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CN110139116B - Live broadcast room switching method and device and storage medium - Google Patents

Live broadcast room switching method and device and storage medium Download PDF

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Publication number
CN110139116B
CN110139116B CN201910410886.XA CN201910410886A CN110139116B CN 110139116 B CN110139116 B CN 110139116B CN 201910410886 A CN201910410886 A CN 201910410886A CN 110139116 B CN110139116 B CN 110139116B
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Prior art keywords
live broadcast
fighting
team
time period
anchor
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CN201910410886.XA
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CN110139116A (en
Inventor
申敏
贺东坡
梁碧珠
吴俊辉
彭斌
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Guangzhou Kugou Computer Technology Co Ltd
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Guangzhou Kugou Computer Technology Co Ltd
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Publication of CN110139116A publication Critical patent/CN110139116A/en
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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
    • H04N21/25Management 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
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • 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

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Databases & Information Systems (AREA)
  • Computer Graphics (AREA)
  • General Engineering & Computer Science (AREA)
  • Information Transfer Between Computers (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

The embodiment of the invention discloses a live broadcast room switching method, a live broadcast room switching device and a storage medium, and belongs to the technical field of networks. The method comprises the following steps: displaying a live broadcast interface of a first live broadcast room, wherein the live broadcast interface comprises fight live broadcast data issued in the first live broadcast room by a server in a first fight time period; when the ending time point of the first fighting time period is reached, displaying switching prompt information; and when the confirmation operation of the switching prompt information is detected, switching to a live broadcast interface displaying a second live broadcast room, wherein the live broadcast interface comprises fighting live broadcast data issued by the server in the second live broadcast room in the second fighting time period. The embodiment of the invention provides a live broadcast room switching method, which guides audience users to switch to a live broadcast room of the next battle by displaying switching prompt information, is simple in operation of switching the live broadcast room, improves the operation efficiency, improves the probability of watching the battle live broadcast data by the audience users in a mode of actively guiding the audience users, and improves the viscosity of the users.

Description

Live broadcast room switching method and device and storage medium
Technical Field
The embodiment of the invention relates to the technical field of networks, in particular to a live broadcast room switching method, a live broadcast room switching device and a storage medium.
Background
With the development of network technology and the wide popularization of live broadcast functions, a live broadcast fighting mode is provided at present, at least two anchor users fight for audience users to watch, and the mode is unique and novel, and live broadcast content is enriched.
When at least two anchor users fight, the anchor terminal of each anchor user acquires live broadcast data and sends the live broadcast data to the server, the server receives the live broadcast data of the at least two anchor users, the live broadcast data of the at least two anchor users are combined, and the obtained fighting live broadcast data are respectively issued in the live broadcast room of each anchor user. The spectator user can view the live fighting data by entering the live broadcasting room of any one of the anchor users participating in the fighting by using the spectator terminal.
When the fighting is finished, if the audience user wants to continuously watch the live fighting data, the audience user needs to exit the current live broadcasting room, then searches another live broadcasting room participating in the fighting, and enters the searched live broadcasting room. The operation of switching the live broadcast room is complex, the efficiency is low, and the viscosity of a user is reduced.
Disclosure of Invention
The embodiment of the invention provides a live broadcast room switching method, a live broadcast room switching device and a storage medium, which can solve the problems in the related art. The technical scheme is as follows:
according to a first aspect provided by an embodiment of the present invention, a live broadcast room switching method is provided, which is applied to a viewer terminal, and the method includes:
displaying a live broadcast interface of a first live broadcast room, wherein the live broadcast interface comprises fight live broadcast data issued in the first live broadcast room by a server in a first fight time period, a first anchor user identifier corresponding to the first live broadcast room belongs to any one of at least two teams for team fight, each team comprises a designated number of anchor groups arranged in sequence, and each anchor group comprises at least one anchor user identifier;
when the ending time point of the first fighting time period is reached, displaying switching prompt information, wherein the switching prompt information is used for prompting switching to a live broadcast room for team fighting in a second fighting time period, and the second fighting time period is the next time period of the first fighting time period;
when the confirmation operation of the switching prompt information is detected, switching to displaying a live broadcast interface of a second live broadcast room, wherein the live broadcast interface comprises fighting live broadcast data issued by the server in the second live broadcast room in the second fighting time period, and a second anchor user identifier corresponding to the second live broadcast room is a next anchor user identifier of the first anchor user identifier;
the server is used for combining the live broadcast data of the anchor user identifications in at least two anchor groups corresponding to the fight time period in the fight time period to which the current time point belongs, and issuing the combined fight live broadcast data into the live broadcast room of each anchor user identification corresponding to the fight time period, wherein the anchor group corresponding to the fight time period is the anchor group with the same arrangement sequence in the team to which the anchor group belongs and the same arrangement sequence in the fight time period.
In one possible implementation manner, the displaying a live interface of a first live broadcast room includes:
displaying a team fighting display interface, wherein the team fighting display interface comprises a main broadcasting user identification for team fighting;
when the selection operation of the first anchor user identification in the team fighting display interface is detected, sending a first direct-broadcast data acquisition request to the server, wherein the first direct-broadcast data acquisition request carries the first anchor user identification;
and when receiving the fighting live broadcast data released by the server in the first live broadcast room, displaying a live broadcast interface of the first live broadcast room.
In another possible implementation manner, when the confirmation operation of the switching prompt message is detected, switching to displaying a live interface of a second live broadcast room includes:
when the confirmation operation of the switching prompt message is detected, acquiring the second anchor user identification;
sending a second live broadcast data acquisition request to the server, wherein the second live broadcast data acquisition request carries the second anchor user identification;
and when receiving the fighting live broadcast data released by the server in the second live broadcast room, displaying a live broadcast interface of the second live broadcast room.
In another possible implementation, the method further includes:
receiving team fighting states sent by the server, wherein the team fighting states comprise at least two anchor user identifications corresponding to the current fighting time period and current fighting results of the at least two teams;
and displaying the team fighting state in a currently displayed live interface.
In another possible implementation manner, after the displaying the switching prompt message, the method further includes:
when the closing operation of the switching prompt message is detected, displaying a live broadcast interface of the first live broadcast room, wherein the live broadcast interface comprises live broadcast data issued by the server in the first live broadcast room in the second battle-aiming time period.
In another possible implementation manner, the displaying a switching prompt message when the ending time point of the first battle period is reached includes:
receiving a switching instruction sent by the server at the end time point of the first fighting time period, wherein the switching instruction is used for instructing to switch to a live broadcast room for team fighting in the second fighting time period;
and displaying the switching prompt information.
According to a second aspect provided by the embodiment of the present invention, there is provided a team fighting method applied in a server, the method including:
acquiring member information of at least two teams participating in team battles, wherein the member information comprises a specified number of anchor groups, the specified number of anchor groups are arranged in sequence, and the anchor groups comprise at least one anchor user identifier;
acquiring team fighting time information, wherein the team fighting time information comprises the continuous designated number of fighting time periods;
and in each fight time period in the team fight time information, combining the live broadcast data of the anchor user identifications in at least two anchor groups corresponding to the fight time period, and issuing the combined fight live broadcast data in the live broadcast room of each anchor user identification corresponding to the fight time period, wherein the anchor group corresponding to the fight time period is an anchor group with the same arrangement sequence in the team as the fight time period in the team fight time information.
In one possible implementation manner, after the publishing of the combined live fighting data in the live broadcasting room of each anchor user identifier corresponding to the fighting time period, the method further includes:
and when the ending time point of the fighting time period is reached, stopping combining the live broadcast data of at least two anchor user identifications corresponding to the fighting time period, and distributing the live broadcast data of each anchor user identification in a corresponding live broadcast room.
In another possible implementation manner, after the publishing of the combined live fighting data in the live broadcast room of each anchor user identifier corresponding to the fighting time period, the method further includes:
and when the ending time point of the fighting time period is reached, sending a switching instruction to a spectator terminal in the live broadcast room of each anchor user identification, wherein the switching instruction is used for indicating to switch to the live broadcast room for team fighting in the next fighting time period of the fighting time period, and the spectator terminal is used for displaying switching prompt information when receiving the switching instruction.
In another possible implementation, the method further includes:
counting the current team fighting state, wherein the team fighting state comprises at least two designated anchor user identifications corresponding to the current fighting time period and the current fighting results of the at least two teams;
and issuing the team fighting state in a live room of each anchor user identification in the at least two teams.
According to a third aspect provided by an embodiment of the present invention, there is provided an apparatus for switching a live broadcast room, where the apparatus is applied in a viewer terminal, and the apparatus includes:
the system comprises a first display module, a second display module and a third display module, wherein the first display module is used for displaying a live broadcast interface of a first live broadcast room, the live broadcast interface comprises fight live broadcast data issued in the first live broadcast room by a server in a first fight time period, a first anchor user identifier corresponding to the first live broadcast room belongs to any one of at least two teams for team fight, each team comprises a designated number of anchor groups arranged in sequence, and the anchor groups comprise at least one anchor user identifier;
the second display module is used for displaying switching prompt information when the ending time point of the first fighting time period is reached, the switching prompt information is used for prompting to switch to a live broadcast room for team fighting in a second fighting time period, and the second fighting time period is the next time period of the first fighting time period;
the switching module is used for switching to a live broadcast interface displaying a second live broadcast room when the confirmation operation of the switching prompt message is detected, wherein the live broadcast interface comprises fight live broadcast data issued by the server in the second live broadcast room in the second fight time period, and a second anchor user identifier corresponding to the second live broadcast room is a next anchor user identifier of the first anchor user identifier;
the server is used for combining the live broadcast data of the anchor user identifications in at least two anchor groups corresponding to the fight time period in the fight time period to which the current time point belongs, and issuing the combined fight live broadcast data into the live broadcast room of each anchor user identification corresponding to the fight time period, wherein the anchor group corresponding to the fight time period is the anchor group with the same arrangement sequence in the team to which the anchor group belongs and the same arrangement sequence in the fight time period.
