the content executed by the live broadcast server 13 in the embodiment of the method for forming a live broadcast team according to the present application, and for related details, please refer to the above embodiment, which is not described herein again.
Referring to fig. 11, fig. 11 is a schematic structural diagram of an embodiment of a device with a storage function according to the present application. The device with the storage function stores program data 51, and the program data 51 can be executed to realize the method for the live-room game team of the present application as shown in fig. 8.
The method related in the embodiment of the method for the live-air game team playing is realized in the form of a software functional unit, and when the method is sold or used as an independent product, the method can be stored in a device with a storage function, such as a computer readable storage medium. Based on such understanding, the technical solution of the present application may be substantially implemented or contributed to by the prior art, or all or part of the technical solution may be embodied in a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, a network device, or the like) or a processor (processor) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk, and various media capable of storing program codes.
The above description is only for the purpose of illustrating embodiments of the present application and is not intended to limit the scope of the present application, and all modifications of equivalent structures and equivalent processes, which are made by the contents of the specification and the drawings of the present application or are directly or indirectly applied to other related technical fields, are also included in the scope of the present application.

Claims (9)

1. A method of live-air game teaming, the method comprising:
the method comprises the steps that a live broadcast server receives a team forming application of a game team sent by a user side, and obtains the number of the received team forming application;
when the number of the received team application meets a preset requirement, the live broadcast server continuously receives the team application and simultaneously performs live broadcast room matching for the current live broadcast room;
wherein, receiving when the quantity of group's application satisfies predetermined requirement, live broadcast server continues to receive when the group applies for, carries out the step that the live broadcast room matches for current live broadcast room, further includes:
judging whether the number of the received team application is not less than a preset application number, wherein the preset application number is less than the total user number of the game teams;
and when the judgment result is yes, the live broadcast server continuously receives the team formation application and simultaneously performs live broadcast room matching for the current live broadcast room.
2. The method of claim 1, wherein before the step of receiving, by the live broadcast server, the team formation request of the game team transmitted from the user terminal, the method further comprises:
the method comprises the steps that a main broadcast end receives a game starting instruction and sends a game starting application to a live broadcast server according to the game starting instruction;
after receiving the game starting application, the live broadcast server returns team interface data to the user side;
the user side displays a team entry on a display interface according to the received team interface data;
and the user side receives a team forming instruction through the team forming inlet and sends the team forming application to the live broadcast server according to the team forming instruction.
3. The method of claim 2, wherein after the step of the live server receiving the request for starting the game, the method further comprises:
and the live broadcast server adds a main broadcast end into the game team.
4. The method of claim 1, further comprising:
and when the quantity of the group application received by the live broadcast server is not less than the total user end number of the game group, the game group is established.
5. The method of claim 1, further comprising:
after the game team is built, the live broadcast server sends the data of the user side and the data of the main broadcast side corresponding to the game team to the game server.
6. A live-based game interaction system, the system comprising: the system comprises a main broadcasting end, a user end, a live broadcasting server and a game server, wherein when a game team in a live broadcasting room is played, the interactive system executes the following steps:
