Game information synchronization screening method and device, terminal equipment and storage medium

By acquiring the feature values ​​of the target scene objects, a dynamically adjusted set of scene levels is generated, which solves the problem of inconsistent receiver information caused by the fixed synchronization range in the existing technology, realizes flexible information synchronization, and reduces performance and traffic pressure.

CN115671714BActive Publication Date: 2026-01-27GUANGZHOU YANLI NETWORK TECH CO LTD +3
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Patent Information

Application Number
CN202211432363.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-11-15
Publication Date
2026-01-27
Estimated Expiration
2042-11-15

AI Technical Summary

Technical Problem

Existing technologies do not support dynamic adjustment of the synchronization range, which prevents different receivers from obtaining scene object information within different ranges, increasing the performance and traffic pressure on servers and clients.

Method used

By obtaining the feature values ​​of the target scene object, it is determined whether there is a corresponding preset scene level. If not, the target scene level is generated, and a set of scene levels that need to be synchronized is generated based on the feature values ​​and the target scene level, and the synchronization range is dynamically adjusted.

Benefits of technology

It enables the generation of different scene levels based on different scene object information, dynamically adjusts the synchronization range, supports different receivers to obtain scene object information of different ranges, and reduces the performance and traffic pressure on the server and client.

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Patent Text Reader

Abstract

The application discloses a game information synchronization screening method and device, a terminal equipment and a storage medium. The method comprises the following steps: obtaining a characteristic value of a target scene object which has changed; obtaining a target scene level corresponding to the characteristic value; obtaining a scene level collection which needs to be synchronized and a scene object which needs to be synchronized according to the characteristic value and the target scene level; and synchronizing information of the scene object which needs to be synchronized. Therefore, different scene levels can be generated according to different scene object information, so that the synchronization range is dynamically adjusted, and different receivers can obtain information of scene objects in different ranges; and the mapping relationship between the characteristic value of the scene object and the scene level can be used to quickly find the synchronization scene level and the synchronization scene object for information synchronization.
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Description

Technical Field

[0001] This invention relates to the field of data processing technology, and in particular to a method, apparatus, terminal device, and storage medium for synchronously filtering game information. Background Technology

[0002] In multiplayer online games, there are often a large number of scene objects. Synchronizing the information of all scene objects to all players (hereinafter referred to as receivers) would put enormous performance and bandwidth pressure on the server and clients. Therefore, knowing how to select the scene objects that need to be synchronized to the receivers and accurately synchronize the necessary information to them is a crucial fundamental principle.

[0003] The common approach is to divide the game scene into multiple small regions and place scene objects into corresponding regions based on their positions. When the information of a scene object changes, the current region where the scene object is located and its surrounding adjacent regions are first retrieved. Then, the receivers in the current region and its surrounding adjacent regions are retrieved, and the scene object information is synchronized to these receivers. The coverage area of ​​the current region and its surrounding adjacent regions is the synchronization range. First, to ensure that all receivers requiring synchronization information can receive it, it is necessary to guarantee that each receiver is within the "synchronization range." Therefore, the synchronization range of the receiver and the scene object must be consistent, resulting in situations where different receivers cannot obtain scene objects with different synchronization ranges. Second, the division of the game scene into multiple small regions and the synchronization range of each region are fixed during scene initialization; therefore, dynamic adjustment of the synchronization range is not supported during game execution. Summary of the Invention

[0004] This invention provides a game information synchronization filtering method, device, terminal equipment, and storage medium to solve the technical problem in the prior art where different receivers cannot obtain scene object information of different ranges due to the lack of support for dynamically adjusting the synchronization range. It can generate different scene levels according to the different scene object information, thereby dynamically adjusting the synchronization range and supporting different receivers to obtain scene object information of different ranges.

[0005] To achieve the above objectives, in a first aspect, embodiments of the present invention provide a method for synchronously filtering game information, comprising:

[0006] When the target scene object changes, the information of the target scene object is obtained, and the feature value of the target scene object is obtained.

[0007] Determine whether the feature value has a corresponding preset scene level; if yes, search for the target scene level corresponding to the feature value from the preset scene levels; if no, generate the corresponding target scene level according to the feature value, and add the corresponding target scene level to the preset scene levels.

[0008] Based on the feature values ​​and the target scene level, obtain the set of scene levels that need to be synchronized;

[0009] Obtain the scene objects that need to be synchronized from the scene hierarchy set, and synchronize the information of the target scene object to the scene objects that need to be synchronized.

