CN111314718B - Settlement method, device, equipment and medium for live broadcast battle - Google Patents

Settlement method, device, equipment and medium for live broadcast battle Download PDF

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Publication number
CN111314718B
CN111314718B CN202010056969.6A CN202010056969A CN111314718B CN 111314718 B CN111314718 B CN 111314718B CN 202010056969 A CN202010056969 A CN 202010056969A CN 111314718 B CN111314718 B CN 111314718B
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anchor client
client
value
fighting
anchor
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CN111314718A (en
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黄桂志
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Guangzhou Kugou Computer Technology Co Ltd
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Guangzhou Kugou Computer Technology Co Ltd
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    • 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
    • H04N21/23Processing of content or additional data; Elementary server operations; Server middleware
    • H04N21/235Processing of additional data, e.g. scrambling of additional data or processing content descriptors
    • 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
    • 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
    • H04N21/4316Generation 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 for displaying supplemental content in a region of the screen, e.g. an advertisement in a separate window
    • 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
    • H04N21/435Processing of additional data, e.g. decrypting of additional data, reconstructing software from modules extracted from the transport stream
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/45Management operations performed by the client for facilitating the reception of or the interaction with the content or administrating data related to the end-user or to the client device itself, e.g. learning user preferences for recommending movies, resolving scheduling conflicts
    • H04N21/4508Management of client data or end-user data
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/475End-user interface for inputting end-user data, e.g. personal identification number [PIN], preference data
    • H04N21/4756End-user interface for inputting end-user data, e.g. personal identification number [PIN], preference data for rating content, e.g. scoring a recommended movie
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4784Supplemental services, e.g. displaying phone caller identification, shopping application receiving rewards
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
    • 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
    • H04N21/488Data services, e.g. news ticker
    • H04N21/4882Data services, e.g. news ticker for displaying messages, e.g. warnings, reminders
    • 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
    • H04N21/488Data services, e.g. news ticker
    • H04N21/4884Data services, e.g. news ticker for displaying subtitles

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Databases & Information Systems (AREA)
  • General Engineering & Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Business, Economics & Management (AREA)
  • Marketing (AREA)
  • Computer Graphics (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The application discloses a settlement method, device, equipment and medium for live broadcast battles, and relates to the field of live broadcast. The method is applied to the server and comprises the following steps: acquiring a first anchor client and a second anchor client, wherein the first anchor client and the second anchor client are anchor clients which are in live broadcast fight; responding to a first virtual prop sent by a user client to a target anchor client, and adding a fight value to the target anchor client according to a first addition rule, wherein the target anchor client is one of the first anchor client and a second anchor client; responding to the first anchor client and the second anchor client to accord with the fighting conditions, acquiring a second addition rule, wherein a second addition value corresponding to at least one virtual prop in the second addition rule is larger than a first addition value corresponding to the first addition rule; and responding to the fact that the user client sends the second virtual prop to the target anchor client, and increasing a fight value to the target anchor client according to the second addition rule.

Description

Settlement method, device, equipment and medium for live broadcast battle
Technical Field
The present application relates to the field of live broadcast, and in particular, to a method, an apparatus, a device, and a medium for settling a live broadcast battle.
Background
Live broadcasting refers to that a server sends a live video stream provided by a main broadcasting client to each user client watching the live broadcasting in a multicast or broadcast mode.
At least two anchor clients can carry out live broadcast fight on the same live broadcast platform. Taking the example that two anchor clients fight, the live broadcast platform server adds the two anchor clients to the same live broadcast room, users watching the two anchor clients give virtual gifts to the anchor supported by the users through the user clients, and the live broadcast platform converts the given gifts into votes or credits. When one game of fight is over, the live broadcast platform settles the fight result, the anchor client with more tickets or scores is the winner, and the winner obtains corresponding rewards, such as reward medals.
Based on the situation, when the live broadcast fight result is obvious but the timing of the live broadcast fight is not finished, the anchor client participating in the live broadcast fight still waits for the live broadcast platform server to settle the live broadcast fight result and then can quit the live broadcast fight, and in the process of waiting for the settlement of the live broadcast fight result, the computing resources of the server are wasted.
Disclosure of Invention
The embodiment of the application provides a settlement method, a device, equipment and a medium for live broadcast fight, so that the waste degree of computing resources of a server is reduced in the process of waiting for a live broadcast platform to settle a live broadcast fight result at an anchor client, and the technical scheme is as follows:
according to one aspect of the application, a settlement method for live broadcast battles is provided, and the method is applied to a server and comprises the following steps:
acquiring a first anchor client and a second anchor client, wherein the first anchor client and the second anchor client are anchor clients which are in live broadcast fight;
responding to a first virtual prop sent by a user client to a target anchor client, and adding a fight value to the target anchor client according to a first addition rule, wherein the target anchor client is one of the first anchor client and the second anchor client;
responding to the first anchor client and the second anchor client to accord with a fighting condition, acquiring a second addition rule, wherein a second addition value corresponding to at least one virtual prop in the second addition rule is larger than a first addition value corresponding to the first addition rule;
and responding to the fact that the user client sends a second virtual prop to the target anchor client, and increasing a fight value to the target anchor client according to the second addition rule.
In an alternative embodiment, the fighting condition comprises at least one of the following conditions:
the fighting time length of the first anchor client and the second anchor client in the live broadcast fighting is greater than a time threshold;
the difference value between the corresponding fighting values of the first anchor client and the second anchor client is between a first threshold and a second threshold;
the fighting values of the first anchor client and the second anchor client are both larger than a preset threshold value.
In an optional embodiment, the second addition rule includes a correspondence between the value of the virtual item and the battle value;
the responding to the user client sending a second virtual prop to the target anchor client, and adding a fighting value to the target anchor client according to the second addition rule comprises:
responding to the user client to send the second virtual prop to the target anchor client, and calculating a second added value corresponding to the second virtual prop according to the corresponding relation;
and on the basis of the existing fight value of the target anchor client, increasing the second added value to the fight value of the target anchor client.
In an optional embodiment, the obtaining a second addition rule in response to the first anchor client and the second anchor client meeting a fight condition includes:
responding to the first anchor client and the second anchor client to meet the fighting conditions, and receiving a second virtual prop sending request of the user client, wherein the sending request carries the second addition rule; acquiring the second addition rule according to the sending request;
or the like, or, alternatively,
responding to that the first anchor client and the second anchor client accord with a fight condition, receiving a second virtual item sending request of the user client, wherein the sending request carries an identifier of the second virtual item; and acquiring the second addition rule according to the identification.
According to another aspect of the present application, there is provided a settlement method for live fighting, the method being applied to a user client, the method including:
displaying live broadcast fighting pictures of a first anchor client and a second anchor client;
responding to a first virtual prop sending instruction at a first moment, and displaying a first added value corresponding to the first virtual prop, wherein the first moment is the moment when the first anchor client and the second anchor client do not meet the fighting conditions;
responding to a second virtual prop sending instruction at a second moment, and displaying a second added value corresponding to the second virtual prop, wherein the second moment is the moment when the first anchor client and the second anchor client meet the fighting condition;
wherein the first bonus value is less than the second bonus value.
