CN115776599A - Game live broadcast interaction method, device, equipment and medium - Google Patents

Game live broadcast interaction method, device, equipment and medium Download PDF

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Publication number
CN115776599A
CN115776599A CN202111044358.0A CN202111044358A CN115776599A CN 115776599 A CN115776599 A CN 115776599A CN 202111044358 A CN202111044358 A CN 202111044358A CN 115776599 A CN115776599 A CN 115776599A
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China
Prior art keywords
game
client
live
live broadcast
operation instruction
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Pending
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CN202111044358.0A
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Chinese (zh)
Inventor
谢少泽
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Beijing Zitiao Network Technology Co Ltd
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Beijing Zitiao Network Technology Co Ltd
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Priority to CN202111044358.0A priority Critical patent/CN115776599A/en
Priority to PCT/CN2022/115825 priority patent/WO2023036013A1/en
Publication of CN115776599A publication Critical patent/CN115776599A/en
Pending legal-status Critical Current

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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]
    • H04N21/40Client 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
    • H04N21/462Content or additional data management, e.g. creating a master electronic program guide from data received from the Internet and a Head-end, controlling the complexity of a video stream by scaling the resolution or bit-rate based on the client capabilities
    • 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
    • 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

Abstract

The embodiment of the disclosure relates to a game live broadcast interaction method, a game live broadcast interaction device, a game live broadcast interaction equipment and a game live broadcast interaction medium, wherein the method comprises the following steps: receiving a connection request of playing a multiplayer game in a live broadcasting room by at least one broadcasting client; responding to the connection request, establishing a corresponding game interaction channel with at least one broadcasting client, receiving an operation instruction triggered by a first game object corresponding to a live broadcast room of the at least one broadcasting client through the game interaction channel, and transmitting game video information of the live broadcast room, wherein the game video information comprises: the video information of the first game object is controlled according to an operation instruction triggered by at least one watching client to the first game object, and the video information of the second game object is controlled according to an operation instruction triggered by a second game object corresponding to the live broadcast room by the anchor client. Therefore, on the basis that a user watching the live broadcast does not need to exit a live broadcast room, online game with an anchor user at a live broadcast end can be realized, the application of multiplayer game is expanded, and the live broadcast interactive experience is improved.

Description

Game live broadcast interaction method, device, equipment and medium
Technical Field
The present disclosure relates to the field of video display technologies, and in particular, to a live game interaction method, device, equipment, and medium.
Background
With the rise of applications such as short videos, live broadcasting of videos in a live broadcasting room becomes a novel social interaction mode, for example, live broadcasting games in the live broadcasting room become a common live broadcasting mode.
In the related art, when a viewing user wishes to play an online game with a game anchor, the viewing user needs to leave a current live broadcast room, open a corresponding game application, and initiate a team formation request for the anchor user in the game application.
However, the above game mode of the watching user and the game anchor needs to leave the live broadcasting room for playing the game, which affects the interaction between the watching user and the game anchor.
Disclosure of Invention
In order to solve the technical problems or at least partially solve the technical problems, the present disclosure provides a game live broadcast interaction method, device, equipment, and medium, where a user watching a live broadcast can realize a live broadcast user online game with a live broadcast terminal without exiting a live broadcast room, so that the application of a multiplayer game is expanded, and the game experience of the user is improved.
The embodiment of the disclosure provides a game live broadcast interaction method, which is applied to a main broadcast client and comprises the following steps: receiving a connection request of playing a multiplayer game in a live broadcasting room by at least one broadcasting client; responding to the connection request, establishing a corresponding game interaction channel with the at least one broadcasting client, and receiving an operation instruction triggered by a first game object corresponding to the live broadcast room of the at least one broadcasting client through the game interaction channel; transmitting game video information of the live broadcast room, wherein the game video information comprises: and controlling the video information of the first game object according to an operation instruction triggered by the at least one broadcasting client to the first game object, and controlling the video information of the second game object according to an operation instruction triggered by the anchor client to the second game object corresponding to the live broadcasting room.
The embodiment of the disclosure also provides a game live broadcast interaction method, which is applied to a broadcast client and comprises the following steps: sending a connection request for applying to participate in a live broadcast room of the anchor client side to play a multiplayer game; responding to the authorization operation of the connection request, detecting an operation instruction triggered by the broadcasting client to a first game object in the live broadcast room, and sending the operation instruction through a game interaction channel established with the anchor client; displaying game video information live broadcast by the anchor client, wherein the game video information comprises: and the anchor client controls the first video information according to an operation instruction triggered by the at least one broadcasting client to the first game object, and controls the video information of the second game object according to an operation instruction triggered by the anchor client to the second game object corresponding to the live broadcasting room.
The embodiment of the present disclosure further provides a game live broadcast interaction apparatus, where the apparatus is applied to an anchor client, and includes: the first receiving module is used for receiving a connection request of playing a multiplayer game between at least one broadcasting client participating in a live broadcast room; a second receiving module, configured to respond to the connection request, establish a corresponding game interaction channel with the at least one podcast client, and receive, through the game interaction channel, an operation instruction triggered by a first game object corresponding to the live broadcast room of the at least one podcast client; the transmission module is used for transmitting game video information of the live broadcast room, wherein the game video information comprises: and controlling the video information of the first game object according to an operation instruction triggered by the at least one broadcasting client to the first game object, and controlling the video information of the second game object according to an operation instruction triggered by the anchor client to the second game object corresponding to the live broadcasting room.
The embodiment of the present disclosure further provides a game live broadcast interaction apparatus, where the apparatus is applied to a client for playing, and includes: the first sending module is used for sending a connection request for applying to participate in a live broadcast room of the anchor client side to play a multiplayer game; a second sending module, configured to respond to an authorization operation on the connection request, detect an operation instruction triggered by the broadcast client for a first game object in the live broadcast room, and send the operation instruction through a game interaction channel established with the anchor client; a display module, configured to display game video information live broadcast by the anchor client, where the game video information includes: and the anchor client controls the first video information according to an operation instruction triggered by the at least one broadcasting client to the first game object, and controls the video information of the second game object according to an operation instruction triggered by the anchor client to the second game object corresponding to the live broadcasting room.
