Game resource object loading method and related device
By dividing different grid levels in open-world games and hierarchically managing them, using the predicted route table to obtain the resource information to be cached in batches, the problem of resource management complexity and performance degradation in open-world games is solved, and more efficient resource loading and smoother gaming experience is achieved.
Patent Information
- Application Number
- CN202411959837.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-30
- Publication Date
- 2025-03-11
- Estimated Expiration
- 2044-12-30
AI Technical Summary
In open world games, insufficient memory is prone to loading open big world scenarios, frequent garbage collection leads to a decrease in frame count, and existing chunked loading technologies have problems such as resource management complexity, high loading latency and performance degradation.
By dividing different grid levels in the game scene and hierarchically manage them according to the size and location of the resource objects, using the predicted route table to obtain resource information to be cached in batches, reducing the number of IO operations, and optimizing the resource loading order.
It effectively reduces resource management complexity, reduces the performance overhead of IO operations, improves the game's running performance and user experience, and ensures that resource objects of different grid levels do not interfere with each other when loading.
Smart Images

Figure CN119587986A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of computer technology, and in particular to a method for loading game resource objects and related devices. Background Art
[0002] With the rapid rise of the "open world" concept in modern video games in recent years, the ability to support a large world has become a core competitive advantage for any game. Implementing open world designs requires managing a large number of models, textures, animations, and other resources when loading large open world scenes. Due to the memory limitations of mobile devices, problems such as insufficient memory are prone to occur, and frequent garbage collection can lead to decreased frame rates.
[0003] Currently, streaming is a common technique used in modern game engines to manage large-scale scenes and objects. This technique allows the game engine to retain only the resources currently needed by the player in memory, thereby reducing overall memory usage and improving performance. However, streaming requires meticulous resource partitioning and management, which increases the complexity of resource management. Because both resource loading and unloading involve I / O operations, the performance overhead of these operations is linearly correlated with the granularity of the resource chunks, leading to long resource loading times and poor performance. Summary of the Invention
[0004] In view of this, an object of the present invention is to provide a game resource object loading method and related devices, which can improve the game running performance and user experience.
[0005] In order to achieve the above objectives, the technical solutions adopted in the embodiments of the present invention are as follows:
[0006] In a first aspect, the present invention provides a method for loading a game resource object, the method comprising:
[0007] When the game is running, a predicted route table corresponding to each grid level in the game scene is sequentially obtained; the predicted route table is used to record the resource page index corresponding to the resource object included in the player's predicted route; the resource page is used to record the resource information of the resource object in the same grid unit; the grid level corresponding to each resource object in the game scene is determined according to the size and position of the resource object;
[0008] Determining a to-be-cached index according to the resource page index in the predicted route table and the coordinates of the player, and caching resource information corresponding to the to-be-cached index;
[0009] determining a to-be-cached index corresponding to a grid unit whose distance from the player is less than a second threshold as an to-be-loaded index; and reselecting the to-be-loaded index when the player moves to a preset position;
[0010] The to-be-loaded index corresponding to the grid unit whose distance from the player is less than a third threshold is determined as the target resource page index, and the resource object corresponding to the target resource page index is loaded according to the priority and resource information of the resource object; the third threshold is less than the second threshold.
[0011] In an optional embodiment, the resource page index includes a grid level and grid unit coordinates; and determining the index to be cached based on the resource page index in the predicted route table and the coordinates of the player includes:
[0012] Obtaining the player's grid coordinates according to the player's coordinates and the division side length corresponding to the grid level;
[0013] The predicted route table is traversed to determine the resource page index whose distance between the player grid coordinates and the grid unit coordinates is less than a first threshold as a to-be-cached index; the first threshold is greater than the second threshold.
[0014] In an optional embodiment, the resource page index includes grid unit coordinates; and determining the to-be-cached index corresponding to the grid unit whose distance from the player is less than a second threshold as the to-be-loaded index includes:
[0015] Obtaining a corresponding first distance according to the grid unit coordinates corresponding to each to-be-cached index and the coordinates of the player;
[0016] Determine the to-be-cached index whose first distance is less than the second threshold as the to-be-loaded index, and save the to-be-loaded index in a to-be-loaded queue;
[0017] When the player moves to a preset position of the queue to be loaded, the to-be-loaded index is reselected, and the queue to be loaded is updated according to the reselected to-be-loaded index.
[0018] In an optional embodiment, the resource page index includes grid unit coordinates, and the method further includes:
[0019] When the game is running, obtaining the loaded resource page index corresponding to the loaded object from the predicted route table;
[0020] Obtaining a corresponding second distance according to the grid unit coordinates corresponding to each loaded resource page index and the coordinates of the player;
[0021] The loaded resource page index whose second distance is greater than a fourth threshold is determined as a target unloading index, and the resource object corresponding to the target unloading index is unloaded; the fourth threshold is greater than the first threshold.
[0022] In an optional embodiment, the method further comprises:
[0023] When designing a game, the resource objects in the game scene are read in sequence, and the grid level and grid unit coordinates corresponding to the resource object are determined according to the bounding box of the resource object and the division side length corresponding to each grid level;
[0024] Generate a corresponding resource page index according to the grid level and grid unit coordinates corresponding to the resource object, and save the resource information of the resource object to the resource page corresponding to the resource page index;
[0025] Predicting the game route of the player in the game scene based on all resource pages in each grid level, and obtaining a predicted route corresponding to each grid level;
[0026] The resource page index included in each predicted route is recorded in the corresponding predicted route table.
[0027] In an optional embodiment, determining the grid level and grid unit coordinates corresponding to the resource object according to the bounding box of the resource object and the division side lengths corresponding to each grid level includes:
[0028] Determine the minimum partition side length that is greater than the oblique side length of the bounding box as the initial side length, and determine the grid level corresponding to the initial side length as the initial grid level;
[0029] Determine the initial grid unit coordinates according to the center coordinates of the bounding box, the size of the game scene and the initial side length;
[0030] Extending the area corresponding to the initial grid unit coordinates in four directions according to preset sizes to obtain an extended area;
[0031] When the vertex coordinates of the bounding box are all inside the extended area, the initial grid level is used as the grid level of the resource object, and the initial grid unit coordinates are used as the grid unit coordinates of the resource object;
[0032] When the vertex coordinates of the bounding box are not inside the extended area, the grid level corresponding to the minimum division side length that is longer than the initial side length is determined as the grid level of the resource object, and the grid unit coordinates of the resource object are determined based on the center coordinates of the bounding box, the size of the game scene and the division side length corresponding to the grid level of the resource object.
