DelayNoMore/battle_srv/models/room.go

1637 lines
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package models
import (
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. "battle_srv/common"
"battle_srv/common/utils"
. "battle_srv/protos"
. "dnmshared"
. "dnmshared/sharedprotos"
"encoding/xml"
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"fmt"
"github.com/golang/protobuf/proto"
"github.com/gorilla/websocket"
"github.com/solarlune/resolv"
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"go.uber.org/zap"
"io/ioutil"
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"math/rand"
"os"
"path/filepath"
"strings"
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"sync"
"sync/atomic"
"time"
)
const (
UPSYNC_MSG_ACT_HB_PING = int32(1)
UPSYNC_MSG_ACT_PLAYER_CMD = int32(2)
UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK = int32(3)
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DOWNSYNC_MSG_ACT_HB_REQ = int32(1)
DOWNSYNC_MSG_ACT_INPUT_BATCH = int32(2)
DOWNSYNC_MSG_ACT_BATTLE_STOPPED = int32(3)
DOWNSYNC_MSG_ACT_FORCED_RESYNC = int32(4)
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DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START = int32(-1)
DOWNSYNC_MSG_ACT_BATTLE_START = int32(0)
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DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED = int32(-98)
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)
const (
MAGIC_JOIN_INDEX_DEFAULT = 0
MAGIC_JOIN_INDEX_INVALID = -1
)
const (
COLLISION_CATEGORY_CONTROLLED_PLAYER = (1 << 1)
COLLISION_CATEGORY_BARRIER = (1 << 2)
COLLISION_MASK_FOR_CONTROLLED_PLAYER = (COLLISION_CATEGORY_BARRIER)
COLLISION_MASK_FOR_BARRIER = (COLLISION_CATEGORY_CONTROLLED_PLAYER)
COLLISION_PLAYER_INDEX_PREFIX = (1 << 17)
COLLISION_BARRIER_INDEX_PREFIX = (1 << 16)
COLLISION_BULLET_INDEX_PREFIX = (1 << 15)
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)
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const (
MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED = -1
MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED = -2
)
const (
ATK_CHARACTER_STATE_IDLE1 = 0
ATK_CHARACTER_STATE_WALKING = 1
ATK_CHARACTER_STATE_ATK1 = 2
ATK_CHARACTER_STATE_ATKED1 = 3
)
const (
DEFAULT_PLAYER_RADIUS = float64(12)
)
// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
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var DIRECTION_DECODER = [][]int32{
{0, 0},
{0, +2},
{0, -2},
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{+2, 0},
{-2, 0},
{+1, +1},
{-1, -1},
{+1, -1},
{-1, +1},
}
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type RoomBattleState struct {
IDLE int32
WAITING int32
PREPARE int32
IN_BATTLE int32
STOPPING_BATTLE_FOR_SETTLEMENT int32
IN_SETTLEMENT int32
IN_DISMISSAL int32
}
type BattleStartCbType func()
type SignalToCloseConnCbType func(customRetCode int, customRetMsg string)
// A single instance containing only "named constant integers" to be shared by all threads.
var RoomBattleStateIns RoomBattleState
func InitRoomBattleStateIns() {
RoomBattleStateIns = RoomBattleState{
IDLE: 0,
WAITING: -1,
PREPARE: 10000000,
IN_BATTLE: 10000001,
STOPPING_BATTLE_FOR_SETTLEMENT: 10000002,
IN_SETTLEMENT: 10000003,
IN_DISMISSAL: 10000004,
}
}
func calRoomScore(inRoomPlayerCount int32, roomPlayerCnt int, currentRoomBattleState int32) float32 {
x := float32(inRoomPlayerCount) / float32(roomPlayerCnt)
d := (x - 0.5)
d2 := d * d
return -7.8125*d2 + 5.0 - float32(currentRoomBattleState)
}
type Room struct {
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Id int32
Capacity int
collisionSpaceOffsetX float64
collisionSpaceOffsetY float64
Players map[int32]*Player
PlayersArr []*Player // ordered by joinIndex
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Space *resolv.Space
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CollisionSysMap map[int32]*resolv.Object
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/**
* The following `PlayerDownsyncSessionDict` is NOT individually put
* under `type Player struct` for a reason.
*
* Upon each connection establishment, a new instance `player Player` is created for the given `playerId`.
* To be specific, if
* - that `playerId == 42` accidentally reconnects in just several milliseconds after a passive disconnection, e.g. due to bad wireless signal strength, and
* - that `type Player struct` contains a `DownsyncSession` field
*
* , then we might have to
* - clean up `previousPlayerInstance.DownsyncSession`
* - initialize `currentPlayerInstance.DownsyncSession`
*
* to avoid chaotic flaws.