An embodiment of the present disclosure further provides an electronic device, which includes: a processor; a memory for storing the processor-executable instructions; the processor is used for reading the executable instructions from the memory and executing the instructions to realize the live game interaction method provided by the embodiment of the disclosure.
The embodiment of the disclosure also provides a computer-readable storage medium, where the storage medium stores a computer program, and the computer program is used to execute the live game interaction method provided by the embodiment of the disclosure.
Compared with the prior art, the technical scheme provided by the embodiment of the disclosure has the following advantages: the game live broadcast interaction scheme provided by the embodiment of the disclosure receives a connection request of at least one broadcast client participating in a live broadcast room to start a multiplayer game, responds to the connection request, establishes a corresponding game interaction channel with the at least one broadcast client, and receives an operation instruction triggered by a first game object corresponding to the live broadcast room of the at least one broadcast client through the game interaction channel, and further transmits game video information of the live broadcast room, wherein the game video information comprises: the video information of the first game object is controlled according to an operation instruction triggered by at least one watching client to the first game object, and the video information of the second game object is controlled according to an operation instruction triggered by a second game object corresponding to the live broadcast room by the anchor client. Therefore, on the basis that a user watching the live broadcast does not need to exit a live broadcast room, online game with a main broadcast user at a live broadcast end can be realized, the application of multiplayer game is expanded, and the live broadcast interactive experience is improved.
Drawings
The above and other features, advantages and aspects of various embodiments of the present disclosure will become more apparent by referring to the following detailed description when taken in conjunction with the accompanying drawings. Throughout the drawings, the same or similar reference numbers refer to the same or similar elements. It should be understood that the drawings are schematic and that elements and features are not necessarily drawn to scale.
Fig. 1 is a schematic flow chart of a game live broadcast interaction method according to an embodiment of the present disclosure;
fig. 2 is a schematic flow chart of another game live broadcast interaction method provided in the embodiment of the present disclosure;
fig. 3 is a scene schematic diagram of a game live broadcast interaction provided by an embodiment of the present disclosure;
FIG. 4 is a schematic view of another game live interaction scenario provided by an embodiment of the present disclosure;
FIG. 5 is a schematic view of another game live interaction scenario provided by an embodiment of the present disclosure;
FIG. 6 is a schematic view of another game live interaction scenario provided by an embodiment of the present disclosure;
fig. 7 is a schematic flowchart of another live game interaction method according to an embodiment of the present disclosure;
fig. 8 is a schematic flow chart of a live game interaction provided in an embodiment of the present disclosure;
fig. 9 is a schematic structural diagram of a live game interaction apparatus according to an embodiment of the present disclosure;
fig. 10 is a schematic structural diagram of another live game interaction device according to an embodiment of the present disclosure;
fig. 11 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure.
Detailed Description
Embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. While certain embodiments of the present disclosure are shown in the drawings, it is to be understood that the present disclosure may be embodied in various forms and should not be construed as limited to the embodiments set forth herein, but rather are provided for a more thorough and complete understanding of the present disclosure. It should be understood that the drawings and embodiments of the disclosure are for illustration purposes only and are not intended to limit the scope of the disclosure.
It should be understood that the various steps recited in the method embodiments of the present disclosure may be performed in a different order, and/or performed in parallel. Moreover, method embodiments may include additional steps and/or omit performing the illustrated steps. The scope of the present disclosure is not limited in this respect.
The term "including" and variations thereof as used herein is intended to be open-ended, i.e., "including but not limited to". The term "based on" is "based, at least in part, on". The term "one embodiment" means "at least one embodiment"; the term "another embodiment" means "at least one additional embodiment"; the term "some embodiments" means "at least some embodiments". Relevant definitions for other terms will be given in the following description.
It should be noted that the terms "first", "second", and the like in the present disclosure are only used for distinguishing different devices, modules or units, and are not used for limiting the order or interdependence of the functions performed by the devices, modules or units.
It is noted that references to "a", "an", and "the" modifications in this disclosure are intended to be illustrative rather than limiting, and that those skilled in the art will recognize that "one or more" may be used unless the context clearly dictates otherwise.
The names of messages or information exchanged between devices in the embodiments of the present disclosure are for illustrative purposes only, and are not intended to limit the scope of the messages or information.
In order to solve the above problem, an embodiment of the present disclosure provides a live game interaction method, which can implement a game connection between a watching user and a main player user on the basis of not requiring a live game room, and can not only continue to watch the live game, but also play a game on the connection with the main player user. The online game playing refers to a game mode that different users operate different game characters of the same game at the same time.
In order to more fully describe the live game interaction method of the present disclosure, the following description focuses on the anchor client side and the broadcast client side, respectively.
The following description focuses on the live game interaction method on the anchor client side.
Fig. 1 is a schematic flowchart of a live game interaction method provided by an embodiment of the present disclosure, where the method may be performed by a live game interaction apparatus, where the apparatus may be implemented by software and/or hardware, and may be generally integrated in an electronic device. As shown in fig. 1, the method includes:
step 101, receiving a connection request of at least one playing client for playing a multiplayer game in a live broadcasting room.
In this embodiment, the number of the viewing clients may be one or multiple, that is, the game anchor in the live broadcast room may be connected with one viewing user game or connected with multiple viewing user games.
In an actual implementation process, considering that the requirement for the network speed of the anchor client is raised if the anchor client is connected with other multicast clients for playing the online game, in order to ensure the quality of the multiplayer game and the live broadcast, in an embodiment of the present disclosure, before receiving a connection request for playing the multiplayer game between at least one multicast client and the live broadcast, the network quality of the live broadcast client may be further detected. In this embodiment, as shown in fig. 2, before receiving a connection request for playing a multiplayer game between at least one live broadcast client participating in a live broadcast room, the method further includes:
step 201, detecting whether the live network parameters of the anchor client meet preset trigger conditions.
The live network parameters include, but are not limited to, one or more of a network speed, a network signal-to-noise ratio, a network packet loss rate, and the like of the anchor client.