[0033] In a second aspect, the present invention provides a device for loading a game resource object, the device comprising:
[0034] An acquisition module is configured to sequentially acquire a predicted route table corresponding to each grid level in the game scene during game play; the predicted route table is used to record resource page indexes corresponding to resource objects included in the player's predicted route; resource pages are used to record resource information of resource objects in the same grid unit; the grid level corresponding to each resource object in the game scene is determined according to the size and position of the resource object;
[0035] a processing module, configured to determine a to-be-cached index based on the resource page index in the predicted route table and the coordinates of the player, and cache resource information corresponding to the to-be-cached index;
[0036] A loading module is configured to determine a to-be-cached index corresponding to a grid unit whose distance from a player is less than a second threshold as an to-be-loaded index; the to-be-loaded index is reselected when the player moves to a preset position; determine a to-be-loaded index corresponding to a grid unit whose distance from the player is less than a third threshold as a target resource page index, and load a resource object corresponding to the target resource page index according to the priority and resource information of the resource object; the third threshold is less than the second threshold.
[0037] In a third aspect, the present invention provides an electronic device comprising a processor and a memory, wherein the memory stores a computer program that can be executed by the processor, and the processor can execute the computer program to implement the game resource object loading method described in any of the aforementioned embodiments.
[0038] In a fourth aspect, the present invention provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the game resource object loading method as described in any one of the aforementioned embodiments.
[0039] In a fifth aspect, the present invention provides a program product, which, when executed by a processor, implements the game resource object loading method as described in any one of the aforementioned embodiments.
[0040] Compared to existing technologies, the game resource object loading method and related apparatus provided by embodiments of the present invention divide the game scene into different grid levels and manage resource objects in a hierarchical manner according to their size and location within the game scene, effectively reducing the complexity of resource management. During game execution, resource information to be cached is batched based on the predicted routes corresponding to each grid level, effectively reducing the number of I / O operations and avoiding the performance overhead associated with frequent I / O operations.
[0041] When loading game objects, the system first selects grid cells that are closer to the player (less than the second threshold) from the predicted route table, and uses the resource page index corresponding to the grid cell as the index to be loaded. Then, based on the player's coordinates, it selects resource page indexes that are even closer to the player (less than the third threshold) from the index to be loaded as the target resource page index to be loaded, and loads the resource objects corresponding to the target resource page index according to their priority. This allows for the loading of resource objects at multiple grid levels, preserving the size characteristics of the resource objects while ensuring that resource objects at different grid levels do not interfere with each other during loading. This effectively reduces the pressure on electronic devices to load open world resources, improving the game's performance and user experience.
[0042] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0043] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present invention and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without paying any creative work.
[0044] Figure 1 A schematic flow chart of a method for loading game resource objects provided by an embodiment of the present invention is shown.
[0045] Figure 2 A schematic diagram of the grid levels provided by an embodiment of the present invention is shown.
[0046] Figure 3 Another flow chart of a method for loading game resource objects provided by an embodiment of the present invention is shown.
[0047] Figure 4 Another flow chart of a method for loading game resource objects provided by an embodiment of the present invention is shown.
[0048] Figure 5 A block diagram of a game resource object loading device provided by an embodiment of the present invention is shown.
[0049] Figure 6 A block diagram of an electronic device provided by an embodiment of the present invention is shown.
[0050] Icon: 100 - electronic device; 110 - memory; 120 - processor; 130 - communication module; 300 - game resource object loading device; 301 - acquisition module; 302 - processing module; 303 - loading module. DETAILED DESCRIPTION
[0051] The following will be combined with the accompanying drawings to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Generally, the components of the embodiments of the present invention described and shown in the drawings herein can be arranged and designed in various different configurations.
[0052] Therefore, the following detailed description of the embodiments of the present invention provided in the accompanying drawings is not intended to limit the scope of the invention as claimed, but is merely intended to represent selected embodiments of the present invention. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without making any creative efforts shall fall within the scope of protection of the present invention.
[0053] It should be noted that relational terms such as "first" and "second" are used only to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any actual relationship or order between these entities or operations. Moreover, the terms "comprises," "comprising," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus comprising a series of elements includes not only those elements, but also other elements not explicitly listed, or elements inherent to such process, method, article, or apparatus. In the absence of further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of additional identical elements in the process, method, article, or apparatus comprising the element.
[0054] Loading large game worlds requires managing a large number of resource objects. Mobile devices are prone to lag due to insufficient memory. To ensure smooth game operation despite performance limitations, a management strategy is needed to optimize scene resource loading and improve runtime performance.
[0055] In the existing technology, block loading is usually used to manage resource objects in large-world games. The core idea of block loading is to divide the game world into multiple "blocks" and dynamically load and unload resource objects in these blocks based on the player's location and field of view.
[0056] The inventors' research revealed that the current industry practice of chunked loading typically involves splitting the scene all at once, which results in the loss of the dimensional characteristics of objects within the scene. However, from a human perspective, the size of an object is often closely related to its field of view. While chunked loading significantly reduces memory consumption, it also presents challenges such as high resource management complexity, loading delays, "pop-up" effects, wasted resource loading time, and performance degradation caused by frequent I / O operations.
[0057] (1) High complexity in resource management: Chunked loading requires developers to finely divide and manage resources. The division results need to be consistent with human observation intuition: large objects are visible from a distance, while small objects are only visible up close. This undoubtedly increases the complexity of resource management. At the same time, due to the diversity and complexity of scene objects in the game, the division strategy often has significant limitations.