In one possible implementation, the first display module includes:
the system comprises a first display unit, a second display unit and a third display unit, wherein the first display unit is used for displaying a team fighting display interface, and the team fighting display interface comprises a main broadcasting user identifier for team fighting;
the first sending unit is used for sending a first direct-broadcast data acquisition request to the server when the selection operation of the first anchor user identification in the team fighting display interface is detected, wherein the first direct-broadcast data acquisition request carries the first anchor user identification;
and the first receiving unit is used for displaying a live broadcast interface of the first live broadcast room when receiving the fighting live broadcast data released by the server in the first live broadcast room.
In another possible implementation manner, the switching module includes:
an obtaining unit, configured to obtain the second anchor user identifier when a confirmation operation on the switching prompt information is detected;
a second sending unit, configured to send a second live data acquisition request to the server, where the second live data acquisition request carries the second anchor user identifier;
and the second receiving unit is used for displaying a live broadcast interface of the second live broadcast room when receiving the fighting live broadcast data released by the server in the second live broadcast room.
In another possible implementation manner, the apparatus further includes:
the receiving module is used for receiving team fighting states sent by the server, wherein the team fighting states comprise at least two anchor user identifications corresponding to the current fighting time period and current fighting results of the at least two teams;
and the third display module is used for displaying the team fighting state in the currently displayed live broadcast interface.
In another possible implementation manner, the apparatus further includes: and the fourth display module is used for displaying a live broadcast interface of the first live broadcast room when the closing operation of the switching prompt message is detected, wherein the live broadcast interface comprises live broadcast data issued by the server in the first live broadcast room in the second battle-fighting time period.
In another possible implementation manner, the second display module further includes:
a third receiving unit, configured to receive a switching instruction sent by the server at an end time point of the first battle period, where the switching instruction is used to instruct to switch to a live broadcast room in which team battles are performed in the second battle period;
and the second display unit is used for displaying the switching prompt information.
According to a fourth aspect provided by the embodiments of the present invention, there is provided a team fighting device applied in a server, the device including:
the system comprises a first acquisition module, a second acquisition module and a third acquisition module, wherein the first acquisition module is used for acquiring member information of at least two teams participating in team battles, the member information comprises a specified number of anchor groups, the specified number of anchor groups are arranged in sequence, and the anchor groups comprise at least one anchor user identifier;
the second acquisition module is used for acquiring team fighting time information, and the team fighting time information comprises the continuous designated number of fighting time periods;
and the issuing module is used for combining the live broadcast data of the anchor user identifications in at least two anchor groups corresponding to the battle time periods in each battle time period in the team battle time information, issuing the combined live broadcast data in the live broadcast room of each anchor user identification corresponding to the battle time period, wherein the anchor groups corresponding to the battle time periods are the anchor groups with the same arrangement sequence in the team battle time information as the arrangement sequence in the team.
In a possible implementation manner, the publishing module is further configured to stop combining the live broadcast data of at least two anchor user identifiers corresponding to the fight time period when the end time point of the fight time period is reached, and publish the live broadcast data of each anchor user identifier in a corresponding live broadcast room.
In another possible implementation manner, the apparatus further includes: and the sending module is used for sending a switching instruction to a spectator terminal in the live broadcast room of each anchor user identifier when the ending time point of the fighting time period is reached, the switching instruction is used for indicating to switch to the live broadcast room for team fighting in the next fighting time period of the fighting time period, and the spectator terminal is used for receiving the switching instruction and displaying switching prompt information.
In another possible implementation manner, the apparatus further includes:
the system comprises a counting module, a judging module and a display module, wherein the counting module is used for counting the current team fighting state, and the team fighting state comprises at least two designated anchor user identifications corresponding to the current fighting time period and the current fighting results of the at least two teams;
the publishing module is further configured to publish the team fighting state in a live broadcast room of each anchor user identifier in the at least two teams.
According to a fifth aspect provided by an embodiment of the present invention, there is provided a live broadcast switching apparatus, including a processor and a memory, where at least one instruction, at least one program, a set of codes, or a set of instructions is stored in the memory, and the instruction, the program, the set of codes, or the set of instructions is loaded and executed by the processor to implement the operations performed in the live broadcast switching method according to the first aspect.
According to a sixth aspect provided by embodiments of the present invention, there is provided a team fighting device, the 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, which is loaded and executed by the processor to implement the operations performed in the team fighting method according to the second aspect.
According to a seventh aspect provided by an embodiment of the present invention, a computer-readable storage medium is provided, in which at least one instruction, at least one program, a set of codes, or a set of instructions is stored, and the instruction, the program, the set of codes, or the set of instructions is loaded and executed by a processor to implement the operations performed in the live broadcast switching method according to the first aspect; or to implement the operations performed in the team engagement method according to the second aspect.
The technical scheme provided by the embodiment of the invention has the beneficial effects that at least:
according to the method, the device and the storage medium provided by the embodiment of the invention, the live broadcast interface of the first live broadcast room in the first fighting time period is displayed, the switching prompt message is displayed when the ending time point of the first fighting time period is reached, and the live broadcast interface of the second live broadcast room is switched to be displayed when the confirmation operation of the switching prompt message is detected. The embodiment of the invention provides a team fighting-based live broadcast room switching method, when one fighting is finished in the team fighting process, a spectator user is guided to be switched to a live broadcast room of the next fighting by displaying switching prompt information without exiting the current live broadcast room and then searching for another live broadcast room participating in the fighting, the operation of switching the live broadcast rooms is simple, the operation efficiency is improved, the probability of watching fighting live broadcast data by the spectator user is improved in a mode of actively guiding the spectator user, and the viscosity of the user is improved.
The method, the device and the storage medium provided by the embodiment of the invention have the advantages that the team fighting time information is obtained by obtaining the member information of at least two teams participating in team fighting, the specified number of anchor user identifications arranged in each team in sequence and the continuous specified number of fighting time periods are determined, so that the fighting time period of each field and the corresponding anchor user identification are determined, the live broadcast data of at least two anchor user identifications corresponding to the fighting time periods are combined in each fighting time period, the combined live broadcast data are issued in the live broadcast room of each anchor user identification corresponding to the fighting time period, the fighting in which the team is taken as a unit is realized, the live broadcast content is enriched, the attraction to users is improved, and the viscosity of the users is enhanced.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present invention, 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 invention, 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 block diagram illustrating an implementation environment in accordance with an illustrative embodiment;
fig. 2 is a flow diagram illustrating a live room switching method in accordance with an exemplary embodiment;
FIG. 3 is a flow chart illustrating a team engagement method according to an exemplary embodiment;
FIG. 4 is a flow diagram illustrating another team engagement method according to an exemplary embodiment;
fig. 5 is a flow diagram illustrating another live room switching method in accordance with an exemplary embodiment;
FIG. 6 is a diagram illustrating a live interface in accordance with an exemplary embodiment;
FIG. 7 is a schematic diagram illustrating a first floating window in accordance with an exemplary embodiment;
FIG. 8 is a schematic diagram illustrating a second floating window in accordance with an exemplary embodiment;
FIG. 9 is a diagram illustrating a handoff prompt in accordance with an exemplary embodiment;
FIG. 10 is a block diagram illustrating an apparatus for live room switching in accordance with an exemplary embodiment;
FIG. 11 is a block diagram illustrating another apparatus for live room switching in accordance with an illustrative embodiment;
FIG. 12 is a block diagram illustrating a team engagement device according to an exemplary embodiment;
FIG. 13 is a block diagram illustrating another team engagement device according to an exemplary embodiment;
FIG. 14 is a block diagram illustrating a terminal in accordance with an exemplary embodiment;
FIG. 15 is a block diagram illustrating a server in accordance with an exemplary embodiment.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention more apparent, the embodiments of the present invention will be described in further detail with reference to the accompanying drawings.
Fig. 1 is a block diagram illustrating an implementation environment according to an exemplary embodiment, as shown in fig. 1, that includes a server 101 and at least two anchor terminals 102, the server 101 establishing a communication connection with each anchor terminal 102, interacting via the established communication connection. The implementation environment further comprises at least one viewer terminal 103, and the server 101 establishes a communication connection with each viewer terminal 103, and interacts through the established communication connection.
The server 101 may be a server, a server cluster composed of several servers, or a cloud computing service center. Anchor terminal 102 and viewer terminal 103 may be various types of devices such as a cell phone, computer, tablet, etc.
Each anchor terminal 102 logs in to the server 101 based on an anchor user identification, and each viewer terminal 103 logs in to the server 101 based on a viewer user identification.
The server 101 can create a live broadcast room for each anchor terminal 102, each anchor terminal 102 acquires live broadcast data and sends the live broadcast data to the server 101, the server 101 distributes the received live broadcast data to the corresponding live broadcast room, that is, the server sends the live broadcast data to the anchor terminal 102 and the audience terminal 103 in the corresponding live broadcast room, and the anchor terminal 102 and the audience terminal 103 play the live broadcast data.