According to another aspect of the present application, there is provided a settlement apparatus for live play, the apparatus being provided in a server, the apparatus including:
an obtaining module, configured to obtain a first anchor client and a second anchor client, where the first anchor client and the second anchor client are anchor clients that are performing the live broadcast battle;
the first score increasing module is used for responding to a first virtual prop sent by a user client to a target anchor client, and increasing a fight value to the target anchor client according to a first addition rule, wherein the target anchor client is one of the first anchor client and the second anchor client;
the obtaining module is configured to obtain a second addition rule in response to that the first anchor client and the second anchor client meet a fight condition, where a second added value corresponding to at least one virtual prop in the second addition rule is greater than a first added value corresponding to the first addition rule;
and the second score increasing module is used for responding to a second virtual prop sent by the user client to the target anchor client and increasing a fight value for the target anchor client according to the second addition rule.
In an alternative embodiment, the fighting condition comprises at least one of the following conditions:
the fighting time length of the first anchor client and the second anchor client in the live broadcast fighting is greater than a time threshold;
the difference value between the corresponding fighting values of the first anchor client and the second anchor client is between a first threshold and a second threshold;
the fighting values of the first anchor client and the second anchor client are both larger than a preset threshold value.
In an optional embodiment, the second addition rule includes a correspondence between the value of the virtual item and the battle value;
the second score increasing module is used for responding to the user client side to send the second virtual prop to the target anchor client side, and calculating a second score increasing value corresponding to the second virtual prop according to the corresponding relation;
and the second score adding module is used for adding the second score adding value to the fighting value of the target anchor client on the basis of the existing fighting value of the target anchor client.
In an alternative embodiment, the apparatus includes a receiving module;
the receiving module is configured to receive a second virtual item sending request of the user client, where the sending request carries the second addition rule; the obtaining module is configured to obtain the second addition rule according to the sending request;
or the like, or, alternatively,
the receiving module is configured to receive a second virtual item sending request of the user client, where the sending request carries an identifier of the second virtual item; the obtaining module is configured to obtain the second addition rule according to the identifier.
According to another aspect of the present application, there is provided a settlement apparatus for live battles, the apparatus being provided in a user client, the apparatus including:
the display module is used for displaying live broadcast fighting pictures of the first anchor client and the second anchor client;
the display module is used for responding to a first virtual prop sending instruction at a first moment, and displaying a first added value corresponding to the first virtual prop, wherein the first moment is a moment when the first anchor client and the second anchor client do not meet the fighting conditions;
the display module is used for responding to a second virtual prop sending instruction at a second moment, and displaying a second added value corresponding to the second virtual prop, wherein the second moment is the moment when the first anchor client and the second anchor client meet the fighting conditions;
wherein the first bonus value is less than the second bonus value.
According to another aspect of the present application, there is provided a computer device comprising a processor and a memory having stored therein at least one instruction, at least one program, set of codes, or set of instructions that is loaded and executed by the processor to implement a method of settlement of live games as described above.
According to another aspect of the present application, there is provided a computer readable storage medium having stored therein at least one instruction, at least one program, set of codes, or set of instructions, which is loaded and executed by a processor to implement the method of settling a live engagement described above.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
by setting the fighting conditions, when the first anchor client and the second anchor client do not meet the fighting conditions, the server increases the fighting value to the target client according to the first addition rule, and when the first anchor client and the second anchor client meet the fighting conditions, the server increases the fighting value to the target client according to the second addition rule, so that the fighting value obtained by the anchor client under the fighting conditions has an addition effect, the winning probability of the anchor client at the disadvantage is improved, the participation sense of the user client in live broadcast fighting is enhanced, and the waste of computing resources caused when the fighting results are waited for settlement is avoided.
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.
FIG. 1 is a schematic illustration of a scoring interface for live engagement provided by an exemplary embodiment of the present application;
FIG. 2 is a block diagram of a computer system provided in an exemplary embodiment of the present application;
FIG. 3 is a flow chart of a method for settling live games provided by an exemplary embodiment of the present application;
FIG. 4 is a flow chart of a method for settling live play provided by another exemplary embodiment of the present application;
FIG. 5 is a flowchart of a settlement method for live engagement based on obtaining a second additive rule according to an exemplary embodiment of the present application;
FIG. 6 is a flowchart of a settlement method applied to live engagement of a user client according to an exemplary embodiment of the present application;
FIG. 7 is a schematic illustration of a scoring interface for live engagement as provided by another exemplary embodiment of the present application;
FIG. 8 is a block diagram of a settlement apparatus for live fighting according to an exemplary embodiment of the present application;
fig. 9 is a block diagram of a settlement apparatus for live fighting according to another exemplary embodiment of the present application;
FIG. 10 is a block diagram of a server provided in an exemplary embodiment of the present application;
fig. 11 is a schematic structural diagram of a computer device according to an exemplary embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
First, terms related to embodiments of the present application will be described:
and (4) live broadcast: the method refers to that a user watches videos on different live broadcast platforms in real time through a network, and the video content of the videos is generated or uploaded by a main broadcast in real time. The user can communicate with the anchor in real time by sending the information such as barrage, comments and the like, and the method is a novel social network mode.
Fight (PK): it means that the anchor on the same live broadcast platform can carry out the match-up game, for example, talent and skill match-up game, the user watches at least two anchor match-up games through the live broadcast room. The audience user voluntarily awards the favorite anchor or presents a virtual gift, determines the winner and loser of the match-up game according to the corresponding match-up game rules, or the result of the match-up game is a tie (optional). The live broadcast platform carries out corresponding reward or punishment according to the result of the battle match, and the content of the reward can be at least one of prizes such as cash, scores, gift certificates, virtual gifts, special props, honor medals with grade marks and the like.
Live broadcast is an emerging social networking mode, and users can watch different types of live broadcast through different live broadcast platforms (namely live broadcast application programs) on a terminal. Types of live broadcasts include, but are not limited to, the following: talent performance, dating love, outdoor activities, games, events, exhibitions, announcements, animations, quadratic elements, drawings, gourmet meals, movies, voice, radio stations and the like, and the type of live broadcast is not limited in the application. An input box exists on an interface of a live broadcast application program, a user inputs information such as characters, numbers or expressions into the input box to send a barrage or a comment to a main broadcast, and the main broadcast communicates with the user watching the live broadcast in real time by reading the barrage or the comment. Audience users can also perform reward operation on the anchor broadcast, wherein the reward operation comprises the step of giving a virtual gift representing a certain cash amount to the anchor broadcast; the anchor may also send a virtual gift (e.g., a red envelope carrying a monetary amount, a gift certificate, etc.) in response to the user watching the live broadcast.
The method has the advantages that a fight (PK) function is provided in the live broadcast system, the anchor broadcasts of at least two anchor broadcast client sides can fight in the same live broadcast room (such as the live broadcast room of any one of the anchor broadcasts), the viewability and the interestingness are improved, the live broadcast platform calculates corresponding scores according to virtual gifts given to the anchor broadcasts by users, the anchor broadcasts with high scores are winners, and meanwhile, the users supporting the winners can also obtain various rewards.