*
* Moreover, during the invocation of `PlayerSignalToCloseDict`, the `Player` instance is supposed to be deallocated (though not synchronously).
*/
PlayerDownsyncSessionDict map[int32]*websocket.Conn
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PlayerDownsyncSessionLock map[int32]*sync.Mutex // Guards [PlayerDownsyncSessionDict, each player.LastSentInputFrameId]
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PlayerSignalToCloseDict map[int32]SignalToCloseConnCbType
Score float32
State int32
Index int
RenderFrameId int32
CurDynamicsRenderFrameId int32 // [WARNING] The dynamics of backend is ALWAYS MOVING FORWARD BY ALL-CONFIRMED INPUTFRAMES (either by upsync or forced), i.e. no rollback; Moreover when "true == BackendDynamicsEnabled" we always have "Room.CurDynamicsRenderFrameId >= Room.RenderFrameId" because each "all-confirmed inputFrame" is applied on "all applicable renderFrames" in one-go hence often sees a future "renderFrame" earlier
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EffectivePlayerCount int32
DismissalWaitGroup sync.WaitGroup
Barriers map[int32]*Barrier
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InputsBuffer *RingBuffer // Indices are STRICTLY consecutive
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InputsBufferLock sync.Mutex // Guards [InputsBuffer, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange]
RenderFrameBuffer *RingBuffer // Indices are STRICTLY consecutive
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LastAllConfirmedInputFrameId int32
LastAllConfirmedInputFrameIdWithChange int32
LastAllConfirmedInputList []uint64
JoinIndexBooleanArr []bool
BackendDynamicsEnabled bool
LastRenderFrameIdTriggeredAt int64
PlayerDefaultSpeed int32
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BulletBattleLocalIdCounter int32
dilutedRollbackEstimatedDtNanos int64
BattleColliderInfo // Compositing to send centralized magic numbers
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}
func (pR *Room) updateScore() {
pR.Score = calRoomScore(pR.EffectivePlayerCount, pR.Capacity, pR.State)
}
func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocket.Conn, signalToCloseConnOfThisPlayer SignalToCloseConnCbType) bool {
playerId := pPlayerFromDbInit.Id
// TODO: Any thread-safety concern for accessing "pR" here?
if RoomBattleStateIns.IDLE != pR.State && RoomBattleStateIns.WAITING != pR.State {
Logger.Warn("AddPlayerIfPossible error, roomState:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
return false
}
if _, existent := pR.Players[playerId]; existent {
Logger.Warn("AddPlayerIfPossible error, existing in the room.PlayersDict:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
return false
}
defer pR.onPlayerAdded(playerId)
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pPlayerFromDbInit.AckingFrameId = -1
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pPlayerFromDbInit.AckingInputFrameId = -1
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pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
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pR.Players[playerId] = pPlayerFromDbInit
pR.PlayerDownsyncSessionDict[playerId] = session
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pR.PlayerDownsyncSessionLock[playerId] = &sync.Mutex{}
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pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
return true
}
func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *websocket.Conn, signalToCloseConnOfThisPlayer SignalToCloseConnCbType) bool {
playerId := pTmpPlayerInstance.Id
// TODO: Any thread-safety concern for accessing "pR" and "pEffectiveInRoomPlayerInstance" here?
if RoomBattleStateIns.PREPARE != pR.State && RoomBattleStateIns.WAITING != pR.State && RoomBattleStateIns.IN_BATTLE != pR.State && RoomBattleStateIns.IN_SETTLEMENT != pR.State && RoomBattleStateIns.IN_DISMISSAL != pR.State {
Logger.Warn("ReAddPlayerIfPossible error due to roomState:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
return false
}
if _, existent := pR.Players[playerId]; !existent {
Logger.Warn("ReAddPlayerIfPossible error due to player nonexistent for room:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
return false
}
/*
* WARNING: The "pTmpPlayerInstance *Player" used here is a temporarily constructed
* instance from "<proj-root>/battle_srv/ws/serve.go", which is NOT the same as "pR.Players[pTmpPlayerInstance.Id]".