At least two anchor terminals 102 may engage in a battle through interaction between server 101, at least two anchor terminals 102, and at least one viewer terminal 103. In the battle process, each anchor terminal 102 acquires live broadcast data and sends the live broadcast data to the server 101, the server 101 combines the live broadcast data of at least two anchor terminals 102 for battle, the obtained battle live broadcast data are respectively sent to the corresponding live broadcast rooms of each anchor terminal 102, the battle live broadcast data are sent to the anchor terminals 102 and the audience terminals 103 in the corresponding live broadcast rooms, and the anchor terminals 102 and the audience terminals 103 play the battle live broadcast data.
Fig. 2 is a flowchart illustrating a live room switching method according to an exemplary embodiment, where the method is applied to a viewer terminal, as shown in fig. 2, and the method includes:
in step 201, a live interface of a first live broadcast room is displayed, where the live broadcast interface includes live fight data issued by a server in the first live broadcast room in a first fight time period, a first anchor user identifier corresponding to the first live broadcast room belongs to any one of at least two teams performing team fight, and each team includes a designated number of anchor user identifiers arranged in sequence.
In step 202, when the ending time point of the first fighting time period is reached, a switching prompt message is displayed, the switching prompt message is used for prompting to switch to a live broadcast room for team fighting in a second fighting time period, and the second fighting time period is the next time period of the first fighting time period.
In step 203, when a confirmation operation of the switching prompt information is detected, switching to displaying a live broadcast interface of the second live broadcast room, where the live broadcast interface includes battle live broadcast data issued by the server in the second live broadcast room in the second battle period, and a second anchor user identifier corresponding to the second live broadcast room is a next anchor user identifier of the first anchor user identifier.
The server is used for combining the live broadcast data of at least two anchor user identifications corresponding to the fighting time period in the fighting time period to which the current time point belongs, and issuing the combined live broadcast data to the live broadcast room of each anchor user identification corresponding to the fighting time period, wherein the anchor user identification corresponding to the fighting time period is the anchor user identification with the same arrangement sequence in the team to which the anchor user identification belongs and the same arrangement sequence in the fighting time period.
According to the live broadcast room switching method provided by the embodiment of the invention, the live broadcast interface of the first live broadcast room in the first fighting time period is displayed, when the ending time point of the first fighting time period is reached, the switching prompt information is displayed, and when the confirmation operation of the switching prompt information is detected, the live broadcast interface of the second live broadcast room is switched to be displayed. The embodiment of the invention provides a team fighting-based live broadcast room switching method, when one fighting is finished in the team fighting process, a spectator user is guided to be switched to a live broadcast room of the next fighting by displaying switching prompt information without exiting the current live broadcast room and then searching for another live broadcast room participating in the fighting, the operation of switching the live broadcast rooms is simple, the operation efficiency is improved, the probability of watching fighting live broadcast data by the spectator user is improved in a mode of actively guiding the spectator user, and the viscosity of the user is improved.
In one possible implementation, displaying a live interface of a first live room includes:
displaying a team fighting display interface, wherein the team fighting display interface comprises a main broadcasting user identification for team fighting;
when the selection operation of a first anchor user identifier in a team fighting display interface is detected, sending a first direct-broadcast data acquisition request to a server, wherein the first direct-broadcast data acquisition request carries the first anchor user identifier;
and when receiving the fighting live broadcast data released by the server in the first live broadcast room, displaying a live broadcast interface of the first live broadcast room.
In another possible implementation manner, when a confirmation operation of switching the prompt information is detected, switching to displaying a live interface of the second live broadcast room includes:
when the confirmation operation of the switching prompt message is detected, acquiring a second anchor user identifier;
sending a second live data acquisition request to the server, wherein the second live data acquisition request carries a second anchor user identifier;
and when receiving the fight live broadcast data released by the server in the second live broadcast room, displaying a live broadcast interface of the second live broadcast room.
In another possible implementation, the method further includes:
receiving a team fighting state sent by a server, wherein the team fighting state comprises at least two anchor user identifications corresponding to a current fighting time period and at least two current fighting results of teams;
and displaying the team fighting state in the currently displayed live interface.
In another possible implementation manner, after the switching prompt message is displayed, the method further includes:
and when the closing operation of the switching prompt message is detected, displaying a live broadcast interface of the first live broadcast room, wherein the live broadcast interface comprises live broadcast data released by the server in the first live broadcast room in the second battle-aiming time period.
In another possible implementation manner, when the end time point of the first battle time period is reached, a switching prompt message is displayed, and the switching prompt message includes:
receiving a switching instruction sent by a server at the end time point of the first fighting time period, wherein the switching instruction is used for indicating to switch to a live broadcast room for team fighting in the second fighting time period;
and displaying switching prompt information.
FIG. 3 is a flow chart illustrating a team engagement method, as shown in FIG. 3, as applied to a server, according to an exemplary embodiment, the method comprising:
in step 301, member information of at least two teams participating in team battle is obtained, the member information includes a specified number of anchor user identifiers, and the specified number of anchor user identifiers are arranged in sequence.
In step 302, team play time information is obtained, the team play time information including a specified number of consecutive play time periods.
In step 303, in each fight time period in the team fight time information, combining the live broadcast data of at least two anchor user identifiers corresponding to the fight time period, and publishing the combined fight live broadcast data in the live broadcast room of each anchor user identifier corresponding to the fight time period, wherein the anchor user identifier corresponding to the fight time period is the anchor user identifier with the same arrangement sequence in the team as the play time period in the team fight time information.
The embodiment of the invention provides a team fighting method, which comprises the steps of obtaining member information of at least two teams participating in team fighting, obtaining team fighting time information, determining specified number of anchor user identifications arranged in each team according to a sequence and continuous specified number of fighting time periods, and accordingly determining the fighting time period of each field and the corresponding anchor user identification.
In a possible implementation manner, after the combo live broadcast data obtained by combining is released in the live broadcast room of each anchor user identifier corresponding to the combo time period, the method further includes:
and when the ending time point of the fighting time period is reached, stopping combining the live broadcast data of at least two anchor user identifications corresponding to the fighting time period, and distributing the live broadcast data of each anchor user identification in a corresponding live broadcast room.
In another possible implementation manner, after the combo live broadcast data obtained by combining is published in the live broadcast room of each anchor user identifier corresponding to the combo time period, the method further includes:
and when the ending time point of the fighting time period is reached, sending a switching instruction to a spectator terminal in the live broadcast room of each anchor user identification, wherein the switching instruction is used for indicating to switch to the live broadcast room for team fighting in the second fighting time period, and the spectator terminal is used for displaying switching prompt information when receiving the switching instruction.
In another possible implementation, the method further includes:
counting the current team fighting state, wherein the team fighting state comprises at least two designated anchor user identifications corresponding to the current fighting time period and at least two current team fighting results;
the team engagement status is posted in a live room of each anchor user identification of the at least two teams.
Fig. 4 is a flowchart illustrating another team engagement method according to an exemplary embodiment, and as shown in fig. 4, an interactive agent according to an embodiment of the present invention includes a server and a host terminal, and includes the following steps:
in step 401, the server obtains member information and engagement time information of at least two teams participating in team engagement.
The embodiment of the invention provides a team fighting method, which realizes the fighting by taking a team as a unit through the interaction between a server and the anchor terminals of at least two teams.
The anchor terminal logs in the server based on an anchor user identifier, wherein the anchor user identifier can be a user account, a telephone number, a user nickname and the like of an anchor user. The viewer terminal logs in to the server based on a viewer user identification, which may be a user account, a telephone number, a user nickname, etc. of the viewer user.
The server can establish a live broadcast room for each anchor terminal, so that the anchor user can release live broadcast data in the live broadcast room, and the audience terminal can enter the live broadcast room of any anchor user to play the live broadcast data released in the live broadcast room.
Team engagement involves at least two teams, which may include one or more anchor user identifications that are members of the team and have an affiliation with the team, i.e., the anchor user identification belongs to the team. For example, a team has a team identifier, which may be an account number, name, number, etc. of the team, and the server may establish a correspondence between the anchor user identifier and the team identifier to indicate that the anchor user identifier belongs to the team corresponding to the team identifier. The data information of the anchor user identifier may include a team identifier corresponding to the anchor user identifier, and the live interface displayed by the anchor user identifier during live broadcasting may also include a team identifier corresponding to the anchor user identifier, so that the audience user can know to which team the anchor user identifier belongs.
When at least two teams are in fight, the server can acquire member information and fight time information of the at least two teams.
The member information comprises a designated number of anchor groups, the designated number of anchor groups are arranged in sequence, each anchor group comprises at least one anchor user identifier, the anchor groups can participate in the battle in sequence according to the arrangement sequence, and each battle can participate in the battle by the anchor user identifiers in the anchor groups.
The team fighting time information includes a specified number of consecutive fighting time periods, each of which includes a start time point and an end time point, any two consecutive fighting time periods means that the end time point of the previous time period is the same as the start time point of the next time period, and when the end time point of the previous time period is reached, that is, the start time point of the next time period is reached. Therefore, the successive specified number of session periods are also arranged in order. In addition, each fight time period has a fixed duration, and the durations of different fight time periods may be the same or different.