Fig. 1 is a schematic diagram illustrating a terminal interface for live fighting provided in an exemplary embodiment of the present application. As shown in fig. 1 (a), the first anchor client 101 and the second anchor client 102 engage in a battle, and the user can enter a live broadcast room in which the first anchor client 101 is located or enter a live broadcast room in which the second anchor client 102 is located, and view the live broadcast battle. Illustratively, if a user client accesses a live room in which the first anchor client 101 is located, the first anchor client 101 is a "my anchor" client with respect to the user client, and the second anchor client 102 is an "opposite anchor" client with respect to the user client.
Illustratively, the live broadcast theme of the two anchor clients is a talent-skill spelling, and any user client watching the two anchor clients can give a virtual gift to any anchor client through the gift control 105, and converts the value of the virtual gift into a corresponding ticket number (for example, the ticket number corresponding to the virtual gift with the value of 1000 virtual currency is 1000 tickets, and the virtual currency is virtual currency used when the user client purchases the virtual gift in the live broadcast platform, and needs to exchange the real world currency for the virtual currency), or directly votes for the anchor client. The first anchor client has a ticket number 103 of 12 ten thousand tickets and the second anchor client has a ticket number 104 of 20 thousand tickets. At this time, the difference between the ticket numbers of the two anchor clients is 8 ten thousand, and the distance from the end time of the live broadcast fight is 1 minute and 59 seconds, so the live broadcast system triggers the fight addition mode. If the user client presents gifts for the main broadcast at the moment, the direct broadcast system calculates the corresponding added ticket number according to the gifts with different values.
Illustratively, the user client gifts a virtual gift value of 1000 virtual currency to the first anchor client 101. Optionally, the user client presenting the gift and the percentage of the number of tickets are displayed on the interface corresponding to the first anchor client 101, e.g., user M presents gift a, and anchor xxx obtains 1150 tickets. It will be appreciated that the higher the value of the virtual gift, the higher the corresponding number of votes added. Therefore, when the ticket numbers of the two anchor clients are closer, the winning probability of the anchor client at the disadvantage can be increased by the ticket number addition method.
As shown in fig. 1 (b), at the end of the battle, the number of votes 107 for the first anchor client is 50 ten thousand, the number of votes 108 for the second anchor client is 43 ten thousand, and the number of votes 107 for the first anchor client in the lag state wins higher than the number of votes 108 for the second anchor client.
Fig. 2 shows a block diagram of a computer system provided in an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 120, a server 140, and a second terminal 160.
The first terminal 120 is installed and operated with an application program supporting a live broadcast function. The first terminal 120 is a terminal used by a first user, and the first user uses the first terminal 120 to perform live broadcast, optionally, the first user is at least one of a first anchor and a second anchor for performing a battle, or a user watching live broadcast, schematically, taking the first user as the first anchor as an example, and the first terminal 120 corresponds to a first anchor client.
The first terminal 120 is connected to the server 140 through a wireless network or a wired network.
The server 140 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. Illustratively, the server 140 includes a processor 144 and a memory 142, the memory 142 in turn including a receiving module 1421, a battle addition module 1422 and a battle matching module 1423. Server 140 is used to provide background services for live-enabled applications. Illustratively, a main broadcast matching service is provided for live broadcast fighting, or a picture rendering service is provided for at least two main broadcast clients during fighting, or a settlement service is provided for live broadcast fighting. Alternatively, the server 140 undertakes primary computational work and the first and second terminals 120, 160 undertake secondary computational work; alternatively, the server 140 undertakes the secondary computing work and the first terminal 120 and the second terminal 160 undertakes the primary computing work; alternatively, the server 140, the first terminal 120, and the second terminal 160 perform cooperative computing by using a distributed computing architecture.
The second terminal 160 is connected to the server 140 through a wireless network or a wired network.
The second terminal 160 is installed and operated with an application program supporting a live broadcast function. The second terminal 160 is a terminal used by a second user, and the second user uses the second terminal 160 to perform live broadcasting, optionally, the second user is at least one of a first anchor and a second anchor for performing a battle, or a user watching live broadcasting, which is schematically described by taking the example that the second user is the second anchor, and a second anchor client is corresponding to the second terminal 160.
Alternatively, the applications installed on the first terminal 120 and the second terminal 160 are the same, or the applications installed on the two terminals are the same type of application of different control system platforms. The first terminal 120 may generally refer to one of a plurality of terminals, and the second terminal 160 may generally refer to one of a plurality of terminals, and this embodiment is only illustrated by the first terminal 120 and the second terminal 160. The device types of the first terminal 120 and the second terminal 160 are the same or different, and include: at least one of a smartphone, a tablet, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer. The following embodiments are illustrated with the terminal comprising a smartphone.
Those skilled in the art will appreciate that the number of terminals described above may be greater or fewer. For example, the number of the terminals may be only one, or several tens or hundreds of the terminals, or more. The number of terminals and the type of the device are not limited in the embodiments of the present application.
Fig. 3 illustrates a settlement method for live fighting provided by an exemplary embodiment of the present application, which is applied in the server 140 in the computer system shown in fig. 2 or in other computer systems, and includes the following steps:
step 301, a first anchor client and a second anchor client are obtained, and the first anchor client and the second anchor client are anchor clients performing live broadcast fight.
The first anchor client includes at least one anchor client, the second anchor client includes at least one anchor client, and the anchor clients participating in the live broadcast fight include at least two anchor clients. When the live broadcast fighting is not carried out, the first anchor client corresponds to a first live broadcast room, the second anchor client corresponds to a second live broadcast room, and the user client watches different anchor clients for live broadcast by accessing different live broadcast rooms. Optionally, a server of the live broadcast platform receives a fight request of at least one anchor client, matches at least two anchor clients according to the fight request, and after the match succeeds, the server adds the first anchor client and the second anchor client to the same live broadcast room, and the user client can freely access the live broadcast room corresponding to the first anchor client or the second anchor client to watch live broadcast fight performed by the two anchors.
Optionally, the server obtains at least one of the following information according to the received fight request: the account number of the first anchor client, the live broadcast room where the first anchor client is located, the live broadcast type of the first anchor client, the account number of the second anchor client, the live broadcast room where the second anchor client is located, the live broadcast type of the second anchor client, and the theme of live broadcast fighting between the first anchor client and the second anchor client (such as talent and skill spelling).
Step 302, in response to the user client sending the first virtual prop to the target anchor client, adding a fight value to the target anchor client according to a first addition rule, the target anchor client being one of the first anchor client and the second anchor client.
The user client may present at least one virtual prop to the first anchor client or the second anchor client.
The first virtual prop comprises one or more virtual props, the first virtual prop is a virtual prop which is provided by a live broadcast platform and used for increasing a fight value for any anchor client, and different virtual props correspond to different values. Optionally, the value of the virtual item is measured by virtual currency circulating in a live broadcast platform, the virtual currency is used for a user client to purchase the virtual item, send a virtual red envelope, and the like, the virtual currency requires the user client to exchange or purchase currency in the real world, or is obtained by adding value to a user account, and the virtual currency is equivalent or non-equivalent to the currency in the real world. In one example, the virtual currency circulating in the live platform is referred to as a star currency, with 1 star currency equal to 1 dollar.