* -- YFLu
*/
defer pR.onPlayerReAdded(playerId)
pEffectiveInRoomPlayerInstance := pR.Players[playerId]
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pEffectiveInRoomPlayerInstance.AckingFrameId = -1
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pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
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pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
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pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded
pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
pR.PlayerDownsyncSessionDict[playerId] = session
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pR.PlayerDownsyncSessionLock[playerId] = &sync.Mutex{}
pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
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Logger.Warn("ReAddPlayerIfPossible finished.", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("joinIndex", pEffectiveInRoomPlayerInstance.JoinIndex), zap.Any("playerBattleState", pEffectiveInRoomPlayerInstance.BattleState), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount), zap.Any("AckingFrameId", pEffectiveInRoomPlayerInstance.AckingFrameId), zap.Any("AckingInputFrameId", pEffectiveInRoomPlayerInstance.AckingInputFrameId), zap.Any("LastSentInputFrameId", pEffectiveInRoomPlayerInstance.LastSentInputFrameId))
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return true
}
func (pR *Room) ChooseStage() error {
/*
* We use the verb "refresh" here to imply that upon invocation of this function, all colliders will be recovered if they were destroyed in the previous battle.
*
* -- YFLu, 2019-09-04
*/
pwd, err := os.Getwd()
if nil != err {
panic(err)
}
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rand.Seed(time.Now().Unix())
stageNameList := []string{"dungeon" /*"dungeon", "simple", "richsoil" */}
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chosenStageIndex := rand.Int() % len(stageNameList) // Hardcoded temporarily. -- YFLu
pR.StageName = stageNameList[chosenStageIndex]
relativePathForAllStages := "../frontend/assets/resources/map"
relativePathForChosenStage := fmt.Sprintf("%s/%s", relativePathForAllStages, pR.StageName)
pTmxMapIns := &TmxMap{}
absDirPathContainingDirectlyTmxFile := filepath.Join(pwd, relativePathForChosenStage)
absTmxFilePath := fmt.Sprintf("%s/map.tmx", absDirPathContainingDirectlyTmxFile)
if !filepath.IsAbs(absTmxFilePath) {
panic("Tmx filepath must be absolute!")
}
byteArr, err := ioutil.ReadFile(absTmxFilePath)
if nil != err {
panic(err)
}
err = xml.Unmarshal(byteArr, pTmxMapIns)
if nil != err {
panic(err)
}
// Obtain the content of `gidBoundariesMap`.
gidBoundariesMap := make(map[int]StrToPolygon2DListMap, 0)
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for _, tileset := range pTmxMapIns.Tilesets {
relativeTsxFilePath := fmt.Sprintf("%s/%s", filepath.Join(pwd, relativePathForChosenStage), tileset.Source) // Note that "TmxTileset.Source" can be a string of "relative path".
absTsxFilePath, err := filepath.Abs(relativeTsxFilePath)
if nil != err {
panic(err)
}
if !filepath.IsAbs(absTsxFilePath) {
panic("Filepath must be absolute!")
}
byteArrOfTsxFile, err := ioutil.ReadFile(absTsxFilePath)
if nil != err {
panic(err)
}
DeserializeTsxToColliderDict(pTmxMapIns, byteArrOfTsxFile, int(tileset.FirstGid), gidBoundariesMap)
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}
stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, strToVec2DListMap, strToPolygon2DListMap, err := ParseTmxLayersAndGroups(pTmxMapIns, gidBoundariesMap)
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if nil != err {
panic(err)
}
pR.StageDiscreteW = stageDiscreteW
pR.StageDiscreteH = stageDiscreteH
pR.StageTileW = stageTileW
pR.StageTileH = stageTileH
pR.StrToVec2DListMap = strToVec2DListMap
pR.StrToPolygon2DListMap = strToPolygon2DListMap
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barrierPolygon2DList := *(strToPolygon2DListMap["Barrier"])
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var barrierLocalIdInBattle int32 = 0
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for _, polygon2DUnaligned := range barrierPolygon2DList.Eles {
polygon2D := AlignPolygon2DToBoundingBox(polygon2DUnaligned)
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/*
// For debug-printing only.