Through setting up member information and fight time information, it is the same to have guaranteed that every team participates in the member quantity of team fight, and the quantity of anchor group is also the same with the quantity of fight time quantum, be equivalent to for this fight has set up many battles, every fight has a fight time quantum, the fight time quantum has corresponding anchor group, the anchor group that the fight time quantum corresponds is for the order of arrangement in the team of affiliated to and the same anchor group of this fight time quantum in the team fight time information, and anchor group includes at least one anchor user identification, consequently, fight time quantum corresponds with two at least anchor user identifications, it can fight in this fight time quantum to show these two at least anchor user identifications.
When the starting time point of the first fighting time period is reached, the first anchor group of each team carries out fighting according to the arrangement sequence of the anchor groups of the participating teams, when the ending time point of the first fighting time period is reached, namely the starting time point of the second fighting time period is reached, the fighting of the first anchor group of each team is ended, the second anchor group starts fighting, and so on, when the ending time point of the last fighting time period is reached, the live fighting of the last anchor group is ended, and the team fighting is ended.
In a possible implementation manner, the server obtains the anchor user identifier corresponding to each session according to the ranking order of each session, the ranking order of each anchor group, and the anchor user identifier included in each anchor group, and stores the corresponding relationship between each session and the corresponding anchor user identifier.
In another possible implementation manner, the server may obtain a battle rule, where the battle rule may include member information and battle time information of at least two teams participating in team battle, and may further include a battle type, a scoring rule, a reward and punishment rule, and the like.
The fighting rules can be uploaded to the server by the management terminal after being set on the management terminal by a management user of one team, or can be informed to managers of the server after being negotiated and determined by managers of at least two teams, and the fighting rules are set on the server by the managers of the server.
In step 402, in each fight time segment in the team fight time information, the anchor terminal where the anchor user identifier corresponding to the fight time segment is located sends live broadcast data to the server.
In step 403, the server receives live broadcast data sent by the anchor terminal where each anchor user identifier corresponding to the session exists.
For each fight time period in the team fight time information, in the fight time period, the terminal where at least two anchor user identifications corresponding to the fight time period are located is the anchor terminal for fighting, each anchor terminal for fighting acquires live broadcast data and sends the live broadcast data to a server, and the server receives the live broadcast data sent by each anchor terminal.
The live broadcast data can include at least one of image data and audio data, the image data can be obtained by shooting through a camera configured by the anchor terminal, and the audio data can be obtained by collecting through a microphone configured by the anchor terminal.
In step 404, the server combines the live broadcast data of at least two anchor user identifiers corresponding to the fight time period to obtain the fight live broadcast data.
In the fight time period, the server receives live broadcast data sent by a plurality of anchor terminals, then according to member information and fight time information of at least two teams, anchor user identifications in at least two anchor groups corresponding to the fight time period are determined, live broadcast data of corresponding anchor user identifications are combined to obtain fight live broadcast data, the fight live broadcast data comprise live broadcast data of each anchor user identification corresponding to the fight time period, and during subsequent play of the fight live broadcast data, the live broadcast data of at least two anchor user identifications can be played simultaneously.
In one possible implementation manner, if the server has already established a corresponding relationship between each session and the corresponding anchor user identifier, the established corresponding relationship is queried according to the current session, and the anchor user identifier corresponding to the current session is determined.
In step 405, the server distributes the fighting live broadcast data in the live broadcast room of each anchor user identifier corresponding to the fighting time period.
That is, the server determines the terminals in the live broadcast room of each anchor user identifier corresponding to the fight time period, including the anchor terminal and the audience terminal, sends the fight live broadcast data to the anchor terminal and the audience terminal, and the anchor terminal and the audience terminal play the fight live broadcast data.
It should be noted that the server may receive live broadcast data of the anchor user identifier in different time periods, and in step 404, when the starting time point of the battle time period is reached, the live broadcast data of the anchor user identifier corresponding to the battle time period starts to be combined to obtain battle live broadcast data.
After step 405, the method further comprises: when the end time point of the fighting time period is reached, the fighting of the field is ended, the server stops combining the live broadcast data of at least two anchor user identifications corresponding to the fighting time period, the live broadcast data of each anchor user identification are distributed in the corresponding live broadcast room, namely, the server determines the terminals in the live broadcast room of each anchor user identification respectively, the terminals comprise an anchor terminal and audience terminals, the live broadcast data of the anchor user identifications are sent to the anchor terminal and the audience terminals, the anchor terminal and the audience terminals play the live broadcast data, and the live broadcast data of the fighting are not played any more.
The step 402-.
For example, in a first fight time period, the first anchor user identifier in each team is combated, the server combines the live broadcast data of the first anchor user identifier in each team to obtain fight live broadcast data, and the fight live broadcast data are distributed in the live broadcast room of each anchor user identifier corresponding to the fight time period. And then, in a second fight time period, fighting the second anchor user identification in each team, combining live broadcast data of the second anchor user identification in each team by the server to obtain fight live broadcast data, and issuing the fight live broadcast data in a live broadcast room of each anchor user identification corresponding to the fight time period.
In another possible implementation, after the step 405, the method further includes:
4051. when the end time point of the fighting time period is reached, the server sends a switching instruction to the audience terminal in the live broadcast room of each anchor user identification corresponding to the time period. Wherein, the switching instruction instructs the audience terminal to switch to the live broadcast room for team battle in the next battle time period of the battle time period.
4052. And the audience terminal receives the switching instruction and displays the switching prompt information. The switching prompt information is used for prompting switching to a live broadcast room for team fighting in the next fighting time period.
4053. When the audience terminal detects the confirmation operation of the switching prompt information, the switching is carried out to the live broadcast room for team battle in the next battle time period, namely the live broadcast room of at least two anchor user identifications corresponding to the next battle time period.
In another possible implementation, the step 405 further includes the following steps 4056-:
4056. and the server counts the current team fighting state.
The team fighting state comprises at least two anchor user identifications corresponding to the current fighting time period and at least two current fighting results of the team.
In addition, the team fighting state may further include the current fighting results of the at least two anchor user identifiers, and the fighting state of each anchor user identifier, such as in-fighting, ended or to-be-started, the fighting results of each anchor user identifier for which the fighting has ended, the anchor user identifier for which the fighting is to be started, and the fighting session number of each anchor user identifier. The result of the battle can be expressed by the number of votes of the audience users, the gift amount given away by the audience users, or other manners.
4057. The server publishes the team engagement status in a live room of each anchor user identification in at least two teams.
The server determines each anchor user identifier in at least two teams, determines a terminal in a live broadcast room of each anchor user identifier, comprises an anchor terminal and a spectator terminal, sends team fighting states to the anchor terminal and the spectator terminal, and displays the team fighting states in the process of playing live broadcast data by the anchor terminal and the spectator terminal.
In a possible implementation mode, the server can add the team fighting state to the live broadcast data, so that the team fighting state and the live broadcast data are issued together in a live broadcast room, and the terminal can be guaranteed to display the team fighting state simultaneously when the live broadcast data are played.
It should be noted that, in the embodiment of the present invention, only the anchor terminal performing the battle in the battle time period is concerned, and besides the anchor terminal performing the battle, there are other anchor terminals performing live broadcast, for example, an anchor terminal where an anchor user identifier not participating in the battle is located, an anchor terminal where an anchor user identifier currently waiting for the battle is located, or an anchor terminal where an anchor user identifier currently having finished the battle is located, and the like, these anchor terminals may also obtain live broadcast data and send the live broadcast data to the server, and the server may also receive the live broadcast data sent by these anchor terminals, but the live broadcast data of these anchor terminals are not combined, but the received live broadcast data are directly sent to the corresponding live broadcast rooms.
For example, in a first fight time period, the first anchor user identifier in each team is combated, the server combines live broadcast data of the first anchor user identifier in each team to obtain combated live broadcast data, and the combated live broadcast data are sent to the anchor terminal and the audience terminal in the live broadcast room of the first anchor user identifier in each team. And the server does not combine the live broadcast data of other anchor user identifications in each team, and sends the live broadcast data which are not combined to the anchor terminal and the audience terminal in the live broadcast room of the corresponding anchor user identification.
The embodiment of the invention provides a team fighting method, which comprises the steps of obtaining member information of at least two teams participating in team fighting, obtaining team fighting time information, determining specified number of anchor user identifications arranged in each team according to a sequence and continuous specified number of fighting time periods, and accordingly determining the fighting time period of each field and the corresponding anchor user identification.
On the basis of the team fighting method, from the perspective of the audience terminal, the audience terminal can enter a live broadcast room of any anchor user identifier and play live broadcast data released in the live broadcast room. The embodiment of the invention takes the example that the first live broadcast room with the first anchor user identification is entered first and then the second live broadcast room with the second anchor user identification is entered, and explains the process of switching the live broadcast rooms by the audience terminals.
The first anchor user identification belongs to any one of at least two teams for team fight, and the second anchor user identification is the next anchor user identification of the first anchor user identification in the same team.
Fig. 5 is a flowchart illustrating another live broadcast switching method according to an exemplary embodiment, where as shown in fig. 5, an interaction subject according to an embodiment of the present invention includes a server and a viewer terminal, and includes the following steps:
in step 501, the spectator terminal displays a team engagement display interface.
The team fighting display interface can further comprise a team identifier of a team to which each anchor user identifier belongs, an anchor user identifier for fighting with the anchor user identifier and a team identifier to which the anchor user identifier for fighting with the anchor user identifier belongs.