The first addition rule comprises a corresponding relation between the first virtual prop and a fight value, and the fight value is a numerical value for measuring the win and lose results of the anchor client. Optionally, the fight value includes a vote number of the user client voting to the anchor client, and the vote votes for the user client is exchanged or purchased through virtual currency, or the fight value includes a score obtained by the anchor client in the live fight, and the score is obtained through a virtual prop given by the user client. In the embodiment of the present application, the fighting value is the number of votes, and the votes used for voting are purchased by the user client using virtual money.
In one example, before the user client presents the virtual item to the first anchor client, the number of votes by the anchor client is 1000, the user client presents a virtual item to the first anchor client, the value of the virtual item is 100 star currencies, and the server adds 50 votes to the first anchor client according to the first addition rule, so the number of votes by the anchor client is 1100.
Step 303, in response to that the first anchor client and the second anchor client meet the engagement condition, obtaining a second addition rule, where a second added value corresponding to at least one virtual prop in the second addition rule is greater than a first added value corresponding to the first addition rule.
Optionally, the fighting conditions include at least one of the following conditions: the fighting time length of the first anchor client and the second anchor client in the live broadcast fighting is greater than a time threshold; the difference value between the corresponding fighting values of the first anchor client and the second anchor client is between a first threshold and a second threshold; the fighting values of the first anchor client and the second anchor client are both larger than a preset threshold.
And when at least one condition of the conditions is met, the server acquires a second addition rule, wherein the second addition rule comprises a corresponding relation between the second virtual prop and the battle value. In one example, the fighting conditions include that the duration of the first anchor client and the second anchor client in the live fighting is greater than a time threshold, the time threshold is 8 minutes, the total duration of the first anchor client and the second anchor client in the live fighting is 10 minutes, that is, the duration of the first anchor client and the second anchor client in the live fighting is 2 minutes from the end of the live fighting, and the server acquires the second addition rule.
In one example, the second bonus value of virtual prop a in the second additive rule is 100, and the corresponding first bonus value in the first additive rule is 50.
The relation among the first addition rule, the first virtual prop and the first bonus value and the relation among the second addition rule, the second virtual prop and the second bonus value are explained by combining the table.
Watch 1
Rules Virtual prop Adding value
First addition rule Happy carriage 1000
First addition rule Luxurious yacht 3000
Second addition rule Happy carriage 1500
Second addition rule Luxurious yacht 6000
As can be seen from Table I, different virtual properties correspond to different bonus values under the same addition rule, and the same virtual properties correspond to different bonus values under different addition rules.
And step 304, responding to the fact that the user client sends the second virtual prop to the target anchor client, and increasing a fighting value to the target anchor client according to the second addition rule.
Optionally, the second virtual item is the same virtual item or a different virtual item, or a different virtual item of the same type, as the first virtual item.
In one example, the first virtual item and the second virtual item sent by the user client to the anchor client are the same virtual item, the server adds the fighting value 120 to the target anchor client according to the first addition rule, and the server adds the fighting value 200 to the target anchor client according to the second addition rule.
In summary, in the method provided in this embodiment, by setting the fight condition, when the first anchor client and the second anchor client do not satisfy the fight condition, the server increases the fight value to the target client according to the first addition rule, and when the first anchor client and the second anchor client satisfy the fight condition, the server increases the fight value to the target client according to the second addition rule, so that the fight value obtained by the anchor client under the fight condition has an addition effect, the winning probability of the anchor client in the disadvantage is improved, the participation sense of the user client in the live broadcast fight is enhanced, and the waste of computing resources caused when waiting for the settlement fight result is avoided.
Fig. 4 shows a settlement method for live fighting provided by another exemplary embodiment of the present application, which is applied in the server 140 in the computer system shown in fig. 2 or in other computer systems, and includes the following steps:
step 401, a first anchor client and a second anchor client are obtained, and the first anchor client and the second anchor client are anchor clients performing live broadcast fight.
Step 402, responding to a first virtual prop sent by a user client to a target anchor client, and adding a fighting value to the target anchor client according to a first addition rule, wherein the target anchor client is one of the first anchor client and a second anchor client.
Step 401 and step 402 are identical to step 301 and step 302, respectively, shown in fig. 3, and are not described herein again.
Step 403, in response to that the first anchor client and the second anchor client meet the fighting conditions, obtaining a second addition rule, where a second added value corresponding to at least one virtual prop in the second addition rule is greater than a first added value corresponding to the first addition rule.
Optionally, the second addition rule includes a correspondence between a value of the virtual item and a battle value. Value of virtual property andthe corresponding relation between the fighting values can be a functional relation, or a corresponding list exists, if the value of the virtual prop is a, the fighting value corresponding to the value a of the virtual prop can be determined to be A in the corresponding list. The corresponding relation between the virtual props and the fighting values can be fixed or variable. If the duration of the battle increases, the corresponding relationship changes in stages. In one example, the total fight time of the first anchor client and the second anchor client is 10 minutes, and when the fight time reaches 5 minutes, the two anchor clients meet the fight condition; when the fight duration reaches 6 minutes, the corresponding relation is that y is kx, wherein y represents the fight value, x represents the value of the virtual prop, and k represents a constant; when the fight time reaches 9 minutes, the corresponding relation is that y is axWherein y represents a battle value, x represents a value of the virtual item, and a represents a constant.
Step 404, in response to the user client sending the second virtual item to the target anchor client, calculating a second bonus value corresponding to the second virtual item according to the corresponding relationship.
In one example, the correspondence is a functional relationship y ═ axWherein y represents a fighting value, x represents a value of the virtual item, a represents a constant, the value of the virtual item is m, and the server can calculate a second added value corresponding to the second virtual item according to the corresponding relation, wherein the second added value is am
And step 405, adding a second added value to the fighting value of the target anchor client on the basis of the existing fighting value of the target anchor client.
In one example, the target anchor client is a first anchor client, the existing engagement value of the first anchor client is K before the user client sends no virtual prop to the first anchor client, and the engagement value of the first anchor client at that time is (K + a) after the user client sends the virtual prop to the first anchor clientm)。
In summary, in the method provided in this embodiment, by setting the corresponding relationship between the value of the virtual item and the fight value in the second addition rule, the server can calculate the fight value corresponding to the virtual item sent by the user client to the target anchor client according to the corresponding relationship, so that different virtual items sent by the user client to the target anchor client have different addition effects on the target anchor client, the winning probability of the inferior anchor client is improved, the participation sense of the user client in live broadcast fight is enhanced, and the waste of calculation resources caused when waiting for the settlement fight result is avoided.
Fig. 5 is a flowchart of a settlement method for live fighting provided by an exemplary embodiment of the present application, which is applied in the server 140 in the computer system shown in fig. 2 or in other computer systems, and includes the following steps:
step 501, a first anchor client and a second anchor client are obtained, and the first anchor client and the second anchor client are anchor clients performing live broadcast fight.
Step 502, in response to the user client sending the first virtual item to the target anchor client, adding a fight value to the target anchor client according to a first addition rule, the target anchor client being one of the first anchor client and the second anchor client.
Step 501 and step 502 are identical to step 301 and step 302, respectively, shown in fig. 3, and are not described herein again.