Logger.Info("ChooseStage printing polygon2D for barrierPolygon2DList", zap.Any("barrierLocalIdInBattle", barrierLocalIdInBattle), zap.Any("polygon2D.Anchor", polygon2D.Anchor), zap.Any("polygon2D.Points", polygon2D.Points))
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*/
pR.Barriers[barrierLocalIdInBattle] = &Barrier{
Boundary: polygon2D,
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}
barrierLocalIdInBattle++
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}
return nil
}
func (pR *Room) ConvertToInputFrameId(renderFrameId int32, inputDelayFrames int32) int32 {
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if renderFrameId < inputDelayFrames {
return 0
}
return ((renderFrameId - inputDelayFrames) >> pR.InputScaleFrames)
}
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func (pR *Room) ConvertToGeneratingRenderFrameId(inputFrameId int32) int32 {
return (inputFrameId << pR.InputScaleFrames)
}
func (pR *Room) ConvertToFirstUsedRenderFrameId(inputFrameId int32, inputDelayFrames int32) int32 {
return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames)
}
func (pR *Room) ConvertToLastUsedRenderFrameId(inputFrameId int32, inputDelayFrames int32) int32 {
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return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames + (1 << pR.InputScaleFrames) - 1)
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}
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func (pR *Room) RenderFrameBufferString() string {
return fmt.Sprintf("{renderFrameId: %d, stRenderFrameId: %d, edRenderFrameId: %d, curDynamicsRenderFrameId: %d}", pR.RenderFrameId, pR.RenderFrameBuffer.StFrameId, pR.RenderFrameBuffer.EdFrameId, pR.CurDynamicsRenderFrameId)
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}
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func (pR *Room) InputsBufferString(allDetails bool) string {
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if allDetails {
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// Appending of the array of strings can be very SLOW due to on-demand heap allocation! Use this printing with caution.
s := make([]string, 0)
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s = append(s, fmt.Sprintf("{renderFrameId: %v, stInputFrameId: %v, edInputFrameId: %v, lastAllConfirmedInputFrameIdWithChange: %v, lastAllConfirmedInputFrameId: %v}", pR.RenderFrameId, pR.InputsBuffer.StFrameId, pR.InputsBuffer.EdFrameId, pR.LastAllConfirmedInputFrameIdWithChange, pR.LastAllConfirmedInputFrameId))
for playerId, player := range pR.PlayersArr {
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s = append(s, fmt.Sprintf("{playerId: %v, ackingFrameId: %v, ackingInputFrameId: %v, lastSentInputFrameId: %v}", playerId, player.AckingFrameId, player.AckingInputFrameId, player.LastSentInputFrameId))
}
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for i := pR.InputsBuffer.StFrameId; i < pR.InputsBuffer.EdFrameId; i++ {
tmp := pR.InputsBuffer.GetByFrameId(i)
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if nil == tmp {
break
}
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f := tmp.(*InputFrameDownsync)
//s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, &inputList: %p, confirmedList: %v}", f.InputFrameId, f.InputList, &(f.InputList), f.ConfirmedList))
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s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, confirmedList: %v}", f.InputFrameId, f.InputList, f.ConfirmedList))
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}
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return strings.Join(s, "; ")
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} else {
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return fmt.Sprintf("{renderFrameId: %d, stInputFrameId: %d, edInputFrameId: %d, lastAllConfirmedInputFrameIdWithChange: %d, lastAllConfirmedInputFrameId: %d}", pR.RenderFrameId, pR.InputsBuffer.StFrameId, pR.InputsBuffer.EdFrameId, pR.LastAllConfirmedInputFrameIdWithChange, pR.LastAllConfirmedInputFrameId)
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}
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}
func (pR *Room) StartBattle() {
if RoomBattleStateIns.WAITING != pR.State {
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Logger.Debug("[StartBattle] Battle not started due to not being WAITING!", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State))
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return
}
pR.RenderFrameId = 0
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// Initialize the "collisionSys" as well as "RenderFrameBuffer"
pR.CurDynamicsRenderFrameId = 0
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kickoffFrame := &RoomDownsyncFrame{
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Id: pR.RenderFrameId,
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Players: toPbPlayers(pR.Players, false),
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CountdownNanos: pR.BattleDurationNanos,
}
pR.RenderFrameBuffer.Put(kickoffFrame)
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// Refresh "Colliders"
spaceW := pR.StageDiscreteW * pR.StageTileW
spaceH := pR.StageDiscreteH * pR.StageTileH
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pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY = float64(spaceW)*0.5, float64(spaceH)*0.5
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pR.refreshColliders(spaceW, spaceH)
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/**
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* Will be triggered from a goroutine which executes the critical `Room.AddPlayerIfPossible`, thus the `battleMainLoop` should be detached.
* All of the consecutive stages, e.g. settlement, dismissal, should share the same goroutine with `battleMainLoop`.
*
* As "defer" is only applicable to function scope, the use of "pR.InputsBufferLock" within "battleMainLoop" is embedded into each subroutine call.