[0010] As an improvement to the above solution, the step of obtaining the set of scene levels that need to be synchronized based on the feature values ​​and the target scene level specifically includes:

[0011] Obtain the hierarchical feature values ​​of other levels in the preset scene hierarchy besides the target scene hierarchy;

[0012] The feature values ​​and the hierarchical feature values ​​are calculated according to the synchronization rules to obtain the synchronization scene hierarchy;

[0013] Add the target scene level to the synchronization scene level to obtain a set of scene levels that need to be synchronized.

[0014] As an improvement to the above solution, the step of obtaining the scene objects to be synchronized from the scene hierarchy set and synchronizing the information of the target scene object to the scene objects to be synchronized specifically includes:

[0015] Based on the information of the target scene object, obtain the synchronization grid in the scene hierarchy set;

[0016] Traverse the synchronization grid to obtain all scene objects in the synchronization grid;

[0017] Synchronize the information of the target scene object with all the scene objects.

[0018] As an improvement to the above scheme, the synchronization rules specifically include:

[0019] When the result of the AND operation between the feature value and the hierarchical feature value is equal to the hierarchical feature value, the scene level corresponding to the hierarchical feature value is the synchronous scene level;

[0020] When the result of the AND operation between the feature value and the hierarchical feature value is not equal to 0, the scene level corresponding to the hierarchical feature value is the synchronous scene level.

[0021] Secondly, embodiments of the present invention provide a game information synchronization and filtering device, comprising:

[0022] The information acquisition module is used to acquire information about the target scene object and obtain the feature value of the target scene object when the target scene object changes.

[0023] The hierarchy determination module is used to determine whether the feature value has a corresponding preset scene hierarchy; if so, it searches for the target scene hierarchy corresponding to the feature value from the preset scene hierarchy; if not, it generates the corresponding target scene hierarchy based on the feature value and adds the corresponding target scene hierarchy to the preset scene hierarchy.

[0024] The hierarchical statistics module is used to obtain a set of scene hierarchies that need to be synchronized with information based on the feature values ​​and the target scene hierarchy.

[0025] The information synchronization module is used to obtain the scene objects that need to be synchronized from the scene hierarchy set, and to synchronize the information of the target scene object to the scene objects that need to be synchronized.

[0026] As an improvement to the above solution, the hierarchical statistics module is specifically used for:

[0027] Obtain the hierarchical feature values ​​of other levels in the preset scene hierarchy besides the target scene hierarchy;

[0028] The feature values ​​and the hierarchical feature values ​​are calculated according to the synchronization rules to obtain the synchronization scene hierarchy;

[0029] Add the target scene level to the synchronization scene level to obtain a set of scene levels that need to be synchronized.

[0030] As an improvement to the above solution, the information synchronization module is specifically used for:

[0031] Based on the information of the target scene object, obtain the synchronization grid in the scene hierarchy set;

[0032] Traverse the synchronization grid to obtain all scene objects in the synchronization grid;

[0033] Synchronize the information of the target scene object with all the scene objects.

[0034] As an improvement to the above scheme, the synchronization rules specifically include:

[0035] When the result of the AND operation between the feature value and the hierarchical feature value is equal to the hierarchical feature value, the scene level corresponding to the hierarchical feature value is the synchronous scene level;

[0036] When the result of the AND operation between the feature value and the hierarchical feature value is not equal to 0, the scene level corresponding to the hierarchical feature value is the synchronous scene level.

[0037] Thirdly, embodiments of the present invention provide a terminal device, including a processor, a memory, and a computer program stored in the memory and configured to be executed by the processor, wherein the processor executes the computer program to implement the above-mentioned game information synchronization filtering method.

[0038] Furthermore, embodiments of the present invention also provide a computer-readable storage medium, the computer-readable storage medium including a stored computer program, wherein, when the computer program is running, it controls the device where the computer-readable storage medium is located to execute the above-described game information synchronization and filtering method.