In this embodiment, whether a live network parameter of the anchor client meets a preset trigger condition is detected, where the preset trigger condition is used to determine whether a network quality corresponding to the live network parameter is better, and network requirements of live broadcast and multiplayer games can be met.
In some possible embodiments, the preset trigger condition may be a lowest value corresponding to the live network parameter, and when each live network parameter of the anchor client is greater than the lowest value, the live network parameter of the anchor client is considered to satisfy the preset trigger condition.
In this embodiment, the minimum value of each live broadcast network parameter may be determined according to the number of the viewing clients, where a correspondence may be preset, and the minimum value of each live broadcast network parameter corresponding to the number of the viewing clients is queried based on the correspondence, where the more the number of the viewing clients is, the higher the minimum value of each corresponding live broadcast network parameter is.
In other possible embodiments, the preset trigger condition may be a lowest value of the score values of the corresponding live network parameters, in this embodiment, a weight value of each live network parameter is calibrated according to experimental data, when there are a plurality of live network parameters, a product value of a value of each live network parameter and a corresponding weight value is calculated, a magnitude relationship between the product value and the lowest value of the score values is compared, if the product value is greater than the lowest value of the score values, the live network parameter of the anchor client is considered to satisfy the preset trigger condition, where the lowest value of the score values in this embodiment may be determined according to the number of the viewing clients, where a correspondence relationship may be preset, and the lowest value of the score values corresponding to the number of the viewing clients may be queried based on the correspondence relationship, where the greater the number of the viewing clients, the higher the lowest value of the corresponding score values.
Step 202, if the live network parameters meet the triggering conditions, the multiplayer game participation function of the anchor client is started.
In this embodiment, if the live network parameter meets the trigger condition, it indicates that the network quality of the anchor client is better, and the network requirements of the multiplayer game and the live game can be met, and at this time, the multiplayer game participation function of the anchor client is started.
In this embodiment, in order to intuitively prompt the viewing user that the multiplayer game can be participated, prompt information that the multiplayer game participation function of the anchor client is started may be displayed on the live broadcast room interface, where the prompt information may be one or more of animation, text, and pattern.
Step 102, responding to the connection request, establishing a corresponding game interaction channel with at least one broadcasting client, and receiving an operation instruction triggered by the at least one broadcasting client to a first game object corresponding to the live broadcasting room through the game interaction channel.
In this embodiment, a corresponding game interaction channel is directly established with at least one podcasting client in response to the connection request at the anchor client, where the game interaction channel is used for the subsequent podcasting client and the anchor client to transmit related information based on a game scene.
Therefore, in order to ensure the fluency of the game, in an embodiment of the present disclosure, the game interaction channel may be a channel with a lower delay relative to a transmission channel of a live interface of a live broadcast room, for example, if a multiplayer game picture played in the live broadcast room is transmitted through a Content Delivery Network (CDN), that is, the transmission channel of the live interface of the live broadcast room has a delay of 5 to 10 seconds and a relatively higher delay, the connection request mentioned above may also be sent by at least one viewing client through the CDN channel.
In this embodiment, in order to ensure smoothness of the game, in response to the connection request, a communication mode with at least one podcast client is switched from a CDN channel to a Real-time communication channel (RTC) with a delay smaller than 400 milliseconds, that is, with a low delay, in this embodiment, as shown in fig. 3, a multiplayer game picture in a live broadcast room is transmitted to the podcast client participating in the multiplayer game through the RTC channel, so that flow field performance and game experience of the game client are ensured, and the multiplayer game picture in the live broadcast room is transmitted to the podcast client not participating in the multiplayer game through the CDN channel, thereby avoiding large occupation of communication resources.
Further, after the game channel is constructed, an operation instruction triggered by each of the viewing clients for the first game object may be received through the game interaction channel, where the first game object is a game object authorized by the anchor client, the first game object may be regarded as a first game object, and may be a game character, and the operation instruction includes a control instruction for the game character, such as controlling the game character to jump, turn over, change a moving direction, and the like.
In this embodiment, the manner of determining the first game object authorized by the podcast client to participate in the multiplayer game is different, and is exemplified as follows:
in some possible embodiments, the anchor client allocates the first game object authorized to be operated, in this embodiment, when there is one of the podcasting clients in the connection request, the corresponding connection request may not include the identification information of the podcasting client, and the anchor client directly allocates the corresponding first game object. The identification information of the podcast client includes, but is not limited to, the head portrait, ID, user rating information, user credit information, etc. of the podcast client.
When there are multiple online requests, especially when the number of online requests is greater than the number of distributable first game objects, to avoid confusion of distribution, the corresponding online requests may include identification information of the online requests, and the anchor client selects and distributes the corresponding first game objects according to the identification information of the online requests. For example, an anchor user of the anchor client selects and assigns a corresponding first game object.
In other possible embodiments, the corresponding first game objects may be directly allocated in the connection request for playing the multiplayer game with the live broadcast room, for example, the allocatable first game objects are sorted, and according to the sorting result, the first game objects corresponding to the authorization are allocated according to the request sequence of the viewing client terminal for sending the connection request for playing the multiplayer game with the live broadcast room, for example, as shown in fig. 4, the allocatable first game objects a, B, and c are sorted, if the viewing client terminal of the first connection request received first is a, the viewing client terminal is a, the first game object corresponding to the direct authorization is a, if the viewing client terminal of the second connection request received second is B, the first game object corresponding to the direct authorization is B, and so on.
Step 103, transmitting game video information of the live broadcast room, wherein the game video information comprises: the video information of the first game object is controlled according to an operation instruction triggered by at least one watching client to the first game object, and the video information of the second game object is controlled according to an operation instruction triggered by a second game object corresponding to the live broadcast room by the anchor client.
In this embodiment, video information corresponding to a multiplayer game screen in a live broadcast room is transmitted, where the multiplayer game screen controls a corresponding first game object according to an operation instruction triggered by at least one broadcast client to a first game object authorized by the multiplayer game screen, and controls a second game object to be generated according to an operation instruction triggered by an anchor client to a second game object controlled by the anchor client, and the second game object may be regarded as a second game object, where the first game object and the second game object may be the same or different, when the first game object and the second game object are the same, the broadcast client and the anchor client may control one game object together, and when the first game object and the second game object are different, the broadcast client and the anchor client may control different game objects respectively.