Step 503a, in response to that the first anchor client and the second anchor client meet the fight condition, receiving a second virtual item sending request of the user client, where the sending request carries a second addition rule.
And 504a, acquiring a second addition rule according to the sending request.
Optionally, there is at least one virtual item, and the second added value corresponding to the virtual item in the second addition rule is greater than the first added value corresponding to the virtual item in the first addition rule. When the first anchor client and the second anchor client meet the fighting conditions, the second bonus value corresponding to the second virtual prop is higher than the first bonus value corresponding to the first virtual prop, so that when the user client sends the second virtual prop to the target anchor client, the effect of adding the fighting values to the target anchor client is achieved.
The server directly obtains the second addition rule according to a request sent by the second virtual item of the user client, namely the second addition rule is stored in a terminal corresponding to the user client, and the server obtains the second addition rule from the terminal.
Step 503b, in response to that the first anchor client and the second anchor client meet the fight condition, receiving a second virtual item sending request of the user client, where the sending request carries an identifier of the second virtual item.
And step 504b, acquiring a second addition rule according to the identifier.
Optionally, there is at least one virtual item, and the second added value corresponding to the virtual item in the second addition rule is greater than the first added value corresponding to the virtual item in the first addition rule.
The server obtains the second addition rule according to the identifier carried in the request sent by the second virtual item of the user client, that is, the second addition rule is stored in the server. The identification of the virtual prop can be a number corresponding to the virtual prop on a live broadcast platform or a name corresponding to the live broadcast platform.
And 505, responding to the fact that the user client sends the second virtual prop to the target anchor client, and adding a fighting value to the target anchor client according to a second addition rule.
Step 505 is identical to step 304 shown in fig. 3, and will not be described herein again.
It is understood that steps 503a, 504a, 503b and 504b may be implemented individually or in combination.
In summary, in the method provided in this embodiment, the server obtains the second addition rule from the terminal or the server corresponding to the user client, or obtains the second addition rule from the second addition rule stored in the server itself. The server can calculate the fighting values corresponding to the values of different virtual props in various modes, different addition effects are achieved for the target anchor client, the winning probability of the inferior anchor client is improved, the participation sense of the user client in live fighting is enhanced, and the waste of computing resources caused when the fighting result is waited to be settled is avoided.
The following describes a calculation method of live broadcast battle provided in the above embodiment with reference to an interface of a user client.
Fig. 6 shows a flowchart of a settlement method for live fighting provided by an exemplary embodiment of the present application. The method is applied to the terminal 120 in the computer system shown in fig. 2 or other computer systems, and comprises the following steps:
step 601, displaying the live broadcast fighting pictures of the first anchor client and the second anchor client.
As shown in fig. 7, the first anchor client and the second anchor client are performing live broadcast battle, the first anchor corresponding to the first anchor client is xxx, and the second anchor corresponding to the second anchor client is yyy. Optionally, at least one of the following information is displayed on the live fighting picture: the account number of the first anchor, the user name or nickname of the first anchor in the live broadcast platform, the number of the live broadcast room where the first anchor is located, the account number of the second anchor, the user name or nickname of the second anchor in the live broadcast platform, the number of the live broadcast room where the second anchor is located, the number of people watching live broadcast fight and user client information, comments of the interaction between the user client and the anchor client, and a control for presenting the virtual prop to the target anchor client by the user client are displayed at the same time.
Step 602, responding to a first virtual prop sending instruction at a first time, and displaying a first bonus value corresponding to the first virtual prop, wherein the first time is a time when the first anchor client and the second anchor client do not meet the fighting conditions.
Optionally, when the terminal corresponding to the user client is a terminal with a touch display screen, such as a smart phone or a tablet computer, the first virtual prop sends an instruction including an instruction generated by at least one of a single-click operation, a double-click operation, a sliding operation, a dragging operation and a long-press operation; when the terminal corresponding to the user client is a terminal with external equipment, such as a desktop computer, a notebook computer and the like, the first virtual prop sending instruction comprises an instruction generated by the external equipment, such as a keyboard or a mouse, and for example, the first virtual prop sending instruction is an instruction generated by a user pressing the keyboard or clicking a left button of the mouse.
Illustratively, the fight conditions are: the fight time length reaches 8 minutes (the total fight time length is 10 minutes), the fight value of the first anchor client and the second anchor client exceeds 1 ten thousand but does not exceed 10 ten thousand, and the fight value of the first anchor client and the second anchor client is not less than 10 ten thousand. As shown in fig. 7 (a), the first time is a time when the first anchor client 111 and the second anchor client 112 do not meet the engagement condition (the engagement duration is not met), at this time, the user sends the first virtual item to the first anchor client 111 by sending the virtual item control 115, and the display information 121 corresponding to the first anchor client 111: user M gifts gift A and the anchor xxx gets 1000 tickets. The challenge value 113 for the first anchor client is 12 ten thousand and the challenge value 112 for the second anchor client is 20 thousand.
Step 603, responding to a second virtual prop sending instruction at a second moment, and displaying a second bonus value corresponding to the second virtual prop, wherein the second moment is a moment when the first anchor client and the second anchor client meet the fighting condition, and the first bonus value is smaller than the second bonus value.
Optionally, when the terminal corresponding to the user client is a terminal with a touch display screen, such as a smart phone or a tablet computer, the second virtual prop sends an instruction including an instruction generated by at least one of a single-click operation, a double-click operation, a sliding operation, a dragging operation and a long-press operation; when the terminal corresponding to the user client is a terminal with external equipment, such as a desktop computer, a notebook computer and the like, the second virtual prop sending instruction comprises an instruction generated by the external equipment, such as a keyboard or a mouse, and for example, the second virtual prop sending instruction is an instruction generated by a user pressing the keyboard or clicking a left button of the mouse.
As shown in fig. 7 (b), the first anchor client 111 and the second anchor client 112 meet the battle condition, and trigger the addition mode. Optionally, displaying information on the live fighting screen: the addition mode is started. At this time, the user sends the first virtual item to the first anchor client 111 by sending the virtual item control 115, and the display information 121 corresponding to the first anchor client 111: user M gifts gift A and the anchor xxx obtains 1150 tickets. Similarly, when sending the second virtual item to the second anchor client 112, the display information corresponding to the second anchor client 112 is: user N gifts gift B and the anchor yyy obtains 1350 tickets. The challenge value 123 for the first anchor client is 20 ten thousand and the challenge value 124 for the second anchor client is 30 thousand.
Optionally, as shown in fig. 7 (c), after the user sends the second virtual item, the display information 125 corresponding to the first anchor client 111: the user M gives a gift a, and the anchor xxx obtains an addition ticket, which is displayed below the live frame corresponding to the first live client 111: +1150, which is used to indicate that the gift a given by the user M adds 1150 tickets to the first anchor client, or the display information 116 corresponding to the first anchor client 111 is displayed in the comment area. The challenge value 126 for one anchor client is 20 ten thousand and the challenge value 127 for a second anchor client is 30 thousand.
Optionally, the live broadcast platform awards the winning anchor client, and determines the user client giving the gift (or voting) to the winning anchor client, the user client contributing the maximum fighting value of the anchor client, and awards the corresponding award to the user client. In one example, the user client that contributes most to the engagement value of the anchor client is rated as the leading fan of the winning anchor client, and the information of the winning anchor client and the information of the leading fan are sent to all clients watching the live engagement.