[0058] (2) Loading delay and "pop-up" effect: Since the loading of resources is closely related to the division of blocks, if the block loading is not handled properly, loading delays may occur, resulting in the player entering a new area where the resources have not been fully loaded. When the player moves, the resources in the scene immediately appear in front of the player, resulting in a visual "pop-up" effect, which greatly affects the player's gaming experience. For objects that cover a large and continuous area in the scene, such as roads, if loading delays are not handled properly, the complete performance of the object may be destroyed.
[0059] (3) Time wasted in resource loading: Since resource loading is generally directly related to resource file operations, the performance overhead during engine loading is linearly related to the granularity of resource block division. When the number of divided resource blocks is too large, the main thread will spend a lot of time waiting for resource loading to complete, hindering the main thread from executing other game tasks.
[0060] (4) Performance degradation caused by frequent IO operations: Since both resource loading and unloading involve IO operations, although chunked loading following the player (i.e., camera) has reduced most of the memory pressure, frequent IO operations still add additional performance overhead. At the same time, since chunked loading blurs the type of resources and focuses on the size of resources, when the resource thread performs resource loading tasks, it sometimes has to make some trade-offs due to functional limitations (such as displaying certain resources at the end of the lowest loading range on low-end machines). At this time, it is often necessary for the loading results to be as close to the expected target as possible.
[0061] Based on this, the game resource object loading method and related apparatus provided in embodiments of the present invention divide the game scene into different grid levels and manage resource objects in a hierarchical manner according to their size and location within the game scene, effectively reducing the complexity of resource management. During game execution, resource information to be cached is batched based on the predicted routes corresponding to each grid level, effectively reducing the number of I / O operations and avoiding the performance overhead caused by frequent I / O operations.
[0062] When loading game objects, the system first selects grid cells that are closer to the player (less than the second threshold) from the predicted route table, and uses the resource page index corresponding to the grid cell as the index to be loaded. Then, based on the player's coordinates, it selects resource page indexes that are even closer to the player (less than the third threshold) from the index to be loaded as the target resource page index to be loaded, and loads the resource objects corresponding to the target resource page index according to their priority. This allows for the loading of resource objects at multiple grid levels, preserving the size characteristics of the resource objects while ensuring that resource objects at different grid levels do not interfere with each other during loading. This effectively reduces the pressure on electronic devices to load open world resources, improving the game's performance and user experience.
[0063] The embodiments of the present invention are described in detail below with reference to the accompanying drawings.
[0064] Please refer to Figure 1 , Figure 1 A flowchart of a method for loading game resource objects provided by an embodiment of the present invention is shown. The method comprises the following steps:
[0065] Step S100, when the game is running, obtain the predicted route table corresponding to each grid level in the game scene in sequence; the predicted route table is used to record the resource page index corresponding to the resource objects contained in the player's predicted route; the resource page is used to record the resource information of the resource objects in the same grid unit; the grid level corresponding to each resource object in the game scene is determined according to the size and position of the resource object.
[0066] In an embodiment of the present invention, different division rules are used to divide the game scene map into grids of different grid levels. The grid levels can be 64*64, 128*128, 256*256, 512*512, 1024*1024, 2048*2048, 4096*4096, etc. The incremental relationship between each grid level can be arbitrarily specified as long as the progressive relationship conforms to the actual application of the game scene.
[0067] Assume that the game scene map is divided into three grid levels: 1024*1024, 2048*2048 and 4096*4096, and three grids with side lengths of 1024, 2048 and 4096 are obtained, such as Figure 2 The grid level corresponding to the resource object is determined according to its size and location. The resource objects in each grid level do not overlap with each other. The grid level, predicted route, and predicted route table correspond to each other.
[0068] For example, there are 30 resource objects in the game scene, namely A1-A10, B1-B10, and C1-C10. A1-A10 corresponds to a 1024*1024 grid level, B1-B10 to a 2048*2048 grid level, and C1-C10 to a 4096*4096 grid level. Therefore, resource objects on the predicted route corresponding to the 1024*1024 grid level can only be selected from A1-A10, not from B1-B10 or C1-C10. Predicted route tables for other grid levels are generated similarly.
[0069] Step S110 , determining the index to be cached according to the resource page index in the predicted route table and the player's coordinates, and caching the resource information corresponding to the index to be cached.
[0070] In this embodiment of the present invention, the predicted route table for each grid level is processed to obtain the player's coordinates. Based on the player's coordinates, the to-be-cached index is determined from the resource page index in the predicted route table. The resource pages corresponding to the to-be-cached indexes are batch-read in a single IO operation to obtain the resource information corresponding to the to-be-cached indexes. A resource page is a file that records resource information for each resource object in the same grid unit. The resource information includes information such as the file path, resource type, resource object coordinates, and special processing flags.
[0071] Step S120 , determining the to-be-cached index corresponding to the grid unit whose distance from the player is less than a second threshold as the to-be-loaded index; the to-be-loaded index is reselected when the player moves to a preset position.
[0072] In this embodiment of the present invention, based on the player's location, the resource page index corresponding to the grid unit whose distance from the player is less than a second threshold is selected from the cached index as the index to be loaded. Changes in the player's location do not affect the reselection of the index to be loaded in real time. When the player moves to a preset location, the index to be loaded is reselected, thereby avoiding frequent resource calls.
[0073] Step S130, determining the to-be-loaded index corresponding to the grid unit whose distance to the player is less than a third threshold as the target resource page index, and loading the resource object corresponding to the target resource page index according to the priority and resource information of the resource object; the third threshold is less than the second threshold.
[0074] In an embodiment of the present invention, the grid unit corresponding to the index to be loaded is the grid unit to be loaded, and the grid unit whose distance from the player is less than a third threshold is preferentially selected from all the grid units to be loaded as the target grid unit. The resource page index corresponding to the target grid unit is the target resource page index, and the resource object recorded in the resource page corresponding to the target resource page index is determined as the target resource object.
[0075] The target resource object's priority and resource coordinates are obtained from its resource information. The target resource objects are loaded sequentially in descending order of priority. The loading position of the target resource object in the game scene is determined by the resource object coordinates. Priority is determined based on the resource object's resource type, resource page size, and resource call frequency.