the method comprises the steps that a live broadcast server receives a team forming application of a game team sent by a user side, and obtains the number of the received team forming application;
when the number of the received team application meets a preset requirement, the live broadcast server continuously receives the team application and simultaneously performs live broadcast room matching for the current live broadcast room;
after the game team is built, the live broadcast server sends the data of the user side and the data of the main broadcast side corresponding to the game team to the game server;
wherein, receiving when the quantity of group's application satisfies predetermined requirement, live broadcast server continues to receive when the group applies for, carries out the step that the live broadcast room matches for current live broadcast room, further includes:
judging whether the number of the received team application is not less than a preset application number, wherein the preset application number is less than the total user number of the game teams;
and when the judgment result is yes, the live broadcast server continuously receives the team formation application and simultaneously performs live broadcast room matching for the current live broadcast room.
7. A method of live-air game teaming, the method comprising:
receiving team applications of game teams, and acquiring the number of the received team applications;
when the number of the received team applications meets the preset requirement, continuously receiving the team applications and simultaneously performing live broadcast room matching on the current live broadcast room;
wherein, when receiving the quantity of group's application satisfies the default requirement, continue to receive when the group applies for, for the step that the live broadcast room matches in current live broadcast room, further include:
judging whether the number of the received team application is not less than a preset application number, wherein the preset application number is less than the total user number of the game teams;
and when the judgment result is yes, continuously receiving the team formation application, and simultaneously carrying out live broadcast room matching on the current live broadcast room.
8. A live server, comprising:
the receiving module is used for receiving a team forming application of a game team;
the acquisition module is used for acquiring the number of the received team formation applications;
the matching module is used for continuously receiving the team formation application when the number of the received team formation applications meets the preset requirement and simultaneously performing live broadcast room matching on the current live broadcast room;
wherein, when receiving the quantity of group's application satisfies the default requirement, continue to receive when the group applies for, for the step that the live broadcast room matches in current live broadcast room, further include:
judging whether the number of the received team application is not less than a preset application number, wherein the preset application number is less than the total user number of the game teams;
and when the judgment result is yes, continuously receiving the team formation application, and simultaneously carrying out live broadcast room matching on the current live broadcast room.
9. A live server, comprising: the communication circuit and the processor are coupled with the communication circuit;
the processor is used for acquiring the number of the received group applications when the communication circuit receives the group applications of game teams, and performing live broadcast room matching on the current live broadcast room while continuously receiving the group applications when the number of the received group applications meets preset requirements;
wherein, when the quantity that receives the team application satisfies the default requirement, continue to receive the team application when, for the step that the live broadcast room matches of current live broadcast room, further include:
judging whether the number of the received team application is not less than a preset application number, wherein the preset application number is less than the total user number of the game teams;
and when the judgment result is yes, continuously receiving the team formation application, and simultaneously carrying out live broadcast room matching on the current live broadcast room.
CN201810886255.0A 2018-08-06 2018-08-06 Live broadcast room game team forming method, live broadcast-based game interaction system and server Active CN109224456B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201810886255.0A CN109224456B (en) 2018-08-06 2018-08-06 Live broadcast room game team forming method, live broadcast-based game interaction system and server