In a possible implementation manner, the audience terminal displays an application interface provided by the server, the application interface comprises entries of display interfaces of various different types, when the triggering operation of the entry of the team fighting display interface is detected, a team fighting display request is sent to the server, the server returns the team fighting display interface according to the team fighting display request, and the audience terminal displays the application interface when receiving the team fighting display interface.
In another possible implementation manner, the team battle display interface may be an interface for displaying a battle ranking list, where the battle ranking list includes rankings of a plurality of anchor user identifiers in battle, and the ranking can be displayed in a sequence from front to back. Alternatively, the team battle display interface may display a plurality of anchor user identifications in progress with the team battle in order from late to early in the time of starting the battle.
In step 502, when the audience terminal detects a selection operation of a first anchor user identifier in the team battle display interface, a first live data acquisition request is sent to the server, where the first live data acquisition request carries the first anchor user identifier.
In step 503, the server receives the first live broadcast data acquisition request, and sends the battle live broadcast data issued by the server in the first live broadcast room to the audience terminal according to the first live broadcast data acquisition request.
The team fighting display interface comprises one or more anchor user identifications, and when the audience user wants to watch the fighting live broadcast data of the first anchor user identification, the selection operation of the first anchor user identification is triggered. When the audience terminal detects the selection operation, a first direct broadcast data acquisition request is sent to the server, wherein the first direct broadcast data acquisition request carries a first anchor user identifier and indicates that the audience terminal requests to enter a first direct broadcast room of the first anchor user identifier to acquire direct broadcast data of the first anchor user identifier.
And the server receives the first direct broadcast data acquisition request, and sends the fighting direct broadcast data distributed in the direct broadcast room of the first anchor user identification to the audience terminal according to the first anchor user identification.
The battle live broadcast data is obtained by combining the live broadcast data of the first anchor user identification and the live broadcast data of the anchor user identification which is battled with the first anchor user identification by the server. The process of the server obtaining the live data for battle is similar to the step 404, and is not described herein.
In step 504, the spectator terminal receives the live fighting data sent by the server and displays the live interface of the first live room.
The second fight time period is the next time period of the first fight time period, the time period in which the first anchor user identifier performs fight is the first fight time period, and the time period in which the second anchor user identifier performs fight is the second fight time period. In the embodiment of the invention, the current first battle time period is taken as an example, and when the audience terminal enters the first live broadcast time period in the first battle time period, the first anchor user identifier is in battle, so that the audience terminal can receive the battle live broadcast data released by the server in the first live broadcast time period in the first battle time period, and the displayed live broadcast interface can include the battle live broadcast data.
In one possible implementation, during team engagement, the server may count the current team engagement status and issue the team engagement status in the live room of each anchor user identifier in at least two teams participating in the engagement. As the audience terminal enters the first live broadcast room at the moment, the team fighting state sent by the server is received, and the team fighting state is displayed in the live broadcast interface.
The team fighting state comprises at least two anchor user identifications corresponding to the first fighting time period and at least two team current fighting results, wherein the at least two anchor user identifications comprise the first anchor user identification. The current fight results of the at least two anchor user identifications, the fight results of each anchor user identification for which the fight has ended, the anchor user identification waiting for the fight may also be included. The result of the battle can be expressed by the number of votes of the audience users, the gift amount given away by the audience users, or other manners.
In another possible implementation manner, the audience terminal displays a live broadcast interface, and displays a team fighting state in the live broadcast interface, if the live broadcast interface comprises a live broadcast data playing area and a state display area, the live broadcast data playing area is used for playing live broadcast data, the state display area is used for displaying the team fighting state, and the live broadcast data playing area and the state display area are different. Or, the audience terminal displays a live broadcast interface, a first floating window is displayed at the designated position of the live broadcast interface, the first floating window comprises the team identification of each team and the current fight result, when the audience terminal detects the confirmation operation of the first floating window, a second floating window is popped up, the second floating window comprises the team identification of each team and the current fight result, in addition, the fight result of each field of fight which is finished and other team fight states such as each main broadcast user identification which is not yet in fight are included, and the size of the second floating window is larger than that of the first floating window.
For example, as shown in fig. 6, when the spectator terminal is in the live room of the anchor user identifier 1 in the battle, the spectator terminal displays the team battle status in the status display area below the live data play area, including the head images of the 6 anchor user identifiers participating in the battle, the current status and corresponding number of times of each anchor user identifier, and the result of the local battle. As shown in fig. 7, when the audience terminal is in the live broadcast room of the anchor user identifier that is not currently in match in at least two teams, the audience terminal displays a first floating window in the lower right corner of the live broadcast interface, the first floating window includes the avatar of each team identifier and the current match result, when the audience user triggers the first floating window, a second floating window as shown in fig. 8 is popped up, the second floating window includes a specific team match state and a close button, when the audience terminal detects the confirmation operation of the close button, the second floating window is closed, and the audience terminal displays the live broadcast interface and the first floating window.
In step 505, the viewer terminal displays a switching prompt message when the end time point of the first battle period is reached.
When the end time point of the first battle period, namely the start time point of the second battle period, is reached, the first anchor user identification is finished fighting, the second anchor user identification is started fighting, and at the moment, the server does not combine the first anchor user identification with the live broadcast data of other anchor user identifications, but distributes the live broadcast data of the first anchor user identification in the first live broadcast room.
If the audience terminal continues to display the live interface of the first live broadcast room, the live interface comprises the live data of the first anchor user identification, but does not comprise the fighting live broadcast data.
In order to facilitate the audience users to continuously watch the fighting live broadcast data, the audience terminal displays switching prompt information, and the switching prompt information is used for prompting the audience terminal to switch to a live broadcast room for team fighting in the second fighting time period.
The switching prompt message may include a confirmation button for triggering a confirmation operation of the switching prompt message, and the switching prompt message may further include a close button for triggering a close operation of the switching prompt message.
In addition, the switching prompt message may include at least two anchor user identifiers corresponding to the second battle period, so that the audience user knows the anchor user identifier for performing the next battle.
In a possible implementation manner, the viewer terminal continues to display the live interface of the first live room, a window pops up on the upper layer of the live interface, and the switching prompt message is displayed in the window. Or the spectator terminal displays the switching prompt information in the live broadcast interface, if the live broadcast interface comprises a live broadcast data playing area and a comment information display area, the spectator terminal displays the switching prompt information in the comment information display area in a comment information display mode, and therefore the switching prompt information and the comment information are displayed together.
In another possible implementation manner, regarding the display manner of the switching prompt information, the switching prompt information may be triggered and displayed by a switching instruction sent by the server, that is, when the ending time point of the first battle time period is reached, the server sends a switching instruction to the audience terminal, the switching instruction is used for instructing to switch to a live broadcast room for team battle in the second battle time period, and the audience terminal receives the switching instruction sent by the server and displays the switching prompt information.
Alternatively, the switching prompt message may be automatically displayed by the viewer terminal according to the time point. That is, when the server sends the battle live broadcast data to the audience terminal, the member information and the battle time information of at least two teams participating in team battle are sent to the audience terminal, the audience terminal receives the member information and the battle time information of at least two teams participating in team battle, the starting time point and the ending time point of each battle time period can be determined according to the received information, at least two anchor user identifications corresponding to each battle time period can also be determined, and when the ending time point of the first battle time period is reached, the audience terminal automatically displays the switching prompt information. And because the audience terminal already determines at least two anchor user identifications corresponding to each fight time period, the switching prompt message can also comprise at least two anchor user identifications corresponding to the second fight time period.
In step 506, when the viewer terminal detects the confirmation operation of the switching prompt information, a second anchor user identifier is obtained, and a second live data obtaining request is sent to the server, where the second live data obtaining request carries the second anchor user identifier.
When the audience user triggers the confirmation operation of the switching prompt message, the fact that the audience user wants to leave the first live broadcast room and enter the second live broadcast room is shown, and therefore the next battle is watched. Therefore, when the audience terminal detects the confirmation operation, a second live broadcast data acquisition request is sent to the server, and the second live broadcast data acquisition request carries a second anchor user identifier.
It should be noted that, the embodiment of the present invention is described only by taking an example that the viewer user triggers the confirmation operation of the switching prompt message, and in another embodiment, after step 505, the method may further include any one of the following steps:
1. when the audience terminal detects the closing operation of the switching prompt message, a live broadcast interface of the first live broadcast room is displayed, and the live broadcast interface comprises live broadcast data issued in the first live broadcast room by the server in the second battle-aiming time period.
And the audience user triggers the closing operation of the switching prompt message to indicate that the audience terminal wants to enter the first live broadcast room and does not want to enter the second live broadcast room, and the audience terminal does not need to switch the live broadcast room and continuously displays a live broadcast interface of the first live broadcast room.
And because the live broadcast data released in the first live broadcast room in the second battle period by the server is the live broadcast data of the first anchor user identification, and the live broadcast data of the first anchor user identification can not be combined with other live broadcast data, the live broadcast interface comprises the live broadcast data of the first anchor user identification, and can not comprise battle live broadcast data.
2. When the ending time point of the first battle time period is reached, the audience terminal starts to display switching prompt information, and when the audience terminal does not detect the confirmation operation or the closing operation of the switching prompt information after the preset time period, the switching prompt information is closed, and a live broadcast interface of the first live broadcast room is displayed, wherein the live broadcast interface comprises live broadcast data issued by the server in the first live broadcast room in the second battle time period.