*/
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battleMainLoop := func() {
defer func() {
if r := recover(); r != nil {
Logger.Error("battleMainLoop, recovery spot#1, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("panic", r))
}
pR.StopBattleForSettlement()
Logger.Info(fmt.Sprintf("The `battleMainLoop` for roomId=%v is stopped@renderFrameId=%v, with battleDurationFrames=%v:\n%v", pR.Id, pR.RenderFrameId, pR.BattleDurationFrames, pR.InputsBufferString(false))) // This takes sometime to print
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pR.onBattleStoppedForSettlement()
}()
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pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
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battleStartedAt := utils.UnixtimeNano()
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Logger.Info("The `battleMainLoop` is started for:", zap.Any("roomId", pR.Id))
for {
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stCalculation := utils.UnixtimeNano()
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elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt
if elapsedNanosSinceLastFrameIdTriggered < pR.RollbackEstimatedDtNanos {
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Logger.Warn(fmt.Sprintf("renderFrameId=%v@roomId=%v: Is backend running too fast? elapsedNanosSinceLastFrameIdTriggered=%v", pR.RenderFrameId, pR.Id, elapsedNanosSinceLastFrameIdTriggered))
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}
if pR.RenderFrameId > pR.BattleDurationFrames {
return
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}
if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped {
return
}
if 0 == pR.RenderFrameId {
for _, player := range pR.PlayersArr {
playerId := player.Id
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thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) // Might be changed in "OnPlayerDisconnected/OnPlayerLost" from other threads
// [WARNING] DON'T try to send any message to an inactive player!
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switch thatPlayerBattleState {
case PlayerBattleStateIns.DISCONNECTED:
case PlayerBattleStateIns.LOST:
case PlayerBattleStateIns.EXPELLED_DURING_GAME:
case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
continue
}
kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame)
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pR.sendSafely(kickoffFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId, true)
}
Logger.Info(fmt.Sprintf("In `battleMainLoop` for roomId=%v sent out kickoffFrame", pR.Id))
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}
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/*
[WARNING]
Golang "time.Sleep" is known to be taking longer than specified time to wake up at millisecond granularity, as discussed in https://github.com/golang/go/issues/44343
However, we assume that while "time.Sleep(16.67 ms)" might wake up after ~30ms, it still only covers at most 1 inputFrame generation.
*/
totalElapsedNanos := utils.UnixtimeNano() - battleStartedAt
nextRenderFrameId := int32((totalElapsedNanos + pR.dilutedRollbackEstimatedDtNanos - 1) / pR.dilutedRollbackEstimatedDtNanos) // fast ceiling
toSleepNanos := int64(0)
if nextRenderFrameId > pR.RenderFrameId {
prevRenderFrameId := pR.RenderFrameId
pR.RenderFrameId = nextRenderFrameId
dynamicsDuration := int64(0)
// Prefab and buffer backend inputFrameDownsync
if pR.BackendDynamicsEnabled {
unconfirmedMask, refRenderFrameId, inputsBufferSnapshot := pR.doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRenderFrameId, &dynamicsDuration)
if 0 < unconfirmedMask {
Logger.Warn(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, unconfirmedMask))
pR.downsyncToAllPlayers(refRenderFrameId, unconfirmedMask, inputsBufferSnapshot)
}
}
pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
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elapsedInCalculation := (utils.UnixtimeNano() - stCalculation)
toSleepNanos = pR.dilutedRollbackEstimatedDtNanos - elapsedInCalculation // don't sleep if "nextRenderFrame == pR.RenderFrameId"
if elapsedInCalculation > pR.RollbackEstimatedDtNanos {
Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, RollbackEstimatedDtNanos=%v, dilutedRollbackEstimatedDtNanos=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, pR.RollbackEstimatedDtNanos, pR.dilutedRollbackEstimatedDtNanos))
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}
}
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time.Sleep(time.Duration(toSleepNanos))
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}
}
pR.onBattlePrepare(func() {
pR.onBattleStarted() // NOTE: Deliberately not using `defer`.
go battleMainLoop()
})
}
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func (pR *Room) toDiscreteInputsBufferIndex(inputFrameId int32, joinIndex int32) int32 {
return (inputFrameId << 2) + joinIndex // allowing joinIndex upto 15
}
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func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
// [WARNING] This function "OnBattleCmdReceived" could be called by different ws sessions and thus from different threads!
// TODO: Put a rate limiter on this function!