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201810886255.0A CN109224456B (en) 2018-08-06 2018-08-06 Live broadcast room game team forming method, live broadcast-based game interaction system and server

Publications (2)

Publication Number Publication Date
CN109224456A CN109224456A (en) 2019-01-18
CN109224456B true CN109224456B (en) 2022-05-27

Family

ID=65071223

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201810886255.0A Active CN109224456B (en) 2018-08-06 2018-08-06 Live broadcast room game team forming method, live broadcast-based game interaction system and server

Country Status (1)

Country Link
CN (1) CN109224456B (en)

Families Citing this family (20)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN110064202B (en) * 2019-05-31 2023-02-10 杭州复杂美科技有限公司 Game method, equipment and storage medium
CN110336681A (en) * 2019-06-20 2019-10-15 北京字节跳动网络技术有限公司 A kind of matching process, device, electronic equipment and storage medium
CN110354492A (en) * 2019-08-08 2019-10-22 广州市百果园信息技术有限公司 A kind of game beginning method, apparatus, system, terminal and storage medium
CN110505528B (en) * 2019-08-29 2021-09-07 网易(杭州)网络有限公司 Method, device and equipment for matching game in live broadcast and readable storage medium
CN110496396A (en) * 2019-09-12 2019-11-26 网易(杭州)网络有限公司 Game team's method, apparatus, storage medium and electronic equipment in live streaming
CN110602520B (en) * 2019-09-23 2022-01-14 广州虎牙科技有限公司 Anchor fighting system and method, audio and video processing method, device and equipment
CN111147872A (en) * 2019-12-14 2020-05-12 北京字节跳动网络技术有限公司 Information display method and device and electronic equipment
CN111185012A (en) * 2019-12-31 2020-05-22 广州虎牙科技有限公司 Game team forming method and device, electronic equipment, live broadcast system and storage medium
CN111265886B (en) * 2020-01-15 2021-06-04 网易(杭州)网络有限公司 Game team forming method and device, electronic equipment and storage medium
CN111314785B (en) * 2020-02-27 2021-07-06 腾讯科技(深圳)有限公司 Interactive management method and device
CN113473160B (en) * 2020-03-31 2023-05-02 北京达佳互联信息技术有限公司 Matching method, device, equipment and storage medium of live broadcasting room
CN111491214A (en) * 2020-04-09 2020-08-04 网易(杭州)网络有限公司 Live broadcast interaction method and system based on cloud game, electronic device and storage medium
CN111586429B (en) * 2020-05-08 2022-05-24 北京达佳互联信息技术有限公司 Live broadcast interaction method, device and system
CN111773661B (en) * 2020-07-03 2024-05-03 珠海金山数字网络科技有限公司 System, method and device for team formation game based on live broadcast interface
CN111790144A (en) * 2020-07-03 2020-10-20 珠海金山网络游戏科技有限公司 Game method and device based on live interface and game live interaction system
CN112316441A (en) * 2020-11-05 2021-02-05 北京字节跳动网络技术有限公司 Game live broadcast data processing method and device, electronic equipment and readable medium
CN112337102B (en) * 2020-11-05 2023-03-10 北京字节跳动网络技术有限公司 Live broadcast data processing method and device, electronic equipment and storage medium
CN112190954A (en) * 2020-12-04 2021-01-08 北京达佳互联信息技术有限公司 Data processing method, device, equipment and storage medium
CN113691828B (en) * 2021-08-30 2024-03-26 北京达佳互联信息技术有限公司 Live broadcasting method and device
CN114257830A (en) * 2021-12-21 2022-03-29 广州方硅信息技术有限公司 Live game interaction method, system and device and computer equipment

Citations (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN104063574A (en) * 2013-06-03 2014-09-24 腾讯科技(深圳)有限公司 Team battle matching method and server
CN104168271A (en) * 2014-08-01 2014-11-26 广州华多网络科技有限公司 Interactive system, server, clients and interactive method
CN104363476A (en) * 2014-11-17 2015-02-18 广州华多网络科技有限公司 Online-live-broadcast-based team-forming activity method, device and system
CN104606892A (en) * 2015-03-02 2015-05-13 郑州三生石科技有限公司 Method of screening players for multiplayer video online game
CN107018191A (en) * 2017-03-31 2017-08-04 武汉斗鱼网络科技有限公司 A kind of method and apparatus for controlling game
CN107277636A (en) * 2017-06-15 2017-10-20 广州华多网络科技有限公司 It is a kind of it is live during interactive approach, user terminal, main broadcaster end and system
CN107281756A (en) * 2017-05-05 2017-10-24 武汉斗鱼网络科技有限公司 A kind of method and apparatus for game of forming a team
CN107426189A (en) * 2017-06-28 2017-12-01 张迅 Information live method, apparatus and system
CN108366287A (en) * 2018-01-30 2018-08-03 广州虎牙信息科技有限公司 Direct broadcasting room action message methods of exhibiting and computer storage media, terminal

Family Cites Families (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102933267B (en) * 2010-05-28 2015-05-27 泰特里斯在线公司 Interactive hybrid asynchronous computer game infrastructure
US20150121437A1 (en) * 2013-04-05 2015-04-30 Google Inc. Multi-perspective game broadcasting
US10595077B2 (en) * 2014-08-26 2020-03-17 Time Warner Cable Enterprises Llc User interface with content filtering and/or social networking integration