It can be understood that the display information or the winning information may be highlighted with any special effect, or displayed in a pop-up window on all the clients, so as to prompt the success of adding the battle value or the related information of the winning party, and the information display mode is not limited in the present application.
In summary, in the method provided in this embodiment, whether live fighting triggers the addition mode is determined through the live fighting picture displayed at the user client, so that the user can intuitively determine whether the presented gift can add the fighting value to the target anchor client, the participation sense of the user client in live fighting is enhanced, and the winning probability of the inferior anchor client is improved.
Fig. 8 shows a block diagram of a settlement apparatus for live fighting provided in an exemplary embodiment of the present application. The device sets up in the server, should survey the device and include:
an obtaining module 810, configured to obtain a first anchor client and a second anchor client, where the first anchor client and the second anchor client are anchor clients performing live broadcast fighting;
a first score increase module 820, configured to increase a fight value for a target anchor client according to a first addition rule in response to a user client sending a first virtual prop to the target anchor client, where the target anchor client is one of a first anchor client and a second anchor client;
the obtaining module 810 is configured to obtain a second addition rule in response to that the first anchor client and the second anchor client meet a fight condition, where a second added value corresponding to at least one virtual prop in the second addition rule is greater than a first added value corresponding to the first addition rule;
and the second score increasing module 830 is configured to, in response to the user client sending the second virtual prop to the target anchor client, increase the battle value to the target anchor client according to a second addition rule.
In an alternative embodiment, the fighting conditions include at least one of the following conditions:
the fighting time length of the first anchor client and the second anchor client in the live broadcast fighting is greater than a time threshold; the difference value between the corresponding fighting values of the first anchor client and the second anchor client is between a first threshold and a second threshold; the fighting values of the first anchor client and the second anchor client are both larger than a preset threshold.
In an optional embodiment, the second addition rule includes a corresponding relationship between the value of the virtual prop and the battle value;
the second score-adding module 830 is configured to respond to that the user client sends a second virtual prop to the target anchor client, and calculate a second score-adding value corresponding to the second virtual prop according to the corresponding relationship; and on the basis of the existing fight value of the target anchor client, adding a second added value to the fight value of the target anchor client.
In an alternative embodiment, the apparatus includes a receiving module 840;
the receiving module 840 is configured to receive a second virtual item sending request of the user client in response to that the first anchor client and the second anchor client meet the battle condition, where the sending request carries a second addition rule; the obtaining module 810 is configured to obtain a second addition rule according to the sending request;
or the like, or, alternatively,
the receiving module 840 is configured to receive a second virtual item sending request of the user client in response to that the first anchor client and the second anchor client meet the battle condition, where the sending request carries an identifier of the second virtual item; the obtaining module 810 is configured to obtain the second addition rule according to the identifier.
Fig. 9 shows a block diagram of a settlement apparatus for live fighting provided in an exemplary embodiment of the present application. The device is arranged in a terminal corresponding to a user client, and the measuring device comprises:
a display module 910, configured to display live fighting pictures of a first anchor client and a second anchor client;
the display module 910 is configured to respond to a first virtual prop sending instruction at a first time, and display a first bonus value corresponding to the first virtual prop, where the first time is a time when the first anchor client and the second anchor client do not meet the battle condition;
the display module 910 is configured to respond to a second virtual prop sending instruction at a second time, and display a second bonus value corresponding to the second virtual prop, where the second time is a time when the first anchor client and the second anchor client meet the battle condition;
wherein the first bonus value is less than the second bonus value.
Fig. 10 shows a schematic structural diagram of a server provided in an exemplary embodiment of the present application. The server may be a server in the background server cluster 140. Specifically, the method comprises the following steps:
the server 1000 includes a Central Processing Unit (CPU) 1001, a system Memory 1004 including a Random Access Memory (RAM) 1002 and a Read Only Memory (ROM) 1003, and a system bus 1005 connecting the system Memory 1004 and the Central Processing Unit 1001. The server 1000 also includes a basic Input/Output System (I/O System)1006 for facilitating information transfer between devices within the computer, and a mass storage device 1007 for storing an operating System 1013, application programs 1014, and other program modules 1015.
The basic input/output system 1006 includes a display 1008 for displaying information and an input device 1009, such as a mouse, keyboard, etc., for user input of information. Wherein a display 1008 and an input device 1009 are connected to the central processing unit 1001 via an input-output controller 1010 connected to the system bus 1005. The basic input/output system 1006 may also include an input/output controller 1010 for receiving and processing input from a number of other devices, such as a keyboard, mouse, or electronic stylus. Similarly, the input-output controller 1010 also provides output to a display screen, a printer, or other type of output device.
The mass storage device 1007 is connected to the central processing unit 1001 through a mass storage controller (not shown) connected to the system bus 1005. The mass storage device 1007 and its associated computer-readable media provide non-volatile storage for the server 1000. That is, the mass storage device 1007 may include a computer-readable medium (not shown) such as a hard disk or Compact Disc Read Only Memory (CD-ROM) drive.
Computer-readable media may include computer storage media and communication media. Computer storage media includes volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data. Computer storage media includes RAM, ROM, Erasable Programmable Read-Only Memory (EPROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), flash Memory or other Solid State Memory technology, CD-ROM, Digital Versatile Disks (DVD), or Solid State Drives (SSD), other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage, or other magnetic storage devices. The Random Access Memory may include a resistive Random Access Memory (ReRAM) and a Dynamic Random Access Memory (DRAM). Of course, those skilled in the art will appreciate that computer storage media is not limited to the foregoing. The system memory 1004 and mass storage device 1007 described above may be collectively referred to as memory.
According to various embodiments of the present application, the server 1000 may also operate as a remote computer connected to a network through a network, such as the Internet. That is, the server 1000 may be connected to the network 1012 through a network interface unit 1011 connected to the system bus 1005, or the network interface unit 1011 may be used to connect to another type of network or a remote computer system (not shown).
The memory further includes one or more programs, and the one or more programs are stored in the memory and configured to be executed by the CPU.
In an alternative embodiment, a computer device is provided that includes a processor and a memory having at least one instruction, at least one program, set of codes, or set of instructions stored therein, the at least one instruction, at least one program, set of codes, or set of instructions being loaded and executed by the processor to implement a live fighting settlement method as described above.
In an alternative embodiment, a computer readable storage medium is provided having at least one instruction, at least one program, set of codes, or set of instructions stored therein, the at least one instruction, at least one program, set of codes, or set of instructions being loaded and executed by a processor to implement a method of settling a live play as described above.
Referring to FIG. 11, a block diagram of a computer device 1100 according to an exemplary embodiment of the present application is shown. The computer device 1100 may be a portable mobile terminal such as: smart phones, tablet computers, MP3 players (Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3), MP4 players (Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4). Computer device 1100 may also be referred to by other names such as user equipment, portable terminals, etc.
Generally, the computer device 1100 includes: a processor 1101 and a memory 1102.