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if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped {
return
}
playerId := pReq.PlayerId
var player *Player = nil
var existent bool = false
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inputFrameUpsyncBatch := pReq.InputFrameUpsyncBatch
ackingFrameId := pReq.AckingFrameId
ackingInputFrameId := pReq.AckingInputFrameId
if player, existent = pR.Players[playerId]; !existent {
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Logger.Warn(fmt.Sprintf("upcmd player doesn't exist: roomId=%v, playerId=%v", pR.Id, playerId))
return
}
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atomic.StoreInt32(&(player.AckingFrameId), ackingFrameId)
atomic.StoreInt32(&(player.AckingInputFrameId), ackingInputFrameId)
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newAllConfirmedCount, refRenderFrameIdIfNeeded, inputsBufferSnapshot := pR.markConfirmationIfApplicable(inputFrameUpsyncBatch, playerId, player)
if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped {
return
}
// [WARNING] By now "pR.InputsBufferLock" is unlocked
if 0 < newAllConfirmedCount {
// Downsync new all-confirmed inputFrames asap
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pR.downsyncToAllPlayers(refRenderFrameIdIfNeeded, uint64(0), inputsBufferSnapshot)
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}
}
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func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *InputFrameDownsync, playerId int32) {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
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inputFrameId := inputFrameDownsync.InputFrameId
if -1 == pR.LastAllConfirmedInputFrameIdWithChange || false == pR.equalInputLists(inputFrameDownsync.InputList, pR.LastAllConfirmedInputList) {
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if -1 == playerId {
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Logger.Debug(fmt.Sprintf("Key inputFrame change: roomId=%v, newInputFrameId=%v, lastInputFrameId=%v, newInputList=%v, lastInputList=%v, InputsBuffer=%v", pR.Id, inputFrameId, pR.LastAllConfirmedInputFrameId, inputFrameDownsync.InputList, pR.LastAllConfirmedInputList, pR.InputsBufferString(false)))
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} else {
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Logger.Debug(fmt.Sprintf("Key inputFrame change: roomId=%v, playerId=%v, newInputFrameId=%v, lastInputFrameId=%v, newInputList=%v, lastInputList=%v, InputsBuffer=%v", pR.Id, playerId, inputFrameId, pR.LastAllConfirmedInputFrameId, inputFrameDownsync.InputList, pR.LastAllConfirmedInputList, pR.InputsBufferString(false)))
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}
pR.LastAllConfirmedInputFrameIdWithChange = inputFrameId
}
pR.LastAllConfirmedInputFrameId = inputFrameId
for i, v := range inputFrameDownsync.InputList {
// To avoid potential misuse of pointers
pR.LastAllConfirmedInputList[i] = v
}
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if -1 == playerId {
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Logger.Debug(fmt.Sprintf("inputFrame lifecycle#2[forced-allconfirmed]: roomId=%v, InputsBuffer=%v", pR.Id, pR.InputsBufferString(false)))
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} else {
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Logger.Debug(fmt.Sprintf("inputFrame lifecycle#2[allconfirmed]: roomId=%v, playerId=%v, InputsBuffer=%v", pR.Id, playerId, pR.InputsBufferString(false)))
}
}
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func (pR *Room) equalInputLists(lhs []uint64, rhs []uint64) bool {
if len(lhs) != len(rhs) {
return false
}
for i, _ := range lhs {
if lhs[i] != rhs[i] {
return false
}
}
return true
}
func (pR *Room) StopBattleForSettlement() {
if RoomBattleStateIns.IN_BATTLE != pR.State {
return
}
pR.State = RoomBattleStateIns.STOPPING_BATTLE_FOR_SETTLEMENT
Logger.Info("Stopping the `battleMainLoop` for:", zap.Any("roomId", pR.Id))
pR.RenderFrameId++
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for playerId, _ := range pR.Players {
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assembledFrame := RoomDownsyncFrame{
Id: pR.RenderFrameId,
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Players: toPbPlayers(pR.Players, false),
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CountdownNanos: -1, // TODO: Replace this magic constant!
}
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pR.sendSafely(&assembledFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_STOPPED, playerId, true)
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}
// Note that `pR.onBattleStoppedForSettlement` will be called by `battleMainLoop`.