[0039] Compared with existing technologies, the game information synchronization filtering method, apparatus, terminal device, and storage medium disclosed in this invention obtain feature values ​​of changed target scene objects, determine whether the feature values ​​correspond to a preset scene level; if so, search for the target scene level corresponding to the feature value from the preset scene levels; if not, generate a corresponding target scene level based on the feature value, and add the corresponding target scene level to the preset scene levels. Based on the feature value and the target scene level, obtain the set of scene levels to be synchronized and the scene objects to be synchronized, and synchronize the information of the scene objects to be synchronized. Therefore, this invention can generate different scene levels according to different scene object information, thereby dynamically adjusting the synchronization range and supporting different receivers to obtain information of scene objects within different ranges; it can also quickly find the synchronization scene level and synchronization scene objects for information synchronization through the mapping relationship between the feature values ​​of scene objects and scene levels. Attached Figure Description

[0040] Figure 1 This is a flowchart illustrating a game information synchronization and filtering method provided in an embodiment of the present invention;

[0041] Figure 2 This is a schematic diagram of the structure of a game information synchronization and filtering device provided in an embodiment of the present invention. Detailed Implementation

[0042] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0043] It should be noted that the terms "comprising" and "specific" in this invention, and any variations thereof, are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not necessarily limited to those steps or units that are explicitly listed, but may include other steps or units that are not explicitly listed or that are inherent to such process, method, product, or device.

[0044] It should be noted that the scene refers to the area in the game that actually carries the gameplay and business; the scene object is the collective term for all interactive objects and virtual objects controlled by the player in the game scene; the synchronization range is a continuous space formed by the location that initiates the synchronization request and its surrounding area, which is usually a regular shape such as a circle, rectangle, square, or hexagon, but there are also cases where the synchronization range is the entire game scene.

[0045] Please see Figure 1 , Figure 1 This is a flowchart illustrating a game information synchronization filtering method provided in an embodiment of the present invention. The game information synchronization filtering method includes steps S11 to S14:

[0046] S11: When the target scene object changes, obtain the information of the target scene object and obtain the feature value of the target scene object;

[0047] It should be noted that the feature values ​​are calculated based on the information of the target scene object. For example, different combinations of a player's information will result in different feature values, and different feature values ​​can correspond to different synchronization levels. If two players have the same feature value, it means that they both belong to the scene level corresponding to that feature value, and it also means that the two players are visible to each other. Since a player may have more than one calculated feature value, this means that a player may be visible to players in multiple scene levels. The information of the target scene object includes: synchronization range, a set of synchronization-related custom conditions, and location. The set of synchronization-related custom conditions includes: the field of view height of the scene object, the size and shape of the grid in the scene level, the maximum number of scene objects that each grid can contain, synchronization latency, synchronization frequency, completed game tasks, faction classification in the game, friendly and hostile relationships, and the affiliation of the group (such as team, alliance, clan), game duration, player level, activity level, login IP and IP location, and the number of scene objects in the synchronization range. The synchronization-related custom conditions can be set as needed.

[0048] In specific implementation, the information of the target scene object obtained is numbered and classified. If the sequential number of the information of the target scene object is 8, then the large classification A at this time is 8; the meaning and value of the information of the target scene object are classified secondly into an enumeration class (such as group affiliation, camp classification) or a data segmentation class (such as player level, game duration); among them, for the enumeration class, its value is only numbered for sub-classification B, such as different group affiliations are numbered as group affiliation 1, group affiliation 2, etc., and for the data segmentation class, it is sub-classified B after certain calculations. For example, if the player level is divided into a level segment every 10 levels, then all levels within 100 levels can be divided into level segments 1 to 10; according to the large classification A and the sub-classification B, the feature value can be calculated; calculating the feature value can be: feature value C = A * 16 + B or sorting and numbering the combination of the large classification A and the sub-classification B to generate a corresponding number table, and the number is used as the feature value; where 16 is the value obtained by shifting 2 to the left by 1 bit for the large classification A, that is, 16 = 8 * 2^1.

[0049] S12: Determine whether there is a corresponding preset scene level for the feature value; if so, search for the target scene level corresponding to the feature value in the preset scene level; if not, generate a corresponding target scene level according to the feature value, and add the corresponding target scene level to the preset scene level;

[0050] S13: Obtain a set of scene levels that need to synchronize information according to the feature value and the target scene level;

[0051] S14: Obtain the scene objects to be synchronized in the set of scene levels, and synchronize the information of the target scene object to the scene objects to be synchronized.

[0052] Optionally, the above step S13 specifically includes:

[0053] Obtain the level feature values of other levels in the preset scene level except the target scene level;

[0054] Calculate the feature value and the level feature value according to the synchronization rule to obtain the synchronization scene level;

[0055] Add the target scene level to the synchronization scene level to obtain a set of scene levels that need to synchronize information.