[0076] It should be noted that the second and third thresholds are preset based on the game scenario and are not limited to this in the present invention. Assume that the third threshold is set based on the player's field of view distance. For example, the third threshold is set to half the length of the partition side corresponding to the grid level. At the same time, the second threshold can be obtained by increasing the third threshold by a fixed ratio.
[0077] In summary, the game resource object loading method provided by the present invention divides the game scene into different grid levels and manages resource objects in a hierarchical manner according to their size and location within the game scene, effectively reducing the complexity of resource management. During game execution, resource information to be cached is batched based on the predicted routes corresponding to each grid level, effectively reducing the number of I / O operations and avoiding the performance overhead caused by frequent I / O operations.
[0078] When loading game objects, the system first selects grid cells that are closer to the player (less than the second threshold) from the predicted route table, and uses the resource page index corresponding to the grid cell as the index to be loaded. Then, based on the player's coordinates, it selects resource page indexes that are even closer to the player (less than the third threshold) from the index to be loaded as the target resource page index to be loaded, and loads the resource objects corresponding to the target resource page index according to their priority. This allows for the loading of resource objects at multiple grid levels, preserving the size characteristics of the resource objects while ensuring that resource objects at different grid levels do not interfere with each other during loading. This effectively reduces the pressure on electronic devices to load open world resources, improving the game's performance and user experience.
[0079] Optionally, in practical applications, the resource page index includes a grid level and grid unit coordinates. As to how to determine the index to be cached, a possible implementation is provided below. Figure 1 The sub-steps of step S110 may include:
[0080] The player's grid coordinates are obtained according to the player's coordinates and the division side length corresponding to the grid level; the predicted route table is traversed, and the resource page index whose distance between the player's grid coordinates and the grid unit coordinates is less than a first threshold is determined as the index to be cached; the first threshold is greater than the second threshold.
[0081] In this embodiment of the present invention, each predicted route table records the resource page index corresponding to the same grid level. The player's coordinates are the player's world coordinates. Based on the partition side lengths and grid center coordinates corresponding to the grid level in the predicted route table, the player's coordinates are converted to the player's coordinates within the grid corresponding to that grid level, thus obtaining the player's grid coordinates.
[0082] Traverse each resource page index in the predicted route table, calculate the distance between the player and the grid unit according to the player's grid coordinates and the grid unit coordinates corresponding to the resource page index, and determine the resource page index with a distance less than a first threshold as the index to be cached, thereby ensuring that the resource pages within the first threshold range from the player's location can be pre-cached in batches for fast loading and display, thereby improving the smoothness and responsiveness of the game.
[0083] As a possible implementation method, since the IO operation of the resource page will take up a lot of time, if only the main thread is used for loading, it is necessary to complete the resource object loading task before processing other game logic, which is a waste of time. To this end, the present invention creates a new resource thread that runs in parallel with the main thread. The resource thread is used to handle the loading, decompression, decoding and loading of resource objects of the resource page, and the main thread is used to process game logic, such as rendering. The resource thread can effectively separate the resource loading task from the processing of game logic, avoiding the main thread from being blocked by resource loading and causing screen freezes. At the same time, it can more effectively manage and schedule the loading of resources, ensuring that the game loads and uses resources more efficiently during runtime.
[0084] As a possible implementation, a resource page pool can be created on an electronic device. A resource thread dynamically batch-loads resource pages corresponding to to-be-cached indexes within a first threshold into the resource page pool. The resource page pool includes a to-be-loaded queue and an operation queue. The to-be-loaded queue stores to-be-loaded indexes, while the operation queue stores target resource page indexes for load operations.
[0085] Optionally, in practical applications, the resource page index includes grid unit coordinates. As to how to determine the index to be loaded, a possible implementation is provided below. Figure 1 The sub-steps of step S120 may include:
[0086] According to the grid unit coordinates corresponding to each to-be-cached index and the coordinates of the player, a corresponding first distance is obtained; the to-be-cached index whose first distance is less than a second threshold is determined as the to-be-loaded index, and the to-be-loaded index is saved in the to-be-loaded queue; when the player moves to a preset position of the to-be-loaded queue, the to-be-loaded index is reselected, and the to-be-loaded queue is updated according to the reselected to-be-loaded index.
[0087] In this embodiment of the present invention, the grid cell coordinates corresponding to each to-be-cached index are sequentially obtained, and the distance between the player and the grid cell is calculated based on the grid cell coordinates and the player's coordinates to obtain a first distance. If the first distance between the player and the grid cell is less than a second threshold, the resource page index corresponding to the grid cell coordinate is determined as the to-be-loaded index and is stored in a to-be-loaded queue.
[0088] The loading queue doesn't update in real time with player position changes. When the player moves to a preset position in the loading queue (e.g., the middle of the queue), the loading index is reselected and overwritten in the loading queue. This reduces the frequency of resource calls while ensuring that players always load and see the required resources in a timely manner. This effectively manages resource loading, improving game fluidity and user experience.
[0089] It should be noted that the target resource page index is filtered from the to-be-loaded queue based on the third threshold, and the target resource page index is saved to the operation queue in descending order of resource object priority. This allows the target resource page index to be sequentially retrieved from the operation queue, and the target resource page corresponding to the target resource page index is obtained. The resource object corresponding to the target resource page index is loaded according to the resource information recorded in the target resource page, thereby ensuring that resource objects that are closer to the player and have higher priority are loaded first, further optimizing the loading effect of the resource objects. If a new resource page needs to be cached, the to-be-cached index is re-determined, and the corresponding resource information is cached based on the re-determined to-be-cached index.
[0090] Optionally, in actual applications, the resource page index includes grid unit coordinates. The game resource object loading method further includes the following steps:
[0091] When the game is running, the loaded resource page index corresponding to the loaded object is obtained from the predicted route table; the corresponding second distance is obtained based on the grid unit coordinates corresponding to each loaded resource page index and the player's coordinates; the loaded resource page index whose second distance is greater than a fourth threshold is determined as the target unloading index, and the resource object corresponding to the target unloading index is unloaded; the fourth threshold is greater than the first threshold.