As shown in fig. 5, the corresponding first game object is controlled according to an operation instruction triggered by at least one first game object authorized by the viewing client to itself, and the second game object is controlled according to an operation instruction triggered by the second game object controlled by the anchor client to itself, which may be controlled by a game engine of the anchor client, the viewing client may perform connection request processing, and receive the operation instruction, and after the anchor client decodes the operation instruction, the game engine controls the corresponding game object according to the decoded operation instruction.
As shown in fig. 6, in the multiplayer game screen, the game objects controlled by the podcast client and the anchor client are displayed through the live broadcast room, the podcast client can see the operation result of the podcast client on the multiplayer game screen without exiting the live broadcast room, and the anchor client analyzes the operation instruction of the podcast client and controls the corresponding first game object, so that multiplayer game interaction based on the live broadcast room is realized. The multiplayer game scene can be distributed between familiar game anchor and watching and broadcasting users, so that a multiplayer game based on a live broadcast room is realized, and the interactive value of the live broadcast room is improved.
In summary, the live game interaction method according to the embodiment of the present disclosure receives a connection request from at least one podcast client participating in a live broadcast room for playing a multiplayer game, establishes a corresponding game interaction channel with the at least one podcast client in response to the connection request, and receives an operation instruction triggered by a first game object corresponding to the live broadcast room of the at least one podcast client through the game interaction channel, so as to transmit game video information of the live broadcast room, where the game video information includes: the video information of the first game object is controlled according to an operation instruction triggered by at least one watching client to the first game object, and the video information of the second game object is controlled according to an operation instruction triggered by a second game object corresponding to the live broadcast room by the anchor client. Therefore, on the basis that a user watching the live broadcast does not need to exit a live broadcast room, online game with a main broadcast user at a live broadcast end can be realized, the application of multiplayer game is expanded, and the live broadcast interactive experience is improved.
The following description focuses on the live game interaction method on the viewing client side.
Fig. 7 is a flowchart of a live game interaction method according to an embodiment of the present disclosure, as shown in fig. 7, the method includes:
step 701, sending a connection request for applying for participating in playing a multiplayer game in a live broadcast room of an anchor client.
In this embodiment, if a user watching a multicast client wants to play a multiplayer game with an anchor client, a connection request for requesting to play the multiplayer game between live broadcasts of the anchor client can be sent.
It should be noted that, in different application scenarios, the trigger modes of the connection request are different, and examples are as follows:
in one embodiment of the present disclosure, a multiplayer game is played in a live broadcast room of an anchor client, a game participation identifier including but not limited to one or more of patterns, characters, animations and the like is displayed on a live broadcast room interface where a viewing client is located, and a connection request for requesting participation in the multiplayer game played in the live broadcast room of the anchor client is sent in response to a trigger operation of the game participation identifier in the live broadcast room.
In other possible embodiments, the playing of the multiplayer game in the live broadcast room of the anchor client may be displayed, a gesture operation of the watching user client on the live broadcast room is received, and if the gesture operation is a preset gesture operation, a connection request for applying to participate in playing the multiplayer game in the live broadcast room of the anchor client is sent.
Step 702, responding to the authorization operation of the connection request, detecting an operation instruction triggered by the watching client to the first game object in the live broadcast room, and sending the operation instruction through a game interaction channel established with the anchor client.
In this embodiment, in response to an authorization operation for a connection request, an operation instruction triggered by a first game object of a podcast client is detected, where the first game object may be a game object authorized by the podcast client, the operation instruction may be obtained according to a voice operation of the podcast client, and may be obtained according to a gesture operation of the podcast client, for example, a double-click operation corresponds to a forward operation instruction, a single-click operation corresponds to a backward operation instruction, and the like, and then, the operation instruction triggered by the first game object authorized by the podcast client is seen, and the operation instruction is sent through a game interaction channel established with the anchor client.
In some possible embodiments, to ensure the smoothness of the game, the operation instruction may be sent through a real-time communication RTC channel established with the anchor client with a low time delay.
Step 703, displaying the game video information live broadcast by the anchor client, wherein the game video information includes: the anchor client controls the first video information according to an operation instruction triggered by at least one watching client to a first game object, and controls the video information of a second game object according to an operation instruction triggered by the anchor client to a second game object corresponding to the live broadcast room.
In this embodiment, the multiplayer game that is live by the anchor client is displayed, and specifically, the anchor client may control the corresponding first game object according to an operation instruction that is triggered by at least one viewing client to the first game object authorized by the anchor client, and control the second game object according to an operation instruction that is triggered by the anchor client to the second game object. The first game object may be the same as or different from the second game object.
It should be emphasized that, when the operation instruction of the broadcast client is obtained, the operation instruction needs to be sent to the corresponding live client to control the first game object, and since the sending delay through the game interaction channel established with the anchor client is small, for the broadcast user, the time difference of inputting the corresponding operation instruction and the operation instruction in the multiplayer game cannot be felt, and for the user of the broadcast client, the game operation is more flow field.
In order to enable those skilled in the art to understand the live game interaction method in the embodiment of the present disclosure more fully, in this example, the obtained operation instruction of the podcast client is obtained through gesture operation, the game interaction channel is an RTC channel, and a communication channel between the podcast client that does not participate in the game and the anchor client is a CDN channel.
As shown in fig. 8, in a live game interaction process, a host user of a host client opens a mini game (a game that can be run in a live application) of a live broadcast interface, a game interface for the host user to play the game is live broadcast in the live broadcast, the game interface is transmitted to other live broadcast client ends through a CDN channel, if the live broadcast client end sends a connection request, the host client end responds to the connection request, establishes and corresponds to a game interaction channel RTC of the live broadcast client end, the corresponding live broadcast client end starts a gesture to detect an operation instruction for an authorized first game object, and transmits the operation instruction to the host client end through the RTC channel, the host client end parses the operation instruction, and transmits the operation instruction to a game engine, wherein the game engine further receives an operation instruction triggered by the live broadcast client end for a second game object, the game engine controls the corresponding first game object according to an operation instruction triggered by the first game object authorized by the at least one live broadcast client end, and transmits the operation instruction to the second game object controlled by the live broadcast client end, and the game engine controls the corresponding game object to display a game screen through the CDN.