[0056] It should be noted that the level feature value is calculated from the feature values of the scene objects in the corresponding scene level. Assuming that the feature values of the relevant information of n scene objects in this level are An, the level feature value D = sum(2 << An), that is, D is equal to the result value obtained by shifting 2 to the left by An bits for all An and performing a bitwise OR operation.

[0057] Optionally, step S14 above specifically includes:

[0058] Based on the information of the target scene object, obtain the synchronization grid in the scene hierarchy set;

[0059] Traverse the synchronization grid to obtain all scene objects in the synchronization grid;

[0060] Synchronize the information of the target scene object with all the scene objects.

[0061] It's important to note that grids are information related to scene hierarchy management; multiple grids covering the entire game map are needed to form a scene hierarchy. For scene objects, the scene hierarchy must be determined first before the specific grids within that scene hierarchy can be located.

[0062] In practice, when the target scene object enters a new scene level, the target scene object is placed into the grid of the corresponding target scene level according to its information; the corresponding target scene level is recorded in the target scene object's information; based on the target scene object's information, the synchronization grid in the scene level set is obtained; the synchronization grid is traversed to obtain all scene objects in the synchronization grid; and the information of the target scene object is synchronized to all scene objects.

[0063] When the target scene object moves, based on the information of the target scene object, obtain the synchronization grid in the scene hierarchy set and the grid to which the target scene object belongs; determine whether the grid to which the target scene object belongs has changed; when the grid to which it belongs has changed, calculate the synchronization grid difference set before and after the change; obtain other scene objects in multiple synchronization grid difference sets in the scene hierarchy set; synchronize the information of the target scene object with the other scene objects.

[0064] When the target scene object leaves its scene hierarchy, based on the information of the target scene object, obtain the synchronization grid in the scene hierarchy set; traverse the synchronization grid to obtain all scene objects in the synchronization grid; synchronize the information of the target scene object to all scene objects.

[0065] Furthermore, in step S13 above, the synchronization rules specifically include:

[0066] When the result of the AND operation between the feature value and the hierarchical feature value is equal to the hierarchical feature value, the scene level corresponding to the hierarchical feature value is the synchronous scene level;

[0067] When the result value of the AND operation between the eigenvalue and the hierarchical eigenvalue is not equal to 0, the scenario level corresponding to the hierarchical eigenvalue is the synchronization scenario level.

[0068] In a specific implementation, when the eigenvalue C is calculated with the hierarchical eigenvalue D and satisfies C&D == D, that is, when the result value of the bitwise AND operation on the eigenvalue C and the hierarchical eigenvalue D is equal to D, the scenario level corresponding to the hierarchical eigenvalue is the synchronization scenario level;

[0069] When the eigenvalue C is calculated with the hierarchical eigenvalue D and satisfies C&D!= 0, that is, when the result value of the bitwise AND operation on the eigenvalue C and the hierarchical eigenvalue D is not 0, the scenario level corresponding to the hierarchical eigenvalue is the synchronization scenario level; where, an index is established between the values corresponding to each 2<<An and the scenario level. By obtaining all non-zero bits En in binary form through the eigenvalue C, all scenario levels that need to be synchronized can be indexed. By calculating the hierarchical eigenvalue D of all scenario levels in sequence, the set of scenario levels that need to be synchronized can be obtained.

[0070] The game information synchronization screening method provided by the embodiments of the present invention obtains the eigenvalue of the target scenario object that has changed, and determines whether there is a corresponding preset scenario level for the eigenvalue; if so, it searches for the target scenario level corresponding to the eigenvalue in the preset scenario level; if not, it generates a corresponding target scenario level according to the eigenvalue, and adds the corresponding target scenario level to the preset scenario level. According to the eigenvalue and the target scenario level, it obtains the set of scenario levels that need to be synchronized for information and the scenario objects to be synchronized, and synchronizes the information of the scenario objects to be synchronized. Therefore, the embodiments of the present invention can generate different scenario levels according to different scenario object information, thereby dynamically adjusting the synchronization range, supporting different receivers to obtain information of different ranges of scenario objects; and can also quickly find the synchronization scenario level and synchronization scenario objects through the mapping relationship between the eigenvalue of the scenario object and the scenario level for information synchronization.