[0092] In this embodiment of the present invention, since the player's position may change, resource objects that are beyond the player's field of view need to be unloaded. To prevent the player from frequently loading and unloading resource objects due to "repeated sideways jumping" behavior, a fourth threshold can be set based on the player's sideways jumping range, and resource objects to be unloaded can be filtered based on the fourth threshold.
[0093] As one possible implementation, the loaded resource page index corresponding to the loaded object in the predicted route table is obtained, and the distance between the grid unit coordinates corresponding to the loaded resource page index and the player's coordinates is calculated to obtain a second distance. If the second distance is not greater than a fourth threshold, it indicates that the resource object corresponding to the loaded resource page index does not currently need to be unloaded. If the second distance is greater than the fourth threshold, the loaded resource page index is determined as the target unloading index and saved to an operation queue so that the resource object corresponding to the target unloading index can be unloaded, thereby reducing memory resource consumption.
[0094] As another possible implementation, the resource page pool also includes a queue to be unloaded. The distance between the grid unit coordinates corresponding to the loaded resource page index in the preset route table and the coordinates of the player's current location is calculated to obtain a third distance. If the third distance is greater than a fifth threshold, the corresponding loaded resource page index is stored in the queue to be unloaded as the index to be unloaded. The fifth threshold is less than the fourth threshold, and the fifth threshold is greater than the first threshold. In other words, the indexes of resource pages that the player does not need are stored in the queue to be unloaded.
[0095] When the player's position changes, the distance between the grid unit coordinates corresponding to the to-be-unloaded index and the changed player coordinates is calculated to obtain a second distance. If the second distance is greater than a fourth threshold, the corresponding to-be-unloaded index is moved from the to-be-unloaded queue to the operation queue as the target unload index, thereby unloading the resource object corresponding to the target unload index. This ensures that only resource objects near the player are retained, while resource objects outside the player's range are unloaded, thereby reducing memory usage and improving game performance and responsiveness.
[0096] Alternatively, see Figure 3 Before the game is run, the game resource object loading method also includes the following steps:
[0097] Step S200, when designing a game, read the resource objects in the game scene in sequence, and determine the grid level and grid unit coordinates corresponding to the resource object based on the bounding box of the resource object and the division side lengths corresponding to each grid level.
[0098] In an embodiment of the present invention, when designing a game, the game scene is first divided according to the division duration corresponding to each grid level to obtain grids corresponding to each grid level, wherein each grid corresponds to a grid coordinate system.
[0099] Use a unified rule to name the grid cells after the grid is divided. For example, the center point of the grid is used as the origin of the grid coordinate system. The horizontal direction to the right is the positive direction of the horizontal axis (X axis), and the vertical direction downward is the positive direction of the vertical axis (Y axis). The grid cell coordinates are determined according to the position of the grid cell in the grid.
[0100] Continue with Figure 2 For example, assume that the coordinate system corresponding to the 4096*4096 grid level is coordinate system A, the coordinate system corresponding to the 2048*2048 grid level is coordinate system B, and the coordinate system corresponding to the 1024*1024 grid level is coordinate system C. The upper-left (black) grid cell in coordinate system A corresponds to the grid cell coordinates (-0, 0), with a partitioning side length of 4096. The upper-left (black) grid cell in coordinate system B corresponds to the grid cell coordinates (-1, 1), with a partitioning side length of 2048. The upper-left (black) grid cell in coordinate system C corresponds to the grid cell coordinates (-3, 3).
[0101] After the grid division of different grid levels is completed, all resource objects in the game scene are read in turn, the bounding box of the resource object is calculated, and the grid level corresponding to the resource object and the grid unit (i.e., grid unit coordinates) of the resource object in the grid corresponding to the grid level are determined based on the bounding box of the resource object, the coordinates of the resource object and the division side length of each grid, thereby achieving accurate management and efficient scheduling of resource objects.
[0102] Step S210 : generating a corresponding resource page index according to the grid level and grid unit coordinates corresponding to the resource object, and saving resource information of the resource object to the resource page corresponding to the resource page index.
[0103] In an embodiment of the present invention, after generating a corresponding resource page index based on the grid level and grid unit coordinates corresponding to the resource object, a resource page corresponding to the resource page index is obtained. If the resource page does not exist, a resource page corresponding to the resource page index is created, and the resource information of the resource object is saved to the newly created resource page. If the resource page already exists, the resource information of the resource object is saved to the resource page corresponding to the resource page index.
[0104] Continue with Figure 2For example, assuming that the grid level corresponding to resource object 1 is 4096*4096 and the grid unit coordinates are (-0,0), that is, resource object 1 is located in the grid unit in the upper left corner of the grid with a partition side length of 4096, then the resource page index corresponding to the grid unit where resource object 1 is located can be set to 4096_(-0,0) or 4096*4096_(-0,0). Grids with partition sides of 4096, 2048, and 1024 can also be defined as large, medium, and small, respectively. Based on this, the resource page index corresponding to the grid unit where resource object 1 is located can also be set to large_(-0,0). The present invention does not limit the specific form of the resource page index.
[0105] It is worth mentioning that the embodiment of the present invention uses grids with different division side lengths to manage resource objects, obtaining multi-grid level resource pages, and can load resources based on the size of the resource objects. In this way, the size feature of the resource objects can be effectively utilized to solve the "pop-up" effect that exists in resource loading.
[0106] Step S220 , predicting the player's game route in the game scene based on all resource pages in each grid level, and obtaining a predicted route corresponding to each grid level.
[0107] Step S230 : Record the resource page index included in each predicted route into the corresponding predicted route table.
[0108] In an embodiment of the present invention, in order to improve the accuracy of pre-cached resource information, that is, to ensure that the cached resource objects can be loaded when the game is running, it is necessary to analyze the resource pages in each grid level, predict the player's game route in the grid corresponding to each grid level, and obtain the predicted route corresponding to each grid level.
[0109] For example, for mission-based games, player behavior data is collected based on the resource objects corresponding to the resource pages at each grid level. This data is analyzed using AI statistical models to obtain a predicted route based on player behavior for each grid level. For sandbox-based games, the predicted route for each grid level is predicted based on the call frequency and coordinates of the resource objects corresponding to the resource pages at each grid level.