In summary, in the live game interaction method according to the embodiment of the present disclosure, a webcast client sends a connection request for requesting participation in a live broadcast room of a anchor client to play a multiplayer game, and in response to an authorization operation on the connection request, detects an operation instruction triggered by a first game object authorized by the webcast client to itself, and sends the operation instruction through a game interaction channel established with the anchor client, thereby displaying game video information live broadcast by the anchor client, where the game video information includes: the anchor client controls the first video information according to an operation instruction triggered by at least one watching client to a first game object, and controls the video information of a second game object according to an operation instruction triggered by the anchor client to a second game object corresponding to the live broadcast room. Therefore, on the basis that a user watching the live broadcast does not need to exit a live broadcast room, online game with an anchor user at a live broadcast end can be realized, the application of multiplayer game is expanded, and the live broadcast interactive experience is improved.
The present disclosure also provides a game live broadcast interaction device. The device is applied to the anchor client.
Fig. 9 is a schematic structural diagram of a live game interaction apparatus provided in an embodiment of the present disclosure, where the apparatus may be implemented by software and/or hardware, and may be generally integrated in an electronic device. As shown in fig. 9, the apparatus includes: a first receiving module 910, a second receiving module 920, and a transmitting module 930, wherein,
a first receiving module 910, configured to receive a connection request from at least one podcast client to play a multiplayer game between live broadcast rooms;
a second receiving module 920, configured to respond to the connection request, establish a corresponding game interaction channel with the at least one podcast client, and receive, through the game interaction channel, an operation instruction triggered by a first game object corresponding to a live broadcast room of the at least one podcast client;
a transmission module 930, configured to transmit game video information of the live broadcast room, where the game video information includes: the video information of the first game object is controlled according to an operation instruction triggered by at least one watching client to the first game object, and the video information of the second game object is controlled according to an operation instruction triggered by a second game object corresponding to the live broadcast room by the anchor client.
The live game interaction device provided by the embodiment of the disclosure can execute the live game interaction method provided by the embodiment of the disclosure arbitrarily focusing on the anchor client side, and has corresponding functional modules and beneficial effects of the execution method.
In order to realize the embodiment, the present disclosure further provides a live game interaction device. The device is applied to a broadcasting client.
Fig. 10 is a schematic structural diagram of a live game interaction apparatus provided in an embodiment of the present disclosure, where the apparatus may be implemented by software and/or hardware, and may be generally integrated in an electronic device. As shown in fig. 10, the apparatus includes: a first transmission module 1010, a second transmission module 1020, and a display module 1030, wherein,
a first sending module 1010, configured to send a connection request for requesting participation in a multiplayer game played in a live broadcast room of an anchor client;
a second sending module 1020, configured to detect, in response to an authorization operation on the connection request, an operation instruction triggered by the viewing client to the first game object in the live broadcast room, and send the operation instruction through a game interaction channel established with the anchor client;
a display module 1030, configured to display game video information live by the anchor client, where the game video information includes: the anchor client controls the first video information according to an operation instruction triggered by at least one watching client to a first game object, and controls the video information of a second game object according to an operation instruction triggered by the anchor client to a second game object corresponding to the live broadcast room.
The live game interaction device provided by the embodiment of the disclosure can execute the live game interaction method provided by the embodiment of the disclosure focusing on the broadcasting client side, and has the corresponding functional modules and beneficial effects of the execution method.
In order to implement the foregoing embodiments, the present disclosure further provides a computer program product, which includes a computer program/instruction, and when the computer program/instruction is executed by a processor, the live game interaction method in the foregoing embodiments is implemented
Fig. 11 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure.
Referring now specifically to FIG. 11, a schematic diagram of a structure suitable for implementing an electronic device 1100 in an embodiment of the present disclosure is shown. The electronic device 1100 in the embodiments of the present disclosure may include, but is not limited to, a mobile terminal such as a mobile phone, a notebook computer, a digital broadcast receiver, a PDA (personal digital assistant), a PAD (tablet computer), a PMP (portable multimedia player), a vehicle-mounted terminal (e.g., a car navigation terminal), etc., and a stationary terminal such as a digital TV, a desktop computer, etc. The electronic device shown in fig. 11 is only an example, and should not bring any limitation to the functions and the scope of use of the embodiments of the present disclosure.
As shown in fig. 11, the electronic device 1100 may include a processing means (e.g., a central processing unit, a graphics processor, etc.) 1101 that may perform various appropriate actions and processes in accordance with a program stored in a Read Only Memory (ROM) 1102 or a program loaded from a storage means 1108 into a Random Access Memory (RAM) 1103. In the RAM 1103, various programs and data necessary for the operation of the electronic device 1100 are also stored. The processing device 1101, the ROM 1102, and the RAM 1103 are connected to each other by a bus 1104. An input/output (I/O) interface 1105 is also connected to bus 1104.
Generally, the following devices may be connected to the I/O interface 1105: input devices 1106 including, for example, a touch screen, touch pad, keyboard, mouse, camera, microphone, accelerometer, gyroscope, etc.; output devices 1107 including, for example, liquid Crystal Displays (LCDs), speakers, vibrators, and the like; storage devices 1108, including, for example, magnetic tape, hard disk, etc.; and a communication device 1109. The communication means 1109 may allow the electronic device 1100 to communicate wirelessly or by wire with other devices to exchange data. While fig. 11 illustrates an electronic device 1100 having various means, it is to be understood that not all illustrated means are required to be implemented or provided. More or fewer devices may alternatively be implemented or provided.