Patent Citations (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN104063574A (en) * 2013-06-03 2014-09-24 腾讯科技(深圳)有限公司 Team battle matching method and server
CN104168271A (en) * 2014-08-01 2014-11-26 广州华多网络科技有限公司 Interactive system, server, clients and interactive method
CN104363476A (en) * 2014-11-17 2015-02-18 广州华多网络科技有限公司 Online-live-broadcast-based team-forming activity method, device and system
CN104606892A (en) * 2015-03-02 2015-05-13 郑州三生石科技有限公司 Method of screening players for multiplayer video online game
CN107018191A (en) * 2017-03-31 2017-08-04 武汉斗鱼网络科技有限公司 A kind of method and apparatus for controlling game
CN107281756A (en) * 2017-05-05 2017-10-24 武汉斗鱼网络科技有限公司 A kind of method and apparatus for game of forming a team
CN107277636A (en) * 2017-06-15 2017-10-20 广州华多网络科技有限公司 It is a kind of it is live during interactive approach, user terminal, main broadcaster end and system
CN107426189A (en) * 2017-06-28 2017-12-01 张迅 Information live method, apparatus and system
CN108366287A (en) * 2018-01-30 2018-08-03 广州虎牙信息科技有限公司 Direct broadcasting room action message methods of exhibiting and computer storage media, terminal

Also Published As

Publication number Publication date
CN109224456A (en) 2019-01-18

Similar Documents

Publication Publication Date Title
CN109224456B (en) Live broadcast room game team forming method, live broadcast-based game interaction system and server
CN109005417B (en) Live broadcast room entering method, system, terminal and device for playing game based on live broadcast
CN109068182B (en) Live broadcast room entering method, system, terminal and device for playing game based on live broadcast
CN109011574B (en) Game interface display method, system, terminal and device based on live broadcast
JP7369176B2 (en) Systems and methods for encouraging participation in online multiplayer sessions
CN109173271B (en) Live broadcast room game position grabbing method, live broadcast-based game interaction system and server
WO2016078189A1 (en) Interaction method and related device, system based on video living broadcast
CN109922377B (en) Play control method and device, storage medium and electronic device
JP7300503B2 (en) Invitation link to launch multi-user application
US9526989B2 (en) Method and apparatus for receiving game streaming data, and method and server for transmitting game streaming data
US20230412853A1 (en) Multi-user live streaming method, terminal, server, and storage medium
CN109275037B (en) Virtual treasure box display method, game interaction system and server
CN104363476A (en) Online-live-broadcast-based team-forming activity method, device and system
CN111773667A (en) Live game interaction method and device, computer readable medium and electronic equipment
CN112337102B (en) Live broadcast data processing method and device, electronic equipment and storage medium
JP2018538052A (en) Multiplayer game session management method and management system
US9993736B2 (en) Cloud computing system and application provision method
CN109173272A (en) Game interaction method, system, server and device based on live streaming
CN112383832B (en) Live broadcast room interaction method, electronic equipment and computer readable storage medium
CN112316441A (en) Game live broadcast data processing method and device, electronic equipment and readable medium
CN114082198A (en) Interaction method and device in cloud game live broadcast, storage medium and electronic device
CN113348024A (en) Establishing and managing multiplayer sessions
CN113272031A (en) Integrated interface for dynamic user experience
CN112337104A (en) Live broadcast data processing method and device, electronic equipment and readable medium
CN111185012A (en) Game team forming method and device, electronic equipment, live broadcast system and storage medium

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
TA01 Transfer of patent application right
TA01 Transfer of patent application right

Effective date of registration: 20210120

Address after: 511442 3108, 79 Wanbo 2nd Road, Nancun Town, Panyu District, Guangzhou City, Guangdong Province

Applicant after: GUANGZHOU CUBESILI INFORMATION TECHNOLOGY Co.,Ltd.

Address before: 511449 28th floor, block B1, Wanda Plaza, Nancun Town, Panyu District, Guangzhou City, Guangdong Province

Applicant before: GUANGZHOU HUADUO NETWORK TECHNOLOGY Co.,Ltd.

GR01 Patent grant
GR01 Patent grant