[0110] Regardless of the prediction method used to obtain the player's predicted route, the resource page index contained in the predicted route corresponding to each grid level is updated to the predicted route table corresponding to that grid level. The player's predicted routes at multiple grid levels are used to cache and load resource objects corresponding to each grid level, improving the accuracy of caching and loading, thereby optimizing the gaming experience and resource management efficiency, and improving the smoothness and responsiveness of game operation.
[0111] It should be noted that if the predicted data in the predicted route changes significantly, the developer will modify the predicted route table based on the changed predicted data. When the game is running, the game resource objects will be loaded according to the latest predicted route table to reduce the developer's manpower cost for resource division and management.
[0112] Optionally, the following provides a possible implementation method for determining the grid level and grid unit coordinates corresponding to the resource object. Figure 4 , Figure 3 The sub-steps of step S200 may include:
[0113] In step S201 , the minimum division side length that is greater than the oblique side length of the bounding box is determined as the initial side length, and the grid level corresponding to the initial side length is determined as the initial grid level.
[0114] In an embodiment of the present invention, the hypotenuse length of the bounding box and the partition length can be compared in ascending order. When the hypotenuse length of the bounding box is not less than the partition length, the next partition length is obtained and compared with the hypotenuse length of the bounding box. If the hypotenuse length of the bounding box is less than the partition length, the partition length is used as the initial length, and the grid level corresponding to the initial length is determined as the initial grid level.
[0115] Step S202 : determining the initial grid unit coordinates according to the center coordinates of the bounding box, the size of the game scene, and the initial side length.
[0116] In this embodiment of the present invention, the coordinates of each grid cell in the grid corresponding to the initial grid level are determined based on the size and initial side length of the game scene. The coordinates of the grid cell in which the bounding box is located are determined based on the center coordinates of the bounding box and the coordinates of each grid cell, thereby obtaining the initial grid cell coordinates. The center coordinates of the bounding box are the same as the coordinates of the resource object corresponding to the bounding box.
[0117] Step S203 : Extend the area corresponding to the initial grid unit coordinates in four directions according to preset sizes to obtain an extended area.
[0118] In an embodiment of the present invention, the area corresponding to the initial grid unit coordinates is extended in four directions of the grid coordinate system according to a preset size to obtain an extended area. Figure 2 For example, if the initial grid level corresponding to the resource object is 1024*1024 and the initial grid unit coordinates are (-2,2), assuming the preset size is half the partition side length, the initial grid unit is extended outward by a length corresponding to 512 along the positive X-axis, negative X-axis, positive Y-axis, and negative Y-axis of the grid coordinate system to obtain the extended area.
[0119] Step S204 , determining whether the coordinates of the vertices of the bounding box are all inside the extended area.
[0120] In an embodiment of the present invention, the coordinates of the four vertices of the bounding box corresponding to the resource object are obtained, and it is determined whether the four vertex coordinates are all located inside the extended area. If the four vertex coordinates are all located inside the extended area, step S205 is executed; if at least one vertex coordinate is located outside the extended area, step S206 is executed.
[0121] Step S205 : Using the initial grid level as the grid level of the resource object, and using the initial grid unit coordinates as the grid unit coordinates of the resource object.
[0122] Step S206, determine the grid level corresponding to the minimum division side length that is longer than the initial side length as the grid level of the resource object, and determine the grid unit coordinates of the resource object based on the center coordinates of the bounding box, the size of the game scene and the division side length corresponding to the grid level of the resource object.
[0123] In the embodiment of the present invention, continue with Figure 2 For example, if the initial side length of a resource object is 1024 and there are vertex coordinates outside the extended area, the grid level corresponding to the partition side length of 2048 is determined as the grid level of the resource object. The coordinates of each grid cell in the grid corresponding to the resource object are determined based on the size of the game scene and the partition side length of 2048. The coordinates of the grid cell in which the bounding box is located are determined based on the center coordinates of the bounding box and the grid cell coordinates corresponding to the resource object, thereby obtaining the grid cell coordinates of the resource object.
[0124] The present invention extends the grid cells in four directions when dividing resource pages into multiple grid levels. Based on the extended area, it determines whether resource objects are completely covered by the fault tolerance boundary. Resource objects that exceed the fault tolerance boundary are placed in the grid level with a larger side length for management. This ensures that resource objects located at the grid boundary can be loaded from a distance, stabilizing the display effect of resource objects within reasonable expectations and effectively avoiding the delayed loading or "pop-up" effect of resource objects at the grid unit boundary that occurs in the prior art.
[0125] Based on the same inventive concept, the basic principles and technical effects of the game resource object loading device provided in the embodiment of the present invention are the same as those in the above embodiment. For the sake of brief description, for parts not mentioned in this embodiment, reference can be made to the corresponding contents in the above embodiment.
[0126] Please refer to Figure 5 , Figure 5The present invention provides a block diagram of a device 300 for loading game resource objects. The device 300 comprises an acquisition module 301 , a processing module 302 and a loading module 303 .
[0127] Acquisition module 301 is used to sequentially obtain a predicted route table corresponding to each grid level in the game scene while the game is running; the predicted route table is used to record the resource page index corresponding to the resource objects included in the player's predicted route; the resource page is used to record resource information of resource objects in the same grid unit; the grid level corresponding to each resource object in the game scene is determined according to the size and position of the resource object.
[0128] The processing module 302 is used to determine the index to be cached according to the resource page index in the predicted route table and the coordinates of the player, and cache the resource information corresponding to the index to be cached.
[0129] The loading module 303 is used to determine the to-be-cached index corresponding to the grid unit whose distance to the player is less than a second threshold as the to-be-loaded index; the to-be-loaded index is reselected when the player moves to a preset position; the to-be-loaded index corresponding to the grid unit whose distance to the player is less than a third threshold is determined as the target resource page index, and the resource object corresponding to the target resource page index is loaded according to the priority and resource information of the resource object; the third threshold is less than the second threshold.