[0071] Please refer to Figure 2 , Figure 2 which is a schematic structural diagram of a game information synchronization screening device provided by the embodiments of the present invention. The game information synchronization screening device includes:

[0072] An information acquisition module 21, configured to obtain the information of the target scenario object when the target scenario object changes, and obtain the eigenvalue of the target scenario object;

[0073] The level determination module 22 is used to determine whether the feature value has a corresponding preset scene level; if yes, then search for the target scene level corresponding to the feature value from the preset scene levels; if no, then generate the corresponding target scene level according to the feature value, and add the corresponding target scene level to the preset scene levels.

[0074] The hierarchical statistics module 23 is used to obtain a set of scene hierarchies that need to be synchronized with information based on the feature values ​​and the target scene hierarchy.

[0075] The information synchronization module 24 is used to obtain the scene objects that need to be synchronized in the scene hierarchy set, and synchronize the information of the target scene object to the scene objects that need to be synchronized.

[0076] Optionally, the hierarchical statistics module 23 is specifically used for:

[0077] Obtain the hierarchical feature values ​​of other levels in the preset scene hierarchy besides the target scene hierarchy;

[0078] The feature values ​​and the hierarchical feature values ​​are calculated according to the synchronization rules to obtain the synchronization scene hierarchy;

[0079] Add the target scene level to the synchronization scene level to obtain a set of scene levels that need to be synchronized.

[0080] Optionally, the information synchronization module 24 is specifically used for:

[0081] Based on the information of the target scene object, obtain the synchronization grid in the scene hierarchy set;

[0082] Traverse the synchronization grid to obtain all scene objects in the synchronization grid;

[0083] Synchronize the information of the target scene object with all the scene objects.

[0084] Furthermore, the synchronization rules specifically include:

[0085] When the result of the AND operation between the feature value and the hierarchical feature value is equal to the hierarchical feature value, the scene level corresponding to the hierarchical feature value is the synchronous scene level;

[0086] When the result of the AND operation between the feature value and the hierarchical feature value is not equal to 0, the scene level corresponding to the hierarchical feature value is the synchronous scene level.

[0087] The game information synchronization filtering device provided in this embodiment of the invention can realize all the processes of the game information synchronization filtering method in the above embodiments. The functions and technical effects of each module in the device are the same as those of the game information synchronization filtering method in the above embodiments, and will not be repeated here.

[0088] This invention provides a terminal device comprising: a processor, a memory, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the steps described in the game information synchronization filtering method embodiment. Alternatively, when the processor executes the computer program, it implements the functions of each module described in the game information synchronization filtering device embodiment.

[0089] The terminal device can be a desktop computer, laptop, handheld computer, or cloud server, etc. The terminal device may include, but is not limited to, a processor and memory. Those skilled in the art will understand that the schematic diagram is merely an example of a terminal device and does not constitute a limitation on the terminal device. It may include more or fewer components than illustrated, or combine certain components, or different components. For example, the terminal device may also include input / output devices, network access devices, buses, etc.

[0090] The processor can be a central processing unit, or other general-purpose processors, digital signal processors, application-specific integrated circuits, field-programmable gate arrays or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor. The processor is the control center of the terminal device, connecting various parts of the terminal device via various interfaces and lines.

[0091] The memory can be used to store the computer programs and / or modules. The processor implements various functions of the terminal device by running or executing the computer programs and / or modules stored in the memory and by calling data stored in the memory. The memory may mainly include a program storage area and a data storage area. The program storage area may store the operating system, at least one application program required for a function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the mobile phone (such as audio data, phonebook, etc.). In addition, the memory may include high-speed random access memory, and may also include non-volatile memory, such as hard disk, RAM, plug-in hard disk, smart memory card, at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0092] It should be noted that the device embodiments described above are merely illustrative. The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the modules can be selected to achieve the purpose of this embodiment according to actual needs. Furthermore, in the accompanying drawings of the device embodiments provided by this invention, the connection relationships between modules indicate that they have communication connections, which can be specifically implemented as one or more communication buses or signal lines. Those skilled in the art can understand and implement this without any creative effort.

[0093] Furthermore, embodiments of the present invention also provide a computer-readable storage medium, the computer-readable storage medium including a stored computer program, wherein, when the computer program is executed, it controls the device where the computer-readable storage medium is located to perform the game information synchronization filtering method as described in the above embodiments.