In particular, according to an embodiment of the present disclosure, the processes described above with reference to the flowcharts may be implemented as computer software programs. For example, embodiments of the present disclosure include a computer program product comprising a computer program carried on a non-transitory computer readable medium, the computer program containing program code for performing the method illustrated by the flow chart. In such embodiments, the computer program may be downloaded and installed from a network via the communication device 1109, or installed from the storage device 1108, or installed from the ROM 1102. When executed by the processing device 1101, the computer program performs the above-mentioned functions defined in the live game interaction method of the embodiment of the present disclosure.
It should be noted that the computer readable medium in the present disclosure can be a computer readable signal medium or a computer readable storage medium or any combination of the two. A computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples of the computer readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the present disclosure, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device. In contrast, in the present disclosure, a computer readable signal medium may comprise a propagated data signal with computer readable program code embodied therein, either in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device. Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to: electrical wires, optical cables, RF (radio frequency), etc., or any suitable combination of the foregoing.
In some embodiments, the clients, servers may communicate using any currently known or future developed network Protocol, such as HTTP (HyperText Transfer Protocol), and may interconnect with any form or medium of digital data communication (e.g., a communications network). Examples of communication networks include a local area network ("LAN"), a wide area network ("WAN"), the Internet (e.g., the Internet), and peer-to-peer networks (e.g., ad hoc peer-to-peer networks), as well as any currently known or future developed network.
The computer readable medium may be embodied in the electronic device; or may exist separately without being assembled into the electronic device.
The computer readable medium carries one or more programs which, when executed by the electronic device, cause the electronic device to: receiving a connection request of at least one broadcast client for playing a multiplayer game in a live broadcast room, responding to the connection request, establishing a corresponding game interaction channel with the at least one broadcast client, receiving an operation instruction triggered by a first game object corresponding to the live broadcast room of the at least one broadcast client through the game interaction channel, and further transmitting game video information of the live broadcast room, wherein the game video information comprises: the method comprises the steps of controlling video information of a first game object according to an operation instruction triggered by at least one watching client to the first game object, and controlling video information of a second game object according to an operation instruction triggered by a second game object corresponding to a live broadcast room by a main broadcasting client. Therefore, on the basis that a user watching the live broadcast does not need to exit a live broadcast room, online game with an anchor user at a live broadcast end can be realized, the application of multiplayer game is expanded, and the live broadcast interactive experience is improved.
Computer program code for carrying out operations for the present disclosure may be written in any combination of one or more programming languages, including but not limited to an object oriented programming language such as Java, smalltalk, C + +, and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any type of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet service provider).
The flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of systems, methods and computer program products according to various embodiments of the present disclosure. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
The units described in the embodiments of the present disclosure may be implemented by software or hardware. Where the name of an element does not in some cases constitute a limitation on the element itself.
The functions described herein above may be performed, at least in part, by one or more hardware logic components. For example, without limitation, exemplary types of hardware logic components that may be used include: field Programmable Gate Arrays (FPGAs), application Specific Integrated Circuits (ASICs), application Specific Standard Products (ASSPs), systems on a chip (SOCs), complex Programmable Logic Devices (CPLDs), and the like.
In the context of this disclosure, a machine-readable medium may be a tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device. The machine-readable medium may be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium may include, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any suitable combination of the foregoing. More specific examples of a machine-readable storage medium would include an electrical connection based on one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
According to one or more embodiments of the present disclosure, the present disclosure provides a live game interaction method, which is applied to a main player client, and includes:
receiving a connection request of playing a multiplayer game in a live broadcasting room by at least one broadcasting client;
responding to the connection request, establishing a corresponding game interaction channel with the at least one broadcasting client, and receiving an operation instruction triggered by a first game object corresponding to the live broadcast room of the at least one broadcasting client through the game interaction channel;
transmitting game video information of the live broadcast room, wherein the game video information comprises: and controlling the video information of the first game object according to an operation instruction triggered by the at least one broadcasting client to the first game object, and controlling the video information of the second game object according to an operation instruction triggered by the anchor client to the second game object corresponding to the live broadcasting room.
According to one or more embodiments of the present disclosure, in a live game interaction method provided by the present disclosure, after the responding to the connection request, the method further includes:
and distributing a first game object authorized to operate to each broadcasting client.
According to one or more embodiments of the present disclosure, in a game live broadcast interaction method provided by the present disclosure, the receiving a connection request of at least one podcast client participating in a live broadcast of a multiplayer game includes:
transmitting a multiplayer game picture played in the live broadcast room through a Content Delivery Network (CDN);
and receiving a connection request for participating in the multiplayer game, which is sent by at least one playing client through the CDN channel.
According to one or more embodiments of the present disclosure, in the game live broadcast interaction method provided by the present disclosure, the establishing a corresponding game interaction channel with at least one of the broadcast clients in response to the connection request includes:
and responding to the connection request, and switching the communication mode with at least one broadcasting client from the CDN channel to an RTC real-time communication channel.
According to one or more embodiments of the present disclosure, in a live game interaction method provided by the present disclosure, the transmitting the multiplayer game screen in the live broadcast room includes:
transmitting the multiplayer game picture of the live broadcast room to a broadcast watching client end participating in the multiplayer game through the RTC channel; and
and transmitting the multiplayer game picture of the live broadcast room to a broadcast watching client end which does not participate in the multiplayer game through the CDN channel.
According to one or more embodiments of the present disclosure, before the receiving a connection request for playing a multiplayer game between at least one live broadcast client participating in a live broadcast room, the live broadcast interaction method further includes:
detecting whether the live network parameters of the anchor client meet preset triggering conditions or not;
and if the live broadcast network parameters meet the triggering conditions, starting a multiplayer game participation function of the anchor client.
According to one or more embodiments of the present disclosure, the present disclosure provides a live game interaction method, which is applied to a podcast client, and includes:
sending a connection request for applying to participate in a live broadcast room of the anchor client side to play a multiplayer game;
responding to the authorization operation of the connection request, detecting an operation instruction triggered by the broadcasting client to a first game object in the live broadcast room, and sending the operation instruction through a game interaction channel established with the anchor client;
displaying the game video information live broadcast by the anchor client, wherein the game video information comprises: and the anchor client controls the first video information according to an operation instruction triggered by the at least one broadcasting client to the first game object, and controls the video information of the second game object according to an operation instruction triggered by the anchor client to the second game object corresponding to the live broadcasting room.