Processor 1101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, or the like. The processor 1101 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 1101 may also include a main processor and a coprocessor, where the main processor is a processor for Processing data in an awake state, and is also called a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1101 may be integrated with a GPU (Graphics Processing Unit) that is responsible for rendering and drawing the content that the display screen needs to display. In some embodiments, the processor 1101 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
Memory 1102 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1102 can also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer-readable storage medium in memory 1102 is used to store at least one instruction for execution by processor 1101 to implement the live fight settlement methods provided herein.
In some embodiments, the computer device 1100 may also optionally include: a peripheral interface 1103 and at least one peripheral. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1104, touch display screen 1105, camera 1106, audio circuitry 1107, positioning component 1108, and power supply 1109.
The peripheral interface 1103 may be used to connect at least one peripheral associated with I/O (Input/Output) to the processor 1101 and the memory 1102. In some embodiments, the processor 1101, memory 1102, and peripheral interface 1103 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1101, the memory 1102 and the peripheral device interface 1103 may be implemented on separate chips or circuit boards, which is not limited by this embodiment.
The Radio Frequency circuit 1104 is used to receive and transmit RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuit 1104 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 1104 converts an electric signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electric signal. Optionally, the radio frequency circuit 1104 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. The radio frequency circuit 1104 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: the world wide web, metropolitan area networks, intranets, generations of mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the rf circuit 1104 may further include NFC (Near Field Communication) related circuits, which are not limited in this application.
The touch display screen 1105 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. The touch display screen 1105 also has the ability to capture touch signals on or over the surface of the touch display screen 1105. The touch signal may be input to the processor 1101 as a control signal for processing. Touch display 1105 is used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, the touch display screen 1105 may be one, providing the front panel of the computer device 1100; in other embodiments, the touch display screens 1105 can be at least two, each disposed on a different surface of the computer device 1100 or in a folded design; in still other embodiments, the touch display screen 1105 may be a flexible display screen disposed on a curved surface or on a folded surface of the computer device 1100. Even more, the touch display screen 1105 can be arranged in a non-rectangular irregular pattern, i.e., a shaped screen. The touch Display screen 1105 can be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), and other materials.
Camera assembly 1106 is used to capture images or video. Optionally, camera assembly 1106 includes a front camera and a rear camera. Generally, a front camera is used for realizing video call or self-shooting, and a rear camera is used for realizing shooting of pictures or videos. In some embodiments, the number of the rear cameras is at least two, and each of the rear cameras is any one of a main camera, a depth-of-field camera and a wide-angle camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize a panoramic shooting function and a VR (Virtual Reality) shooting function. In some embodiments, camera assembly 1106 may also include a flash. The flash lamp can be a monochrome temperature flash lamp or a bicolor temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp, and can be used for light compensation at different color temperatures.
The audio circuitry 1107 is used to provide an audio interface between a user and the computer device 1100. The audio circuitry 1107 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals to the processor 1101 for processing or inputting the electric signals to the radio frequency circuit 1104 to achieve voice communication. The microphones may be multiple and placed at different locations on the computer device 1100 for stereo sound acquisition or noise reduction purposes. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is used to convert electrical signals from the processor 1101 or the radio frequency circuit 1104 into sound waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, the audio circuitry 1107 may also include a headphone jack.
The Location component 1108 is used to locate the current geographic Location of the computer device 1100 for navigation or LBS (Location Based Service). The Positioning component 1108 may be a Positioning component based on the Global Positioning System (GPS) in the united states, the beidou System in china, or the galileo System in russia.
The power supply 1109 is used to provide power to the various components within the computer device 1100. The power supply 1109 may be alternating current, direct current, disposable or rechargeable. When the power supply 1109 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, the computer device 1100 also includes one or more sensors 1110. The one or more sensors 1110 include, but are not limited to: acceleration sensor 1111 gyro sensor 1112, pressure sensors 1113, 1114, optical sensor 1115, and proximity sensor 1116.
The acceleration sensor 1111 detects the magnitude of acceleration in three coordinate axes of a coordinate system established with the computer apparatus 1100. For example, the acceleration sensor 1111 is configured to detect components of the gravitational acceleration in three coordinate axes. The processor 1101 may control the touch display screen 1105 to display a user interface in a landscape view or a portrait view according to the gravitational acceleration signal of the set of acceleration sensors 1111. The acceleration sensor 1111 may be used for acquisition of motion data of a game or a user.
The gyro sensor 1112 may detect a body direction and a rotation angle of the computer device 1100, and the gyro sensor 1112 may collect a 3D motion of the user on the computer device 1100 together with the acceleration sensor 1111. From the data collected by gyroscope sensor 1112, processor 1101 may implement the following functions: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.
The pressure sensors 1113 may be disposed on the side bezel of the computer device 1100 and/or on the lower layer of the touch display screen 1105. When the pressure sensor 1113 is disposed on the side frame of the computer device 1100, the holding signal of the user to the computer device 1100 can be detected, and the left-right hand recognition or the shortcut operation can be performed according to the holding signal. When the pressure sensor 1113 is disposed at the lower layer of the touch display screen 1105, the operability control on the UI interface can be controlled according to the pressure operation of the user on the touch display screen 1105. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.
The fingerprint sensor 1114 is used for collecting a fingerprint of a user to identify the identity of the user according to the collected fingerprint. Upon recognizing that the user's identity is a trusted identity, the user is authorized by the processor 1101 to perform relevant sensitive operations including unlocking the screen, viewing encrypted information, downloading software, paying for and changing settings, etc. The fingerprint sensor 1114 may be disposed on the front, back, or side of the computer device 1100. When a physical key or vendor Logo is provided on the computer device 1100, the fingerprint sensor 1114 may be integrated with the physical key or vendor Logo.
Optical sensor 1115 is used to collect ambient light intensity. In one embodiment, the processor 1101 may control the display brightness of the touch display screen 1105 based on the ambient light intensity collected by the optical sensor 1115. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1105 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1105 is turned down. In another embodiment, processor 1101 may also dynamically adjust the shooting parameters of camera assembly 1106 based on the ambient light intensity collected by optical sensor 1115.
A proximity sensor 1116, also referred to as a distance sensor, is typically provided on the front side of the computer device 1100. The proximity sensor 1116 is used to capture the distance between the user and the front of the computer device 1100. In one embodiment, the touch display screen 1105 is controlled by the processor 1101 to switch from a bright screen state to a dark screen state when the proximity sensor 1116 detects that the distance between the user and the front face of the computer device 1100 is gradually decreasing; when the proximity sensor 1116 detects that the distance between the user and the front face of the computer device 1100 becomes progressively larger, the touch display screen 1105 is controlled by the processor 1101 to switch from a breath-screen state to a light-screen state.