For example, as shown in fig. 9, the spectator terminal pops up a window on the upper layer of the live interface, and displays the switching prompt message in the window, where the switching prompt message includes the avatar of the main-broadcast user identifier of the next battle, the corresponding session, the confirmation button "go around" and the close button "x". When the audience terminal detects the confirmation operation of 'go around watching' of the confirmation button, the live broadcast room is switched. When the viewer terminal detects a confirmation operation to the close button "x", the window is closed. Or when the confirmation operation or the closing operation of the switching prompt message is determined not to be detected after the preset time length, closing the window.
In step 507, the server receives the second live broadcast data acquisition request, and sends the battle live broadcast data released by the server in the second live broadcast room in the second battle duration to the audience terminal according to the second live broadcast data acquisition request.
In step 508, the spectator terminal receives the second live engagement data and displays the live interface of the second live room.
And the live broadcast interface comprises live fighting data published in the second live broadcast room in the second fighting time period by the server.
The steps 506-508 are similar to the steps 502-504 described above, and are not described herein again.
According to the method provided by the embodiment of the invention, the live interface of the first live broadcast room in the first fighting time interval is displayed, the switching prompt message is displayed when the ending time point of the first fighting time interval is reached, and the live interface of the second live broadcast room is switched to be displayed when the confirmation operation of the switching prompt message is detected. The embodiment of the invention provides a team fighting-based live broadcast room switching method, when one fighting is finished in the team fighting process, a spectator user is guided to be switched to a live broadcast room of the next fighting by displaying switching prompt information without exiting the current live broadcast room and then searching for another live broadcast room participating in the fighting, the operation of switching the live broadcast rooms is simple, the operation efficiency is improved, the probability of watching fighting live broadcast data by the spectator user is improved in a mode of actively guiding the spectator user, and the viscosity of the user is improved.
Fig. 10 is a block diagram illustrating an apparatus for live room switching according to an exemplary embodiment, where the apparatus includes, as shown in fig. 10:
a first display module 1001, configured to display a live interface of a first live broadcast room, where the live broadcast interface includes battle live broadcast data issued by a server in the first live broadcast room in a first battle duration, a first anchor user identifier corresponding to the first live broadcast room belongs to any one of at least two teams performing team battle, each team includes a designated number of anchor groups arranged in sequence, and the anchor groups include at least one anchor user identifier;
a second display module 1002, configured to display a switching prompt message when an end time point of the first battle period is reached, where the switching prompt message is used to prompt switching to a live broadcast room in which team battles are performed in a second battle period, and the second battle period is a next time period of the first battle period;
the switching module 1003 is configured to switch to display a live broadcast interface of the second live broadcast room when a confirmation operation on the switching prompt information is detected, where the live broadcast interface includes battle live broadcast data issued by the server in the second live broadcast room in a second battle period, and a second anchor user identifier corresponding to the second live broadcast room is a next anchor user identifier of the first anchor user identifier;
the server is used for combining the live broadcast data of the anchor user identifications in at least two anchor groups corresponding to the fight time period in the fight time period to which the current time point belongs, and issuing the combined fight live broadcast data into the live broadcast room of each anchor user identification corresponding to the fight time period, wherein the anchor group corresponding to the fight time period is the anchor group of which the arrangement sequence in the team to which the anchor group belongs is the same as the arrangement sequence of the fight time period.
According to the device for switching the live broadcast rooms, the live broadcast interface of the first live broadcast room in the first fighting time period is displayed, the switching prompt message is displayed when the end time point of the first fighting time period is reached, and the live broadcast interface of the second live broadcast room is switched to be displayed when the confirmation operation of the switching prompt message is detected. The embodiment of the invention provides a team fighting-based live broadcast room switching method, when one fighting is finished in the team fighting process, a spectator user is guided to be switched to a live broadcast room of the next fighting by displaying switching prompt information without exiting the current live broadcast room and then searching for another live broadcast room participating in the fighting, the operation of switching the live broadcast rooms is simple, the operation efficiency is improved, the probability of watching fighting live broadcast data by the spectator user is improved in a mode of actively guiding the spectator user, and the viscosity of the user is improved.
In one possible implementation, as shown in fig. 11, the first display module 1001 includes:
the first display unit 1011 is used for displaying a team fighting display interface, wherein the team fighting display interface comprises a main broadcasting user identifier for team fighting;
a first sending unit 1012, configured to send a first live data acquisition request to the server when a selection operation on a first anchor user identifier in the team battle display interface is detected, where the first live data acquisition request carries the first anchor user identifier;
the first receiving unit 1013 is configured to display a live broadcast interface of the first live broadcast room when receiving live broadcast data of a battle released by the server in the first live broadcast room.
In another possible implementation manner, as shown in fig. 11, the switching module 1003 includes:
an obtaining unit 1031, configured to obtain a second anchor user identifier when a confirmation operation on the switching prompt information is detected;
a second sending unit 1032, configured to send a second live data acquisition request to the server, where the second live data acquisition request carries a second anchor user identifier;
the second receiving unit 1033 is configured to display a live broadcast interface of the second live broadcast room when receiving live broadcast data of a match issued by the server in the second live broadcast room.
In another possible implementation manner, as shown in fig. 11, the apparatus further includes:
the receiving module 1004 is configured to receive a team fighting state sent by the server, where the team fighting state includes at least two anchor user identifiers corresponding to a current fighting time period and current fighting results of at least two teams;
and a third display module 1005, configured to display the team fighting state in the currently displayed live interface.
In another possible implementation manner, as shown in fig. 11, the apparatus further includes:
a fourth display module 1006, configured to display a live interface of the first live broadcast room when the closing operation of the switching prompt message is detected, where the live interface includes live broadcast data that is released by the server in the first live broadcast room in the second battle-fighting time period.
In another possible implementation manner, as shown in fig. 11, the second display module 1002 further includes:
a third receiving unit 1021, configured to receive a switching instruction sent by the server at an end time point of the first battle session, where the switching instruction is used to instruct to switch to a live broadcast room for team battle in the second battle session;
the second display unit 1022 is configured to display the switching prompt message.
FIG. 12 is a block diagram illustrating a team engagement device, according to an exemplary embodiment, as shown in FIG. 12, including:
a first obtaining module 1201, configured to obtain member information of at least two teams participating in team battle, where the member information includes a specified number of anchor groups, the specified number of anchor groups are arranged in sequence, and the anchor groups include at least one anchor user identifier;
a second obtaining module 1202, configured to obtain team fighting time information, where the team fighting time information includes a specified number of consecutive fighting time periods;
the publishing module 1203 is configured to, in each match time period in the team match time information, combine live broadcast data of the anchor user identifiers in at least two anchor groups corresponding to the match time period, and publish the combined match live broadcast data in a live broadcast room of each anchor user identifier corresponding to the match time period, where the anchor group corresponding to the match time period is an anchor group whose arrangement sequence in the team to which the live broadcast data corresponds is the same as the arrangement sequence of the match time period in the team match time information.
The embodiment of the invention provides a team fighting device, which is characterized in that team fighting time information is obtained by obtaining member information of at least two teams participating in team fighting, specified number of anchor user identifications arranged in each team in sequence and continuous specified number of fighting time periods are determined, so that a fighting time period and a corresponding anchor user identification of each field are determined, live broadcast data of at least two anchor user identifications corresponding to the fighting time periods are combined in each fighting time period, and the combined live broadcast data are issued in a live broadcast room of each anchor user identification corresponding to the fighting time periods, so that the fighting in a team unit is realized, live broadcast contents are enriched, the attraction to users is improved, and the viscosity of the users is enhanced.
In a possible implementation manner, the publishing module 1203 is further configured to stop combining the live data of at least two anchor user identifiers corresponding to the fight time period when the end time point of the fight time period is reached, and publish the live data of each anchor user identifier in a corresponding live broadcast room.
In another possible implementation manner, as shown in fig. 13, the apparatus further includes:
a sending module 1204, configured to send a switching instruction to a viewer terminal in the live broadcast room of each anchor user identifier when the ending time point of the battle time period is reached, where the switching instruction is used to instruct to switch to the live broadcast room in the next battle time period of the battle time period for team battle, and the viewer terminal is used to display a switching prompt message when receiving the switching instruction.
In another possible implementation manner, as shown in fig. 13, the apparatus further includes:
the counting module 1205 is used for counting the current team fighting state, wherein the team fighting state comprises at least two designated anchor user identifications corresponding to the current fighting time period and at least two current fighting results of teams;
the publishing module 1203 is further configured to publish the team fighting status in a live broadcast room of each anchor user identifier of the at least two teams.
Fig. 14 is a block diagram illustrating a terminal according to an example embodiment. The terminal 1400 may be a portable mobile terminal such as: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, motion Picture Experts compression standard Audio Layer 3), an MP4 player (Moving Picture Experts Group Audio Layer IV, motion Picture Experts compression standard Audio Layer 4), a notebook computer, a desktop computer, a head-mounted device, or any other intelligent terminal. Terminal 1400 can also be referred to as user equipment, a portable terminal, a laptop terminal, a desktop terminal, or other names.
In general, terminal 1400 includes: a processor 1401, and a memory 1402.
Processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so forth. The processor 1401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1401 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 referred to as a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1401 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing content that the display screen needs to display. In some embodiments, processor 1401 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
In an example embodiment, memory 1402 may include one or more computer-readable storage media, which may be non-transitory. Memory 1402 may 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 1402 is used to store at least one instruction for being possessed by processor 1401 to implement the live room switching method provided by the method embodiments herein.