[0130] In summary, the game resource object loading device provided by the embodiments of the present invention divides the game scene into different grid levels and manages resource objects in a hierarchical manner according to their size and location within the game scene, effectively reducing the complexity of resource management. During game execution, the device batch-retrieves cached resource information based on the predicted routes corresponding to each grid level, effectively reducing the number of I / O operations and avoiding the performance overhead associated with frequent I / O operations.
[0131] When loading game objects, the system first selects grid cells that are closer to the player (less than the second threshold) from the predicted route table, and uses the resource page index corresponding to the grid cell as the index to be loaded. Then, based on the player's coordinates, it selects resource page indexes that are even closer to the player (less than the third threshold) from the index to be loaded as the target resource page index to be loaded, and loads the resource objects corresponding to the target resource page index according to their priority. This allows for the loading of resource objects at multiple grid levels, preserving the size characteristics of the resource objects while ensuring that resource objects at different grid levels do not interfere with each other during loading. This effectively reduces the pressure on electronic devices to load open world resources, improving the game's performance and user experience.
[0132] Optionally, the resource page index includes a grid level and grid unit coordinates. Processing module 302 is specifically configured to obtain the player's grid coordinates based on the player's coordinates and the partition side length corresponding to the grid level; traverse the predicted route table and determine the resource page index for which the distance between the player's grid coordinates and the grid unit coordinates is less than a first threshold as a to-be-cached index; the first threshold being greater than a second threshold.
[0133] Optionally, the resource page index includes grid unit coordinates. The loading module 303 is specifically configured to obtain a corresponding first distance based on the grid unit coordinates corresponding to each to-be-cached index and the player's coordinates; determine the to-be-cached index whose first distance is less than a second threshold as a to-be-loaded index, and save the to-be-loaded index in a to-be-loaded queue; and when the player moves to a preset position in the to-be-loaded queue, reselect the to-be-loaded index and update the to-be-loaded queue based on the reselected to-be-loaded index.
[0134] Optionally, the resource page index includes grid unit coordinates. The acquisition module 301 is further configured to acquire the loaded resource page index corresponding to the loaded object from the predicted route table when the game is running.
[0135] The loading module 303 is further used to obtain the corresponding second distance based on the grid unit coordinates corresponding to each loaded resource page index and the player's coordinates; determine the loaded resource page index whose second distance is greater than a fourth threshold as the target unloading index, and unload the resource object corresponding to the target unloading index; the fourth threshold is greater than the first threshold.
[0136] Optionally, the processing module 302 is further used to read the resource objects in the game scene in sequence during game design, determine the grid level and grid unit coordinates corresponding to the resource object based on the bounding box of the resource object and the division side lengths corresponding to each grid level; generate a corresponding resource page index based on the grid level and grid unit coordinates corresponding to the resource object, and save the resource information of the resource object to the resource page corresponding to the resource page index; predict the player's game route in the game scene based on all resource pages in each grid level, and obtain a predicted route corresponding to each grid level; and record the resource page index contained in each predicted route in the corresponding predicted route table.
[0137] Optionally, the processing module 302 is specifically used to determine the minimum division side length that is greater than the oblique side length of the bounding box as the initial side length, and determine the grid level corresponding to the initial side length as the initial grid level; determine the initial grid unit coordinates according to the center coordinates of the bounding box, the size of the game scene and the initial side length; extend the area corresponding to the initial grid unit coordinates in four directions according to the preset size to obtain an extended area; when the vertex coordinates of the bounding box are all inside the extended area, use the initial grid level as the grid level of the resource object, and use the initial grid unit coordinates as the grid unit coordinates of the resource object; when the vertex coordinates of the bounding box are not inside the extended area, determine the grid level corresponding to the minimum division side length that is greater than the initial side length as the grid level of the resource object, and determine the grid unit coordinates of the resource object according to the center coordinates of the bounding box, the size of the game scene and the division side length corresponding to the grid level of the resource object.
[0138] Please refer to Figure 6 , is a block diagram of an electronic device 100 according to an embodiment of the present invention. The electronic device 100 includes a memory 110, a processor 120, and a communication module 130. The memory 110, processor 120, and communication module 130 are electrically connected to each other, directly or indirectly, to enable data transmission or exchange. For example, these components may be electrically connected to each other via one or more communication buses or signal lines.
[0139] Memory 110 is used to store programs or data. Memory 110 may be, but is not limited to, random access memory (RAM), read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), etc.
[0140] The processor 120 is used to read / write data or programs stored in the memory 110 and execute corresponding functions. For example, when the computer program stored in the memory 110 is executed by the processor 120, the game resource object loading method disclosed in the above embodiments can be implemented.
[0141] The communication module 130 is used to establish a communication connection between the electronic device 100 and other communication terminals through a network, and to send and receive data through the network.
[0142] It should be understood that Figure 6 The structure shown is only a schematic diagram of the structure of the electronic device 100. The electronic device 100 may also include Figure 6 More or fewer components than shown, or with Figure 6 Different configurations shown. Figure 6 Each component shown in the figure can be implemented by hardware, software or a combination thereof.
[0143] An embodiment of the present invention further provides a computer-readable storage medium on which a computer program is stored. When the computer program is executed by the processor 120, the game resource object loading method disclosed in the above embodiments is implemented.
[0144] The embodiment of the present invention further provides a program product, which, when executed by the processor 120, implements the game resource object loading method disclosed in the above embodiments.
[0145] In the several embodiments provided in this application, it should be understood that the disclosed devices and methods can also be implemented in other ways. The device embodiments described above are merely illustrative. For example, the flowcharts and block diagrams in the accompanying drawings show the possible architectures, functions and operations of the devices, methods and computer program products according to multiple embodiments of the present invention. In this regard, each box in the flowchart or block diagram can represent a module, a program segment or a portion of code, and the module, program segment or a portion of code contains one or more executable instructions for implementing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in an order different from that marked in the accompanying drawings. For example, two consecutive boxes can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or flowchart, and the combination of boxes in the block diagram and / or flowchart, can be implemented using a dedicated hardware-based system that performs the specified function or action, or can be implemented using a combination of dedicated hardware and computer instructions.