According to one or more embodiments of the present disclosure, in a game live broadcast interaction method provided by the present disclosure, the sending of a connection request for playing a multiplayer game between live broadcasts of an application participation anchor client includes:
displaying a multi-player game played in a live broadcast room of the anchor client;
and responding to the triggering operation of the game participation identifier of the live broadcast room, and sending a connection request for applying to participate in the playing of the multiplayer game in the live broadcast room of the anchor client.
According to one or more embodiments of the present disclosure, in the game live broadcast interaction method provided by the present disclosure, the sending the operation instruction through the game interaction channel established with the anchor client includes:
and sending the operation instruction through a real-time communication (RTC) channel established with the anchor client.
According to one or more embodiments of the present disclosure, the present disclosure provides a live game interaction device,
the device is applied to the anchor client and comprises the following steps:
the first receiving module is used for receiving a connection request of playing a multiplayer game between at least one broadcasting client participating in a live broadcast room;
a second receiving module, configured to respond to the connection request, establish a corresponding game interaction channel with the at least one podcast client, and receive, through the game interaction channel, an operation instruction triggered by a first game object corresponding to the live broadcast room of the at least one podcast client;
a transmission module, configured to transmit game video information of the live broadcast room, where the game video information includes: and controlling the video information of the first game object according to an operation instruction triggered by the at least one broadcasting client to the first game object, and controlling the video information of the second game object according to an operation instruction triggered by the anchor client to the second game object corresponding to the live broadcasting room.
According to one or more embodiments of the present disclosure, the live game interaction device further includes:
and the distribution module is used for distributing the first game object authorized to be operated to each broadcasting client.
According to one or more embodiments of the present disclosure, in the game live broadcast interaction apparatus provided by the present disclosure, the first receiving module is specifically configured to:
transmitting a multiplayer game picture played in the live broadcast room through a Content Delivery Network (CDN);
and receiving a connection request for participating in the multiplayer game, which is sent by at least one playing client through the CDN channel.
According to one or more embodiments of the present disclosure, in the game live broadcast interaction apparatus provided by the present disclosure, the second receiving module is specifically configured to:
and responding to the connection request, and switching the communication mode with at least one broadcasting client from the CDN channel to an RTC real-time communication channel.
According to one or more embodiments of the present disclosure, in the game live broadcast interaction apparatus provided by the present disclosure, the transmission module is specifically configured to:
transmitting the multiplayer game picture of the live broadcast room to a broadcast watching client end participating in the multiplayer game through the RTC channel; and
and transmitting the multiplayer game picture of the live broadcast room to a broadcast watching client end which does not participate in the multiplayer game through the CDN channel.
According to one or more embodiments of the present disclosure, the live game interaction apparatus further includes:
the detection module is used for detecting whether the live network parameters of the anchor client meet preset trigger conditions or not;
and the starting module is used for starting the multiplayer game participation function of the anchor client when the live network parameters meet the triggering conditions.
According to one or more embodiments of the present disclosure, the present disclosure provides a live game interaction device, which is applied to a client for playing, including:
the first sending module is used for sending a connection request for applying to participate in a live broadcast room of the anchor client side to play a multiplayer game;
a second sending module, configured to respond to an authorization operation on the connection request, detect an operation instruction triggered by the broadcast client for a first game object in the live broadcast room, and send the operation instruction through a game interaction channel established with the anchor client;
a display module, configured to display game video information live by the anchor client, where the game video information includes: and the anchor client controls the first video information according to an operation instruction triggered by the at least one broadcasting client to the first game object, and controls the video information of the second game object according to an operation instruction triggered by the anchor client to the second game object corresponding to the live broadcasting room.
According to one or more embodiments of the present disclosure, in the game live broadcast interaction apparatus provided by the present disclosure, the first sending module is specifically configured to:
displaying a multi-player game played in a live broadcast room of the anchor client;
and responding to the triggering operation of the game participation identifier of the live broadcast room, and sending a connection request for applying for participating in the multi-player game played in the live broadcast room of the anchor client.
According to one or more embodiments of the present disclosure, in the game live broadcast interaction apparatus provided by the present disclosure, the second sending module is specifically configured to:
and sending the operation instruction through a real-time communication (RTC) channel established with the anchor client.
In accordance with one or more embodiments of the present disclosure, there is provided an electronic device including:
a processor;
a memory for storing the processor-executable instructions;
the processor is used for reading the executable instructions from the memory and executing the instructions to realize the game live broadcast interaction method provided by the disclosure.
According to one or more embodiments of the present disclosure, a computer-readable storage medium storing a computer program for executing any one of the live game interaction methods provided by the present disclosure is provided.
The foregoing description is only exemplary of the preferred embodiments of the disclosure and is illustrative of the principles of the technology employed. It will be appreciated by those skilled in the art that the scope of the disclosure herein is not limited to the particular combination of features described above, but also encompasses other embodiments in which any combination of the features described above or their equivalents does not depart from the spirit of the disclosure. For example, the above features and (but not limited to) the features disclosed in this disclosure having similar functions are replaced with each other to form the technical solution.
Further, while operations are depicted in a particular order, this should not be understood as requiring that such operations be performed in the particular order shown or in sequential order. Under certain circumstances, multitasking and parallel processing may be advantageous. Likewise, while several specific implementation details are included in the above discussion, these should not be construed as limitations on the scope of the disclosure. Certain features that are described in the context of separate embodiments can also be implemented in combination in a single embodiment. Conversely, various features that are described in the context of a single embodiment can also be implemented in multiple embodiments separately or in any suitable subcombination.
Although the subject matter has been described in language specific to structural features and/or methodological acts, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are disclosed as example forms of implementing the claims.