Those skilled in the art will appreciate that the configuration illustrated in FIG. 11 does not constitute a limitation of the computer device 1100, and may include more or fewer components than those illustrated, or may combine certain components, or may employ a different arrangement of components.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, where the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (10)

1. A settlement method for live broadcast battles is applied to a server and comprises the following steps:
acquiring a first anchor client and a second anchor client, wherein the first anchor client and the second anchor client are anchor clients which are in live broadcast fight;
responding to a first virtual prop sent by a user client to a target anchor client, and adding a fight value to the target anchor client according to a first addition rule, wherein the target anchor client is one of the first anchor client and the second anchor client;
responding to the first anchor client and the second anchor client to accord with a fighting condition, acquiring a second addition rule, wherein a second addition value corresponding to at least one virtual prop in the second addition rule is larger than a first addition value corresponding to the first addition rule;
responding to the user client to send a second virtual prop to the target anchor client, and increasing a fight value to the target anchor client according to the second addition rule;
the second addition rule comprises a corresponding relation between the value of the virtual prop and the fighting value, wherein the corresponding relation is that y is axWherein y represents a battle value, x represents the value of the virtual prop, and a represents a constant;
the fighting condition comprises at least one of the following conditions:
the fighting time length of the first anchor client and the second anchor client in the live broadcast fighting is greater than a time threshold;
the difference value between the corresponding fighting values of the first anchor client and the second anchor client is between a first threshold and a second threshold;
the fighting values of the first anchor client and the second anchor client are both larger than a preset threshold value.
2. The method of claim 1, wherein the second additive rule comprises a correspondence of a value of the virtual prop and the battle value;
the responding to the user client sending a second virtual prop to the target anchor client, and adding a fighting value to the target anchor client according to the second addition rule comprises:
responding to the user client to send the second virtual prop to the target anchor client, and calculating a second added value corresponding to the second virtual prop according to the corresponding relation;
and on the basis of the existing fight value of the target anchor client, increasing the second added value to the fight value of the target anchor client.
3. The method of claim 1, wherein said obtaining a second additive rule in response to said first anchor client and said second anchor client meeting a challenge condition comprises:
responding to the first anchor client and the second anchor client to meet the fighting conditions, and receiving a second virtual prop sending request of the user client, wherein the sending request carries the second addition rule; acquiring the second addition rule according to the sending request;
or the like, or, alternatively,
responding to that the first anchor client and the second anchor client accord with a fight condition, receiving a second virtual item sending request of the user client, wherein the sending request carries an identifier of the second virtual item; and acquiring the second addition rule according to the identification.
4. A settlement method for live broadcast battles is applied to a user client side, and comprises the following steps:
displaying live broadcast fighting pictures of a first anchor client and a second anchor client;
responding to a first virtual prop sending instruction at a first moment, and displaying a first added value corresponding to the first virtual prop, wherein the first moment is the moment when the first anchor client and the second anchor client do not meet the fighting conditions;
responding to a second virtual prop sending instruction at a second moment, and displaying a second bonus value corresponding to the second virtual prop, wherein the second moment is the moment when the first anchor client and the second anchor client meet the fighting condition, and the second bonus value is determined according to a second bonus rule;
the first bonus value is smaller than the second bonus value, the second bonus rule comprises a corresponding relation between the value of the virtual prop and the fighting value, and the corresponding relation is that y is axWherein y represents a battle value, x represents the value of the virtual prop, and a represents a constant;
the fighting condition comprises at least one of the following conditions:
the fighting time length of the first anchor client and the second anchor client in the live broadcast fighting is greater than a time threshold;
the difference value between the corresponding fighting values of the first anchor client and the second anchor client is between a first threshold and a second threshold;
the fighting values of the first anchor client and the second anchor client are both larger than a preset threshold value.
5. A settlement device for live fighting, the device being provided in a server, the device comprising:
an obtaining module, configured to obtain a first anchor client and a second anchor client, where the first anchor client and the second anchor client are anchor clients that are performing the live broadcast battle;
the first score increasing module is used for responding to a first virtual prop sent by a user client to a target anchor client, and increasing a fight value to the target anchor client according to a first addition rule, wherein the target anchor client is one of the first anchor client and the second anchor client;
the obtaining module is configured to obtain a second addition rule in response to that the first anchor client and the second anchor client meet a fight condition, where a second added value corresponding to at least one virtual prop in the second addition rule is greater than a first added value corresponding to the first addition rule;
the second score increasing module is used for responding to a second virtual prop sent by the user client to the target anchor client and increasing a fight value to the target anchor client according to the second addition rule;
the second addition rule comprises a corresponding relation between the value of the virtual prop and the fighting value, wherein the corresponding relation is that y is axWherein y represents a battle value, x represents the value of the virtual prop, and a represents a constant;
the fighting condition comprises at least one of the following conditions:
the fighting time length of the first anchor client and the second anchor client in the live broadcast fighting is greater than a time threshold;
the difference value between the corresponding fighting values of the first anchor client and the second anchor client is between a first threshold and a second threshold;
the fighting values of the first anchor client and the second anchor client are both larger than a preset threshold value.
6. The apparatus of claim 5, wherein the second additive rule comprises a correspondence of a value of the virtual prop and the battle value;
the second score increasing module is used for responding to the user client side to send the second virtual prop to the target anchor client side, and calculating a second score increasing value corresponding to the second virtual prop according to the corresponding relation;
and the second score adding module is used for adding the second score adding value to the fighting value of the target anchor client on the basis of the existing fighting value of the target anchor client.
7. The apparatus of claim 5, wherein the apparatus comprises a receiving module;
the receiving module is configured to receive a second virtual item sending request of the user client, where the sending request carries the second addition rule; the obtaining module is configured to obtain the second addition rule according to the sending request;
or the like, or, alternatively,
the receiving module is configured to receive a second virtual item sending request of the user client, where the sending request carries an identifier of the second virtual item; the obtaining module is configured to obtain the second addition rule according to the identifier.
8. A settlement device for live battles, the device being provided in a user client, the device comprising:
the display module is used for displaying live broadcast fighting pictures of the first anchor client and the second anchor client;
the display module is used for responding to a first virtual prop sending instruction at a first moment, and displaying a first added value corresponding to the first virtual prop, wherein the first moment is a moment when the first anchor client and the second anchor client do not meet the fighting conditions;
the display module is configured to respond to a second virtual prop sending instruction at a second time, and display a second bonus value corresponding to the second virtual prop, where the second time is a time when the first anchor client and the second anchor client meet the battle condition, and the second bonus value is determined according to a second bonus rule;
wherein the first bonus value is less than the second bonus value;
the second addition rule comprises a corresponding relation between the value of the virtual prop and the fighting value, and the corresponding relation is that y is axWherein y represents a battle value, x represents the value of the virtual prop, and a represents a constant;
the fighting condition comprises at least one of the following conditions:
the fighting time length of the first anchor client and the second anchor client in the live broadcast fighting is greater than a time threshold;
the difference value between the corresponding fighting values of the first anchor client and the second anchor client is between a first threshold and a second threshold;
the fighting values of the first anchor client and the second anchor client are both larger than a preset threshold value.
9. A computer device comprising a processor and a memory, the memory having stored therein at least one instruction, at least one program, set of codes, or set of instructions, the at least one instruction, at least one program, set of codes, or set of instructions being loaded and executed by the processor to implement a method of settlement of live games as claimed in any one of claims 1 to 4.
10. A computer readable storage medium having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, which is loaded and executed by a processor to implement a method of settling a live game as claimed in any one of claims 1 to 4.
CN202010056969.6A 2020-01-16 2020-01-16 Settlement method, device, equipment and medium for live broadcast battle Active CN111314718B (en)

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