}
func (pR *Room) onBattleStarted() {
if RoomBattleStateIns.PREPARE != pR.State {
return
}
pR.State = RoomBattleStateIns.IN_BATTLE
pR.updateScore()
}
func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
if RoomBattleStateIns.WAITING != pR.State {
Logger.Warn("[onBattlePrepare] Battle not started after all players' battle state checked!", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State))
return
}
pR.State = RoomBattleStateIns.PREPARE
Logger.Info("Battle state transitted to RoomBattleStateIns.PREPARE for:", zap.Any("roomId", pR.Id))
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battleReadyToStartFrame := &RoomDownsyncFrame{
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Id: DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START,
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Players: toPbPlayers(pR.Players, true),
CountdownNanos: pR.BattleDurationNanos,
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}
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Logger.Info("Sending out frame for RoomBattleState.PREPARE:", zap.Any("battleReadyToStartFrame", battleReadyToStartFrame))
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for _, player := range pR.Players {
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pR.sendSafely(battleReadyToStartFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START, player.Id, true)
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}
battlePreparationNanos := int64(6000000000)
preparationLoop := func() {
defer func() {
Logger.Info("The `preparationLoop` is stopped for:", zap.Any("roomId", pR.Id))
cb()
}()
preparationLoopStartedNanos := utils.UnixtimeNano()
totalElapsedNanos := int64(0)
for {
if totalElapsedNanos > battlePreparationNanos {
break
}
now := utils.UnixtimeNano()
totalElapsedNanos = (now - preparationLoopStartedNanos)
time.Sleep(time.Duration(battlePreparationNanos - totalElapsedNanos))
}
}
go preparationLoop()
}
func (pR *Room) onBattleStoppedForSettlement() {
if RoomBattleStateIns.STOPPING_BATTLE_FOR_SETTLEMENT != pR.State {
return
}
defer func() {
pR.onSettlementCompleted()
}()
pR.State = RoomBattleStateIns.IN_SETTLEMENT
Logger.Info("The room is in settlement:", zap.Any("roomId", pR.Id))
// TODO: Some settlement labor.
}
func (pR *Room) onSettlementCompleted() {
pR.Dismiss()
}
func (pR *Room) Dismiss() {
if RoomBattleStateIns.IN_SETTLEMENT != pR.State {
return
}
pR.State = RoomBattleStateIns.IN_DISMISSAL
if 0 < len(pR.Players) {
Logger.Info("The room is in dismissal:", zap.Any("roomId", pR.Id))
for playerId, _ := range pR.Players {
Logger.Info("Adding 1 to pR.DismissalWaitGroup:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId))
pR.DismissalWaitGroup.Add(1)
pR.expelPlayerForDismissal(playerId)
pR.DismissalWaitGroup.Done()
Logger.Info("Decremented 1 to pR.DismissalWaitGroup:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId))
}
pR.DismissalWaitGroup.Wait()
}
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pR.OnDismissed()
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}
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func (pR *Room) OnDismissed() {
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// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
pR.BulletBattleLocalIdCounter = 0
pR.WorldToVirtualGridRatio = float64(1000)
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pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
pR.SpAtkLookupFrames = 5
pR.PlayerDefaultSpeed = int32(float64(1) * pR.WorldToVirtualGridRatio) // in virtual grids per frame
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pR.Players = make(map[int32]*Player)
pR.PlayersArr = make([]*Player, pR.Capacity)
pR.CollisionSysMap = make(map[int32]*resolv.Object)
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pR.PlayerDownsyncSessionDict = make(map[int32]*websocket.Conn)
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pR.PlayerDownsyncSessionLock = make(map[int32]*sync.Mutex, pR.Capacity)
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pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
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pR.JoinIndexBooleanArr = make([]bool, pR.Capacity)
pR.Barriers = make(map[int32]*Barrier)
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pR.RenderCacheSize = 1024
pR.RenderFrameBuffer = NewRingBuffer(pR.RenderCacheSize)
pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
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pR.LastAllConfirmedInputFrameId = -1
pR.LastAllConfirmedInputFrameIdWithChange = -1
pR.LastAllConfirmedInputList = make([]uint64, pR.Capacity)
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pR.RenderFrameId = 0
pR.CurDynamicsRenderFrameId = 0
pR.InputDelayFrames = 8
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pR.NstDelayFrames = 8
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pR.InputScaleFrames = uint32(2)
pR.ServerFps = 60
pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
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dilutedServerFps := float64(55.0)
pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(pR.ServerFps) / dilutedServerFps)
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pR.BattleDurationFrames = 30 * pR.ServerFps
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
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pR.InputFrameUpsyncDelayTolerance = 2
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pR.MaxChasingRenderFramesPerUpdate = 8
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pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
punchSkillId := int32(1)
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pR.MeleeSkillConfig = make(map[int32]*MeleeBullet, 0)
pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{
// for offender
StartupFrames: int32(10),
ActiveFrames: int32(3),
RecoveryFrames: int32(34),
RecoveryFramesOnBlock: int32(34),
RecoveryFramesOnHit: int32(34),
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Moveforward: &Vec2D{
X: 0,
Y: 0,
},
HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider
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HitboxSize: &Vec2D{
X: float64(23.0),
Y: float64(32.0),
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},
// for defender
HitStunFrames: int32(18),
BlockStunFrames: int32(9),
Pushback: float64(8.0),
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ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
Damage: int32(5),
}
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pR.ChooseStage()
pR.EffectivePlayerCount = 0
// [WARNING] It's deliberately ordered such that "pR.State = RoomBattleStateIns.IDLE" is put AFTER all the refreshing operations above.
