IP Library Granted Patent US 12,629,599
Granted Patent B2
US 12,629,599 · App. 18/450,770 · Granted May 19, 2026

Data matching method and apparatus, device and computer-readable storage medium

Inventors: Yi Xiao (Shenzhen, CN); Richeng Huang (Shenzhen, CN)
Assignee: TENCENT TECHNOLOGY (SHENZHEN) COMPANY LIMITED
A63F13/86A63F13/52H04N21/2187H04N21/4312A63F13/87
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Quick Facts
Patent No.
US 12,629,599
App. No.
18/450,770
Granted
May 19, 2026
Kind
B2
Abstract

Embodiments of this application disclose a data matching method and apparatus, a device and a computer-readable storage medium. The method includes displaying a livestreaming page of a first livestreaming room on a livestreaming platform, wherein the first livestreaming room is associated with a first game account in a video game; and in response to a second game account associated with a second livestreaming room entering a battle with the first game account in the video game, displaying information of the second livestreaming room on the livestreaming page.

Claims (45)

1 . A data matching method, the method being performed by a computer device and comprising:

displaying a livestreaming page of a first livestreaming room on a livestreaming platform, wherein the first livestreaming room is associated with a first game account in a video game and is hosted by a first livestreamer client that plays and explains the video game based on the first game account, the livestreaming page comprising a first game character controlled by the first livestreamer client based on the first game account;

in response to a second game account associated with a second livestreaming room entering a battle with the first game account in the video game, displaying information of the second livestreaming room on the livestreaming page, the second livestreaming room being hosted by a second livestreamer client that plays and explains the same video game based on the second game account; and

displaying a support information bar indicating a comparison between support actions of audiences of the first livestreaming room and support actions of audiences of the second livestreaming room, the support actions of the audiences of the first livestreaming room being directed to the first livestreamer client while viewing livestreamed gaming content of the first game account in the battle on the livestreaming page, and the support actions of audiences of the second livestreaming room being directed to the second livestreamer and associated with the second game account.

2 . The method according to claim 1 , further comprising:

displaying a pair prompt indicating the first livestreaming account being paired with the second livestreaming account.

3 . The method according to claim 1 , wherein the computer device is a livestreaming client, and the method further comprising:

obtaining the first game account associated with the first livestreaming room; and

transmitting the first game account to a server of the livestreaming platform.

4 . The method according to claim 1 , wherein the information of the second livestreaming room comprises an identity of a second livestreaming account associated with the second livestreaming room.

5 . The method according to claim 1 , wherein the computer device is an audience client, the information of the second livestreaming room comprises an entry of the second livestreaming room, and the method further comprises:

in response to the entry of the second livestreaming room being triggered, entering the second livestreaming room and playing an explanation of the video game by the second livestreamer client.

6 . The method according to claim 1 , wherein the computer device is an audience client, and the information of the second livestreaming room comprises livestreamed content of the second livestreaming room.

7 . The method according to claim 6 further comprising:

displaying a livestreamed content of the first livestreaming room at a primary area of the livestreaming page; and

displaying the livestreamed content of the second livestreaming room at a secondary area of the livestreaming page.

8 . The method according to claim 7 further comprising:

in response to a switching operation at the audience client, switching the livestreamed content of the first livestreaming room to the secondary area and the livestreamed content of the second livestreaming room to the primary area.

9 . The method according to claim 7 further comprising:

in response to a closing operation on the audience client, stopping displaying the livestreamed content of the second livestreaming room on the livestreaming page.

10 . The method according to claim 1 , further comprising:

in response to a second game account associated with a second livestreaming room leaving the battle with the first game account in the video game, stopping displaying information of the second livestreaming room on the livestreaming page.

11 . The method according to claim 1 , the support actions directed to a livestreamer client include at least one of actions of sending bullet screens, giving virtual resources, giving likes, presenting virtual items, subscribing, or opening exclusive rights.