In some embodiments, terminal 1400 may further optionally include: a peripheral device interface 1403 and at least one peripheral device. The processor 1401, the memory 1402, and the peripheral device interface 1403 may be connected by buses or signal lines. Each peripheral device may be connected to the peripheral device interface 1403 via a bus, signal line, or circuit board. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1404, a display 1405, a camera assembly 1406, audio circuitry 1407, a positioning assembly 1408, and a power supply 1409.
The peripheral device interface 1403 can be used to connect at least one peripheral device related to I/O (Input/Output) to the processor 1401 and the memory 1402. In some embodiments, the processor 1401, memory 1402, and peripheral interface 1403 are integrated on the same chip or circuit board; in some other embodiments, any one or both of the processor 1401, the memory 1402, and the peripheral device interface 1403 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
The Radio Frequency circuit 1404 is used for receiving and transmitting RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuitry 1404 communicates with communication networks and other communication devices via electromagnetic signals. The rf circuit 1404 converts an electrical signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1404 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 1404 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: metropolitan area networks, various generation mobile communication networks (2G, 3G, 4G, and 8G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 1404 may further include NFC (Near Field Communication) related circuits, which are not limited in this application.
The display screen 1405 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display screen 1405 is a touch display screen, the display screen 1405 also has the ability to capture touch signals at or above the surface of the display screen 1405. The touch signal may be input to the processor 1401 for processing as a control signal. At this point, the display 1405 may also be used to provide virtual buttons and/or virtual keyboards, also referred to as soft buttons and/or soft keyboards. In some embodiments, the display 1405 may be one, providing the front panel of the terminal 1400; in other embodiments, display 1405 may be at least two, respectively disposed on different surfaces of terminal 1400 or in a folded design; in still other embodiments, display 1405 may be a flexible display disposed on a curved surface or on a folded surface of terminal 1400. Even further, the display 1405 may be arranged in a non-rectangular irregular figure, i.e., a shaped screen. The Display 1405 can be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), and the like.
The camera assembly 1406 is used to capture images or video. Optionally, camera assembly 1406 includes a front camera and a rear camera. Generally, a front camera is disposed at a front panel of the terminal, and a rear camera is disposed at a rear surface of the terminal. In some embodiments, the number of the rear cameras is at least two, and each rear camera is any one of a main camera, a depth-of-field camera, a wide-angle camera and a telephoto 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 panoramic shooting and VR (Virtual Reality) shooting functions or other fusion shooting functions. In some embodiments, camera assembly 1406 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 circuit 1407 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 1401 for processing or inputting the electric signals to the radio frequency circuit 1404 to realize voice communication. For stereo capture or noise reduction purposes, multiple microphones may be provided, each at a different location of terminal 1400. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is then used to convert electrical signals from the processor 1401 or the radio frequency circuit 1404 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 circuit 1407 may also include a headphone jack.
The positioning component 1408 serves to locate the current geographic position of the terminal 1400 for navigation or LBS (Location Based Service). The Positioning component 1408 may be a Positioning component based on the united states GPS (Global Positioning System), the chinese beidou System, the russian graves System, or the european union galileo System.
Power supply 1409 is used to power the various components of terminal 1400. The power source 1409 may be alternating current, direct current, disposable or rechargeable. When the power source 1409 comprises a rechargeable battery, the rechargeable battery can support wired or wireless charging. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, terminal 1400 also includes one or more sensors 1410. The one or more sensors 1410 include, but are not limited to: acceleration sensor 1411, gyroscope sensor 1412, pressure sensor 1413, fingerprint sensor 1414, optical sensor 1415, and proximity sensor 1416.
The acceleration sensor 1411 may detect the magnitude of acceleration on three coordinate axes of a coordinate system established with the terminal 1400. For example, the acceleration sensor 1411 may be used to detect components of the gravitational acceleration in three coordinate axes. The processor 1401 can control the display 1405 to display a user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1411. The acceleration sensor 1411 may also be used for the acquisition of motion data of a game or a user.
The gyro sensor 1412 may detect a body direction and a rotation angle of the terminal 1400, and the gyro sensor 1412 and the acceleration sensor 1411 may cooperate to collect a 3D motion of the user on the terminal 1400. The processor 1401 can realize the following functions according to the data collected by the gyro sensor 1412: 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.
Pressure sensors 1413 may be disposed on the side frames of terminal 1400 and/or underlying display 1405. When the pressure sensor 1413 is disposed on the side frame of the terminal 1400, the user's holding signal of the terminal 1400 can be detected, and the processor 1401 performs left-right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 1413. When the pressure sensor 1413 is disposed at the lower layer of the display screen 1405, the processor 1401 controls the operability control on the UI interface according to the pressure operation of the user on the display screen 1405. 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 1414 is used for collecting a fingerprint of a user, and the processor 1401 identifies the user according to the fingerprint collected by the fingerprint sensor 1414, or the fingerprint sensor 1414 identifies the user according to the collected fingerprint. Upon recognizing that the user's identity is a trusted identity, processor 1401 authorizes the user to have relevant sensitive operations including unlocking the screen, viewing encrypted information, downloading software, paying for and changing settings, etc. Fingerprint sensor 1414 may be disposed on the front, back, or side of terminal 1400. When a physical button or vendor Logo is provided on the terminal 1400, the fingerprint sensor 1414 may be integrated with the physical button or vendor Logo.
The optical sensor 1415 is used to collect ambient light intensity. In one embodiment, processor 1401 may control the display brightness of display 1405 based on the ambient light intensity collected by optical sensor 1415. Specifically, when the ambient light intensity is high, the display luminance of the display screen 1405 is increased; when the ambient light intensity is low, the display brightness of the display screen 1405 is reduced. In another embodiment, the processor 1401 can also dynamically adjust the shooting parameters of the camera assembly 1406 according to the intensity of the ambient light collected by the optical sensor 1415.
Proximity sensor 1416, also known as a distance sensor, is typically disposed on the front panel of terminal 1400. The proximity sensor 1416 is used to collect the distance between the user and the front surface of the terminal 1400. In one embodiment, when proximity sensor 1416 detects that the distance between the user and the front face of terminal 1400 is gradually decreased, processor 1401 controls display 1405 to switch from a bright screen state to a dark screen state; when proximity sensor 1416 detects that the distance between the user and the front face of terminal 1400 is gradually increasing, display 1405 is controlled by processor 1401 to switch from the sniff state to the brighten state.
Those skilled in the art will appreciate that the configuration shown in fig. 14 is not intended to be limiting with respect to terminal 1400 and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components may be employed.
Fig. 15 is a block diagram illustrating a server 1500 according to an exemplary embodiment, where the server 1500 may generate a relatively large difference due to different configurations or performances, and may include one or more processors (CPUs) 1501 and one or more memories 1502, where at least one instruction is stored in the memory 1502, and the at least one instruction is loaded and executed by the processor 1501 to implement the methods provided by the method embodiments. Of course, the server may also have components such as a wired or wireless network interface, a keyboard, and an input/output interface, so as to perform input/output, and the server may also include other components for implementing the functions of the device, which are not described herein again.
In an exemplary embodiment, there is also 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 by a processor and has operations performed in a team engagement method to implement the above-described embodiments.
The embodiment of the invention also provides a live broadcast room switching device, which comprises a processor and a memory, wherein the memory is stored with at least one instruction, at least one section of program, code set or instruction set, and the instruction, the program, the code set or the instruction set is loaded by the processor and has the operation executed in the live broadcast room switching method.
An embodiment of the present invention further provides a team fighting device, which includes a processor and a memory, where the memory stores at least one instruction, at least one program, code set, or instruction set, and the instruction, the program, the code set, or the instruction set is loaded by the processor and has an operation executed in the above team fighting method.
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 a preferred embodiment of the present invention, and should not be taken as limiting the invention, and any modifications, equivalents, improvements, etc. made within the spirit and principle of the present invention should be included in the protection scope of the present invention.

Claims (23)

1. A live broadcast room switching method is applied to a viewer terminal, and comprises the following steps:
displaying a live broadcast interface of a first live broadcast room, wherein the live broadcast interface comprises fight live broadcast data issued in the first live broadcast room by a server in a first fight time period, a first anchor user identifier corresponding to the first live broadcast room belongs to any one of at least two teams for team fight, each team comprises a designated number of anchor groups arranged in sequence, and each anchor group comprises at least one anchor user identifier;
when the ending time point of the first fighting time period is reached, displaying switching prompt information, wherein the switching prompt information is used for prompting switching to a live broadcast room for team fighting in a second fighting time period, and the second fighting time period is the next time period of the first fighting time period;
when the confirmation operation of the switching prompt information is detected, switching to displaying a live broadcast interface of a second live broadcast room, wherein the live broadcast interface comprises fighting live broadcast data issued by the server in the second live broadcast room in the second fighting time period, and a second anchor user identifier corresponding to the second live broadcast room is a next anchor user identifier of the first anchor user identifier;
the server is used for combining the live broadcast data of the anchor user identifications in at least two anchor groups corresponding to the fight time period in the fight time period to which the current time point belongs, and issuing the combined fight live broadcast data into the live broadcast room of each anchor user identification corresponding to the fight time period, wherein the anchor group corresponding to the fight time period is the anchor group with the same arrangement sequence in the team to which the anchor group belongs and the same arrangement sequence in the fight time period.