Claims (13)

1. A live game interaction method is applied to an anchor client and comprises the following steps:
receiving a connection request of playing a multiplayer game in a live broadcasting room from at least one broadcasting client;
responding to the connection request, establishing a corresponding game interaction channel with the at least one broadcasting client, and receiving an operation instruction triggered by a first game object corresponding to the live broadcast room of the at least one broadcasting client through the game interaction channel;
transmitting game video information of the live broadcast room, wherein the game video information comprises: and controlling the video information of the first game object according to an operation instruction triggered by the at least one broadcasting client to the first game object, and controlling the video information of the second game object according to an operation instruction triggered by the anchor client to the second game object corresponding to the live broadcasting room.
2. The method of claim 1, wherein after said responding to said wire request, said method further comprises:
and distributing a first game object authorized to operate to each broadcasting client.
3. The method of claim 1, wherein receiving a connection request from at least one of the podcast clients to play a multiplayer game in the live room comprises:
transmitting a multiplayer game picture played in the live broadcast room through a Content Delivery Network (CDN);
and receiving a connection request for participating in the multiplayer game, which is sent by at least one playing client through the CDN channel.
4. The method as claimed in claim 3, wherein said establishing a corresponding game interaction channel with at least one of said podcast clients in response to said connection request comprises:
and responding to the connection request, and switching the communication mode with at least one broadcasting client from the CDN channel to an RTC real-time communication channel.
5. The method of claim 4, wherein the transmitting the multiplayer game view of the live broadcast room comprises:
transmitting the multiplayer game picture of the live broadcast room to a broadcast watching client end participating in the multiplayer game through the RTC channel; and
and transmitting the multiplayer game picture of the live broadcast room to a broadcast watching client end which does not participate in the multiplayer game through the CDN channel.
6. The method as claimed in any one of claims 1-5, wherein before said receiving at least one connection request for playing a multiplayer game between the live broadcasting rooms from the podcast client, the method further comprises:
detecting whether the live network parameters of the anchor client meet preset trigger conditions or not;
and if the live broadcast network parameters meet the triggering conditions, starting a multiplayer game participation function of the anchor client.
7. A live game interaction method is applied to a podcast client and comprises the following steps:
sending a connection request for applying to participate in a live broadcasting room of the anchor client side to play a multiplayer game;
responding to the authorization operation of the connection request, detecting an operation instruction triggered by the broadcasting client to a first game object in the live broadcasting room, and sending the operation instruction through a game interaction channel established with the anchor client;
displaying the game video information live broadcast by the anchor client, wherein the game video information comprises: and the anchor client controls the first video information according to an operation instruction triggered by the at least one broadcasting client to the first game object, and controls the video information of the second game object according to an operation instruction triggered by the anchor client to the second game object corresponding to the live broadcasting room.
8. The method of claim 7, wherein sending a connection request for playing a multiplayer game in a live room of an anchor client comprises:
displaying a multi-player game played in a live broadcast room of the anchor client;
and responding to the triggering operation of the game participation identifier of the live broadcast room, and sending a connection request for applying to participate in the playing of the multiplayer game in the live broadcast room of the anchor client.
9. The method of claim 7, wherein sending the operation instructions through a game interaction channel established with the anchor client comprises:
and sending the operation instruction through a real-time communication (RTC) channel established with the anchor client.
10. A live game interaction device is applied to an anchor client side and comprises the following components:
the first receiving module is used for receiving a connection request of playing a multiplayer game between at least one broadcasting client participating in a live broadcast room;
a second receiving module, configured to establish a corresponding game interaction channel with the at least one podcast client in response to the connection request, and receive, through the game interaction channel, an operation instruction triggered by a first game object corresponding to the live broadcast room of the at least one podcast client;
a transmission module, configured to transmit game video information of the live broadcast room, where the game video information includes: and controlling the video information of the first game object according to an operation instruction triggered by the at least one broadcasting client to the first game object, and controlling the video information of the second game object according to an operation instruction triggered by the anchor client to the second game object corresponding to the live broadcasting room.
11. A game live broadcast interaction device is applied to a broadcast client and comprises:
the first sending module is used for sending a connection request for applying to participate in a live broadcast room of the anchor client side to play a multiplayer game;
a second sending module, configured to detect, in response to an authorization operation for the connection request, an operation instruction triggered by the broadcast client for a first game object in the live broadcast room, and send the operation instruction through a game interaction channel established with the anchor client;
a display module, configured to display game video information live broadcast by the anchor client, where the game video information includes: and the anchor client controls the first video information according to an operation instruction triggered by the at least one broadcasting client to the first game object, and controls the video information of the second game object according to an operation instruction triggered by the anchor client to the second game object corresponding to the live broadcasting room.
12. An electronic device, characterized in that the electronic device comprises:
a processor;
a memory for storing the processor-executable instructions;
the processor is configured to read the executable instructions from the memory and execute the instructions to implement the live game interaction method of any one of claims 1 to 6, or to implement the live game interaction method of any one of claims 7 to 9.
13. A computer-readable storage medium, characterized in that the storage medium stores a computer program for executing the live game interaction method of any one of claims 1 to 6, or implementing the live game interaction method of any one of claims 7 to 9.
CN202111044358.0A 2021-09-07 2021-09-07 Game live broadcast interaction method, device, equipment and medium Pending CN115776599A (en)

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US20170001122A1 (en) * 2015-06-30 2017-01-05 Amazon Technologies, Inc. Integrating games systems with a spectating system
US10345897B2 (en) * 2015-06-30 2019-07-09 Amazon Technologies, Inc. Spectator interactions with games in a specatating system
US11071919B2 (en) * 2015-06-30 2021-07-27 Amazon Technologies, Inc. Joining games from a spectating system
US10857457B2 (en) * 2017-10-19 2020-12-08 Daybreak Game Company Llc Management and broadcasting of live multiplayer video game activity
CN112565802B (en) * 2020-11-30 2023-07-21 Oppo广东移动通信有限公司 Live interaction method, system, server and storage medium
CN112911320B (en) * 2021-01-19 2023-06-20 广州虎牙科技有限公司 Live broadcast method, live broadcast device, computer equipment and storage medium
CN114363711A (en) * 2021-12-20 2022-04-15 上海哔哩哔哩科技有限公司 Live broadcast interaction method, device and system

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