[0094] In summary, this invention discloses a game information synchronization filtering device, a terminal device, and a storage medium. By acquiring the feature values ​​of changed target scene objects, it determines whether the feature values ​​correspond to a preset scene level. If so, it searches for the target scene level corresponding to the feature value from the preset scene levels. If not, it generates a corresponding target scene level based on the feature value and adds the corresponding target scene level to the preset scene levels. Based on the feature values ​​and the target scene levels, it obtains a set of scene levels requiring information synchronization and the scene objects to be synchronized, and synchronizes the information of the scene objects to be synchronized. Therefore, this invention can generate different scene levels based on different scene object information, thereby dynamically adjusting the synchronization range and supporting different receivers to obtain information from scene objects within different ranges. It can also quickly find the synchronization scene level and synchronization scene objects for information synchronization through the mapping relationship between the feature values ​​of scene objects and scene levels.

[0095] The above description represents the preferred embodiments of the present invention. It should be noted that those skilled in the art can make various improvements and modifications without departing from the principles of the present invention, and these improvements and modifications are also considered to be within the scope of protection of the present invention.

Claims

1. A method for synchronously filtering game information, characterized in that, include: When the target scene object changes, the information of the target scene object is obtained, and the feature value of the target scene object is obtained. Determine whether the feature value has a corresponding preset scene level; if so, search for the target scene level corresponding to the feature value from the preset scene levels. If not, then generate the corresponding target scene level based on the feature value, and add the corresponding target scene level to the preset scene level; Obtain the hierarchical feature values ​​of other levels in the preset scene hierarchy besides the target scene hierarchy; The feature value and the hierarchical feature value are calculated according to synchronization rules to obtain the synchronization scene level; wherein, the synchronization rules specifically include: when the result of the AND operation between the feature value and the hierarchical feature value is equal to the hierarchical feature value, the scene level corresponding to the hierarchical feature value is the synchronization scene level; when the result of the AND operation between the feature value and the hierarchical feature value is not equal to 0, the scene level corresponding to the hierarchical feature value is the synchronization scene level; Add the target scene level to the synchronization scene level to obtain a set of scene levels that need to be synchronized. Obtain the scene objects that need to be synchronized from the scene hierarchy set, and synchronize the information of the target scene object to the scene objects that need to be synchronized.

2. The game information synchronization filtering method as described in claim 1, characterized in that, The step of obtaining the scene objects to be synchronized from the scene hierarchy set and synchronizing the information of the target scene object to the scene objects to be synchronized specifically includes: Based on the information of the target scene object, obtain the synchronization grid in the scene hierarchy set; Traverse the synchronization grid to obtain all scene objects in the synchronization grid; Synchronize the information of the target scene object with all the scene objects.

3. A game information synchronization and filtering device, characterized in that, include: The information acquisition module is used to acquire information about the target scene object and obtain the feature value of the target scene object when the target scene object changes. The hierarchy determination module is used to determine whether the feature value has a corresponding preset scene hierarchy; if so, it searches for the target scene hierarchy corresponding to the feature value from the preset scene hierarchy. If not, then generate the corresponding target scene level based on the feature value, and add the corresponding target scene level to the preset scene level; The hierarchical statistics module is used to obtain the hierarchical feature values ​​of other levels in the preset scene hierarchy besides the target scene hierarchy; The feature values ​​and the hierarchical feature values ​​are calculated according to the synchronization rules to obtain the synchronization scene hierarchy; Add the target scene level to the synchronization scene level to obtain a set of scene levels that need to be synchronized; wherein, the synchronization rule specifically includes: when the result of the AND operation between the feature value and the level feature value is equal to the level feature value, the scene level corresponding to the level feature value is the synchronization scene level; when the result of the AND operation between the feature value and the level feature value is not equal to 0, the scene level corresponding to the level feature value is the synchronization scene level; The information synchronization module is used to obtain the scene objects that need to be synchronized from the scene hierarchy set, and to synchronize the information of the target scene object to the scene objects that need to be synchronized.

4. The game information synchronization and filtering device as described in claim 3, characterized in that, The information synchronization module is specifically used for: Based on the information of the target scene object, obtain the synchronization grid in the scene hierarchy set; Traverse the synchronization grid to obtain all scene objects in the synchronization grid; Synchronize the information of the target scene object with all the scene objects.

5. A terminal device, characterized in that, The system includes a processor, a memory, and a computer program stored in the memory and configured to be executed by the processor, wherein the processor, when executing the computer program, implements the game information synchronization filtering method as described in any one of claims 1-2.

6. A computer-readable storage medium, characterized in that, The computer-readable storage medium includes a stored computer program, wherein, when the computer program is executed, it controls the device where the computer-readable storage medium is located to perform the game information synchronization filtering method as described in any one of claims 1-2.

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