12 . The method according to claim 1 , wherein the audiences of the first livestreaming room and the audiences of the second livestreaming room view livestreamed account on the livestreaming platform and do not enter the video game.

13 . A computer device, comprising: a storage apparatus and one or more processors;

the storage apparatus being configured to store a computer program; and

the processor executing the computer program to implement:

displaying a livestreaming page of a first livestreaming room on a livestreaming platform, wherein the first livestreaming room is associated with a first game account in a video game and is hosted by a first livestreamer client that plays and explains the video game based on the first game account, the livestreaming page comprising a first game character controlled by the first livestreamer client based on the first game account;

in response to a second game account associated with a second livestreaming room entering a battle with the first game account in the video game, displaying information of the second livestreaming room on the livestreaming page, the second livestreaming room being hosted by a second livestreamer client that plays and explains the same video game based on the second game account; and

displaying a support information bar indicating a comparison between support actions of audiences of the first livestreaming room and support actions of audiences of the second livestreaming room, the support actions of the audiences of the first livestreaming room being directed to the first livestreamer client while viewing livestreamed gaming content of the first game account in the battle on the livestreaming page, and the support actions of audiences of the second livestreaming room being directed to the second livestreamer and associated with the second game account.

14 . The computer device according to claim 13 , further comprising:

displaying a pair prompt indicating the first livestreaming account being paired with the second livestreaming account.

15 . The computer device according to claim 13 , wherein the computer device is a livestreaming client, and the method further comprising:

obtaining the first game account associated with the first livestreaming room; and

transmitting the first game account to a server of the livestreaming platform.

16 . The computer device according to claim 13 , wherein the information of the second livestreaming room comprises an identity of a second livestreaming account associated with the second livestreaming room.

17 . The computer device according to claim 13 , wherein the computer device is an audience client, the information of the second livestreaming room comprises an entry of the second livestreaming room, and the processor is further configured to implement:

in response to the entry of the second livestreaming room being triggered, entering the second livestreaming room and playing an explanation of the video game by the second livestreamer client.

18 . The computer device according to claim 13 , wherein the computer device is an audience client, and the information of the second livestreaming room comprises livestreamed content of the second livestreaming room.

19 . A non-transitory computer-readable storage medium, storing a computer program which, when executed by one or more processors, causing the one or more processors to implement:

displaying a livestreaming page of a first livestreaming room on a livestreaming platform, wherein the first livestreaming room is associated with a first game account in a video game and is hosted by a first livestreamer client that plays and explains the video game based on the first game account, the livestreaming page comprising a first game character controlled by the first livestreamer client based on the first game account;

in response to a second game account associated with a second livestreaming room entering a battle with the first game account in the video game, displaying information of the second livestreaming room on the livestreaming page, the second livestreaming room being hosted by a second livestreamer client that plays and explains the same video game based on the second game account; and

displaying a support information bar indicating a comparison between support actions of audiences of the first livestreaming room and support actions of audiences of the second livestreaming room, the support actions of the audiences of the first livestreaming room being directed to the first livestreamer client while viewing livestreamed gaming content of the first game account in the battle on the livestreaming page, and the support actions of audiences of the second livestreaming room being directed to the second livestreamer and associated with the second game account.

20 . The non-transitory computer-readable storage medium according to claim 19 , wherein the computer program further causes the one or more processors to implement:

displaying a pair prompt indicating the first livestreaming account being paired with the second livestreaming account.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Apr 20, 2026
From: XIAO, YI; HUANG, RICHENG
To: TENCENT TECHNOLOGY (SHENZHEN) COMPANY LIMITED
Reel/Frame 074416/0251 →
Priority Claims (1)
CN 202111078985.6 · Sep 14, 2021 · national
Continuity (2)
Continuation PCTCN2022114107 · Aug 23, 2022
Related Publication 20240009578A1 · Jan 11, 2024
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