[0146] In addition, the functional modules in the various embodiments of the present invention may be integrated together to form an independent part, or each module may exist independently, or two or more modules may be integrated to form an independent part.
[0147] If the functions are implemented in the form of software function modules and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0148] The foregoing description is merely a preferred embodiment of the present invention and is not intended to limit the present invention. Those skilled in the art will readily appreciate that various modifications and variations of the present invention are possible. Any modifications, equivalent substitutions, or improvements made within the spirit and principles of the present invention shall be included within the scope of protection of the present invention.
Claims
1. A method for loading a game resource object, characterized in that: The method comprises: When the game is running, the predicted route table corresponding to each grid level in the game scene is obtained in sequence; the predicted route table is used to record the resource page index corresponding to the resource object contained in the player's predicted route; the resource page is used to record the resource information of the resource object in the same grid unit; the grid level corresponding to each resource object in the game scene is determined according to the size and position of the resource object; Determine the index to be cached according to the resource page index in the predicted route table and the coordinates of the player, and cache the resource information corresponding to the index to be cached; Determine the to-be-cached index corresponding to the grid unit whose distance from the player is less than a second threshold as the to-be-loaded index; the to-be-loaded index is reselected when the player moves to a preset position; The to-be-loaded index corresponding to the grid unit whose distance to the player is less than a third threshold is determined as the target resource page index, and the resource object corresponding to the target resource page index is loaded according to the priority and resource information of the resource object; the third threshold is less than the second threshold.
2. The method for loading game resource objects according to claim 1, characterized in that: The resource page index includes a grid level and a grid unit coordinate; and determining the index to be cached according to the resource page index in the predicted route table and the coordinates of the player includes: Obtaining the player's grid coordinates according to the player's coordinates and the division side length corresponding to the grid level; The predicted route table is traversed, and a resource page index whose distance between the player grid coordinates and the grid unit coordinates is less than a first threshold is determined as a to-be-cached index; the first threshold is greater than the second threshold.
3. The method for loading game resource objects according to claim 1, characterized in that: The resource page index includes grid unit coordinates; determining the to-be-cached index corresponding to the grid unit whose distance from the player is less than the second threshold as the to-be-loaded index includes: Obtaining a corresponding first distance according to the grid unit coordinates corresponding to each to-be-cached index and the coordinates of the player; Determine the to-be-cached index whose first distance is less than the second threshold as the to-be-loaded index, and save the to-be-loaded index in a to-be-loaded queue; When the player moves to a preset position of the queue to be loaded, the index to be loaded is reselected, and the queue to be loaded is updated according to the reselected index to be loaded.
4. The method for loading game resource objects according to claim 2, characterized in that: The resource page index includes grid cell coordinates, and the method further includes: When the game is running, obtaining the loaded resource page index corresponding to the loaded object from the predicted route table; Obtaining a corresponding second distance according to the grid unit coordinates corresponding to each loaded resource page index and the coordinates of the player; The loaded resource page index whose second distance is greater than a fourth threshold is determined as a target unloading index, and the resource object corresponding to the target unloading index is unloaded; the fourth threshold is greater than the first threshold.
5. The method for loading game resource objects according to claim 1, characterized in that: The method further comprises: When designing a game, the resource objects in the game scene are read in sequence, and the grid level and grid unit coordinates corresponding to the resource object are determined according to the bounding box of the resource object and the division side lengths corresponding to each grid level; Generate a corresponding resource page index according to the grid level and grid unit coordinates corresponding to the resource object, and save the resource information of the resource object to the resource page corresponding to the resource page index; Predicting the game route of the player in the game scene based on all resource pages in each grid level, respectively, to obtain a predicted route corresponding to each grid level; The resource page index included in each predicted route is recorded in the corresponding predicted route table.
6. The method for loading game resource objects according to claim 5, characterized in that: The determining the grid level and grid unit coordinates corresponding to the resource object according to the bounding box of the resource object and the division side lengths corresponding to each grid level includes: Determine the minimum partition side length that is greater than the hypotenuse length of the bounding box as the initial side length, and determine the grid level corresponding to the initial side length as the initial grid level; Determine the initial grid unit coordinates according to the center coordinates of the bounding box, the size of the game scene and the initial side length; Extending the area corresponding to the initial grid unit coordinates in four directions according to preset sizes to obtain an extended area; When the vertex coordinates of the bounding box are all inside the extended area, the initial grid level is used as the grid level of the resource object, and the initial grid unit coordinates are used as the grid unit coordinates of the resource object; When the vertex coordinates of the bounding box are not inside the extended area, the grid level corresponding to the minimum division side length that is longer than the initial side length is determined as the grid level of the resource object, and the grid unit coordinates of the resource object are determined based on the center coordinates of the bounding box, the size of the game scene and the division side length corresponding to the grid level of the resource object.
7. A game resource object loading device, characterized in that: The device comprises: The acquisition module is used to sequentially acquire the predicted route table corresponding to each grid level in the game scene when the game is running; the predicted route table is used to record the resource page index corresponding to the resource object contained in the player's predicted route; the resource page is used to record the resource information of the resource object in the same grid unit; the grid level corresponding to each resource object in the game scene is determined according to the size and position of the resource object; A processing module, used to determine the index to be cached according to the resource page index in the predicted route table and the coordinates of the player, and cache resource information corresponding to the index to be cached; A loading module, used to determine the to-be-cached index corresponding to the grid unit whose distance to the player is less than a second threshold as the to-be-loaded index; the to-be-loaded index is reselected when the player moves to a preset position; the to-be-loaded index corresponding to the grid unit whose distance to the player is less than a third threshold is determined as the target resource page index, and the resource object corresponding to the target resource page index is loaded according to the priority and resource information of the resource object; the third threshold is less than the second threshold.
8. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores a computer program that can be executed by the processor, and the processor can execute the computer program to implement the game resource object loading method described in any one of claims 1-6.
9. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the game resource object loading method according to any one of claims 1 to 6 is implemented.
10. A program product, characterized in that When the program product is executed by a processor, the game resource object loading method according to any one of claims 1 to 6 is implemented.
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