2. The method of claim 1, wherein displaying a live interface of the first live room comprises:
displaying a team fighting display interface, wherein the team fighting display interface comprises a main broadcasting user identification for team fighting;
when the selection operation of the first anchor user identification in the team fighting display interface is detected, sending a first direct-broadcast data acquisition request to the server, wherein the first direct-broadcast data acquisition request carries the first anchor user identification;
and when receiving the fighting live broadcast data released by the server in the first live broadcast room, displaying a live broadcast interface of the first live broadcast room.
3. The method of claim 1, wherein switching to displaying a live interface of a second live broadcast room when the confirmation operation of the switching prompt message is detected comprises:
when the confirmation operation of the switching prompt message is detected, acquiring the second anchor user identification;
sending a second live broadcast data acquisition request to the server, wherein the second live broadcast data acquisition request carries the second anchor user identification;
and when receiving the fighting live broadcast data released by the server in the second live broadcast room, displaying a live broadcast interface of the second live broadcast room.
4. The method of claim 1, further comprising:
receiving team fighting states sent by the server, wherein the team fighting states comprise at least two anchor user identifications corresponding to the current fighting time period and current fighting results of the at least two teams;
and displaying the team fighting state in a currently displayed live interface.
5. The method of claim 1, wherein after displaying the switching prompt message, the method further comprises:
when the closing operation of the switching prompt message is detected, displaying a live broadcast interface of the first live broadcast room, wherein the live broadcast interface comprises live broadcast data issued by the server in the first live broadcast room in the second battle-aiming time period.
6. The method of claim 1, wherein displaying a switch prompt when the end time point of the first battle period is reached comprises:
receiving a switching instruction sent by the server at the end time point of the first fighting time period, wherein the switching instruction is used for instructing to switch to a live broadcast room for team fighting in the second fighting time period;
and displaying the switching prompt information.
7. A team fighting method is applied to a server and comprises the following steps:
acquiring member information of at least two teams participating in team battles, wherein the member information comprises a specified number of anchor groups, the specified number of anchor groups are arranged in sequence, and the anchor groups comprise at least one anchor user identifier;
acquiring team fighting time information, wherein the team fighting time information comprises the continuous designated number of fighting time periods;
and in each fight time period in the team fight time information, combining the live broadcast data of the anchor user identifications in at least two anchor groups corresponding to the fight time period, and issuing the combined fight live broadcast data in the live broadcast room of each anchor user identification corresponding to the fight time period, wherein the anchor group corresponding to the fight time period is an anchor group with the same arrangement sequence in the team as the fight time period in the team fight time information.
8. The method of claim 7, wherein after the publishing of the combined live fighting data in the live room of each anchor user identifier corresponding to the session of fighting, the method further comprises:
and when the ending time point of the fighting time period is reached, stopping combining the live broadcast data of at least two anchor user identifications corresponding to the fighting time period, and distributing the live broadcast data of each anchor user identification in a corresponding live broadcast room.
9. The method of claim 7, wherein after the publishing of the combined live fighting data in the live room of each anchor user identifier corresponding to the session of fighting, the method further comprises:
and when the ending time point of the fighting time period is reached, sending a switching instruction to a spectator terminal in the live broadcast room of each anchor user identification, wherein the switching instruction is used for indicating to switch to the live broadcast room for team fighting in the next fighting time period of the fighting time period, and the spectator terminal is used for displaying switching prompt information when receiving the switching instruction.
10. The method of claim 7, further comprising:
counting the current team fighting state, wherein the team fighting state comprises at least two designated anchor user identifications corresponding to the current fighting time period and the current fighting results of the at least two teams;
and issuing the team fighting state in a live room of each anchor user identification in the at least two teams.
11. An apparatus for switching live broadcast, which is applied in a viewer terminal, the apparatus comprising:
the system comprises a first display module, a second display module and a third display module, wherein the first display module is used for displaying a live broadcast interface of a first live broadcast room, the live broadcast interface comprises fight live broadcast data issued in the first live broadcast room by a server in a first fight time period, a first anchor user identifier corresponding to the first live broadcast room belongs to any one of at least two teams for team fight, each team comprises a designated number of anchor groups arranged in sequence, and the anchor groups comprise at least one anchor user identifier;
the second display module is used for displaying switching prompt information when the ending time point of the first fighting time period is reached, the switching prompt information is used for prompting to switch to a live broadcast room for team fighting in a second fighting time period, and the second fighting time period is the next time period of the first fighting time period;
the switching module is used for switching to a live broadcast interface displaying a second live broadcast room when the confirmation operation of the switching prompt message is detected, wherein the live broadcast interface comprises fight live broadcast data issued by the server in the second live broadcast room in the second fight time period, and a second anchor user identifier corresponding to the second live broadcast room is a next anchor user identifier of the first anchor user identifier;
the server is used for combining the live broadcast data of the anchor user identifications in at least two anchor groups corresponding to the fight time period in the fight time period to which the current time point belongs, and issuing the combined fight live broadcast data into the live broadcast room of each anchor user identification corresponding to the fight time period, wherein the anchor group corresponding to the fight time period is the anchor group with the same arrangement sequence in the team to which the anchor group belongs and the same arrangement sequence in the fight time period.
12. The apparatus of claim 11, wherein the first display module comprises:
the system comprises a first display unit, a second display unit and a third display unit, wherein the first display unit is used for displaying a team fighting display interface, and the team fighting display interface comprises a main broadcasting user identifier for team fighting;
the first sending unit is used for sending a first direct-broadcast data acquisition request to the server when the selection operation of the first anchor user identification in the team fighting display interface is detected, wherein the first direct-broadcast data acquisition request carries the first anchor user identification;
and the first receiving unit is used for displaying a live broadcast interface of the first live broadcast room when receiving the fighting live broadcast data released by the server in the first live broadcast room.
13. The apparatus of claim 11, wherein the switching module comprises:
an obtaining unit, configured to obtain the second anchor user identifier when a confirmation operation on the switching prompt information is detected;
a second sending unit, configured to send a second live data acquisition request to the server, where the second live data acquisition request carries the second anchor user identifier;
and the second receiving unit is used for displaying a live broadcast interface of the second live broadcast room when receiving the fighting live broadcast data released by the server in the second live broadcast room.
14. The apparatus of claim 11, further comprising:
the receiving module is used for receiving team fighting states sent by the server, wherein the team fighting states comprise at least two anchor user identifications corresponding to the current fighting time period and current fighting results of the at least two teams;
and the third display module is used for displaying the team fighting state in the currently displayed live broadcast interface.
15. The apparatus of claim 11, further comprising:
and the fourth display module is used for displaying a live broadcast interface of the first live broadcast room when the closing operation of the switching prompt message is detected, wherein the live broadcast interface comprises live broadcast data issued by the server in the first live broadcast room in the second battle-fighting time period.
16. The apparatus of claim 11, wherein the second display module further comprises:
a third receiving unit, configured to receive a switching instruction sent by the server at an end time point of the first battle period, where the switching instruction is used to instruct to switch to a live broadcast room in which team battles are performed in the second battle period;
and the second display unit is used for displaying the switching prompt information.
17. A team fighting device, applied in a server, the device comprising:
the system comprises a first acquisition module, a second acquisition module and a third acquisition module, wherein the first acquisition module is used for acquiring member information of at least two teams participating in team battles, the member information comprises a specified number of anchor groups, the specified number of anchor groups are arranged in sequence, and the anchor groups comprise at least one anchor user identifier;
the second acquisition module is used for acquiring team fighting time information, and the team fighting time information comprises the continuous designated number of fighting time periods;
and the issuing module is used for combining the live broadcast data of the anchor user identifications in at least two anchor groups corresponding to the battle time periods in each battle time period in the team battle time information, issuing the combined live broadcast data in the live broadcast room of each anchor user identification corresponding to the battle time period, wherein the anchor groups corresponding to the battle time periods are the anchor groups with the same arrangement sequence in the team battle time information as the arrangement sequence in the team.
18. The apparatus of claim 17, wherein the publishing module is further configured to stop combining the live data of at least two anchor user identifiers corresponding to the session when an end time point of the session is reached, and publish the live data of each anchor user identifier in a corresponding live broadcast.
19. The apparatus of claim 17, further comprising:
and the sending module is used for sending a switching instruction to a spectator terminal in the live broadcast room of each anchor user identifier when the ending time point of the fighting time period is reached, the switching instruction is used for indicating to switch to the live broadcast room for team fighting in the next fighting time period of the fighting time period, and the spectator terminal is used for receiving the switching instruction and displaying switching prompt information.
20. The apparatus of claim 17, further comprising:
the system comprises a counting module, a judging module and a display module, wherein the counting module is used for counting the current team fighting state, and the team fighting state comprises at least two designated anchor user identifications corresponding to the current fighting time period and the current fighting results of the at least two teams;
the publishing module is further configured to publish the team fighting state in a live broadcast room of each anchor user identifier in the at least two teams.
21. Live-air switching device, characterized in that it comprises a processor and a memory, in which at least one instruction, at least one program, set of codes or set of instructions is stored, which is loaded and executed by said processor to implement the operations performed in the live-air switching method according to any one of claims 1 to 6.
22. A team fighting apparatus, characterized in that the apparatus comprises a processor and a memory, in which at least one instruction, at least one program, set of codes or set of instructions is stored, which is loaded and executed by the processor to implement the operations performed in the team fighting method according to any of the claims 7 to 10.
23. 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 the operations performed in the live-air switching method of any one of claims 1 to 6; or to implement the operations performed in the team engagement method according to any of claims 7 to 10.
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