pR.State = RoomBattleStateIns.IDLE
pR.updateScore()
Logger.Info("The room is completely dismissed:", zap.Any("roomId", pR.Id))
}
func (pR *Room) expelPlayerDuringGame(playerId int32) {
if signalToCloseConnOfThisPlayer, existent := pR.PlayerSignalToCloseDict[playerId]; existent {
signalToCloseConnOfThisPlayer(Constants.RetCode.UnknownError, "") // TODO: Specify an error code
}
pR.onPlayerExpelledDuringGame(playerId)
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}
func (pR *Room) expelPlayerForDismissal(playerId int32) {
if signalToCloseConnOfThisPlayer, existent := pR.PlayerSignalToCloseDict[playerId]; existent {
signalToCloseConnOfThisPlayer(Constants.RetCode.UnknownError, "") // TODO: Specify an error code
}
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pR.onPlayerExpelledForDismissal(playerId)
}
func (pR *Room) onPlayerExpelledDuringGame(playerId int32) {
pR.onPlayerLost(playerId)
}
func (pR *Room) onPlayerExpelledForDismissal(playerId int32) {
pR.onPlayerLost(playerId)
Logger.Info("onPlayerExpelledForDismissal:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount))
}
func (pR *Room) OnPlayerDisconnected(playerId int32) {
defer func() {
if r := recover(); r != nil {
Logger.Error("Room OnPlayerDisconnected, recovery spot#1, recovered from: ", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("panic", r))
}
}()
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if player, existent := pR.Players[playerId]; existent {
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thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState))
switch thatPlayerBattleState {
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case PlayerBattleStateIns.DISCONNECTED:
case PlayerBattleStateIns.LOST:
case PlayerBattleStateIns.EXPELLED_DURING_GAME:
case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
Logger.Info("Room OnPlayerDisconnected[early return #1]:", zap.Any("playerId", playerId), zap.Any("playerBattleState", pR.Players[playerId].BattleState), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount))
return
}
} else {
// Not even the "pR.Players[playerId]" exists.
Logger.Info("Room OnPlayerDisconnected[early return #2]:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount))
return
}
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currRoomBattleState := atomic.LoadInt32(&(pR.State))
switch currRoomBattleState {
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case RoomBattleStateIns.WAITING:
pR.onPlayerLost(playerId)
delete(pR.Players, playerId) // Note that this statement MUST be put AFTER `pR.onPlayerLost(...)` to avoid nil pointer exception.
if 0 == pR.EffectivePlayerCount {
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atomic.StoreInt32(&(pR.State), RoomBattleStateIns.IDLE)
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}
pR.updateScore()
Logger.Info("Player disconnected while room is at RoomBattleStateIns.WAITING:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount))
default:
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atomic.StoreInt32(&(pR.Players[playerId].BattleState), PlayerBattleStateIns.DISCONNECTED)
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pR.clearPlayerNetworkSession(playerId) // Still need clear the network session pointers, because "OnPlayerDisconnected" is only triggered from "signalToCloseConnOfThisPlayer" in "ws/serve.go", when the same player reconnects the network session pointers will be re-assigned
Logger.Warn("OnPlayerDisconnected finished:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("playerBattleState", pR.Players[playerId].BattleState), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount))
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}
}
func (pR *Room) onPlayerLost(playerId int32) {
defer func() {
if r := recover(); r != nil {
Logger.Error("Room OnPlayerLost, recovery spot, recovered from: ", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("panic", r))
}
}()
if player, existent := pR.Players[playerId]; existent {
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atomic.StoreInt32(&(player.BattleState), PlayerBattleStateIns.LOST)
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pR.clearPlayerNetworkSession(playerId)
pR.EffectivePlayerCount--
indiceInJoinIndexBooleanArr := int(player.JoinIndex - 1)
if (0 <= indiceInJoinIndexBooleanArr) && (indiceInJoinIndexBooleanArr < len(pR.JoinIndexBooleanArr)) {
pR.JoinIndexBooleanArr[indiceInJoinIndexBooleanArr] = false
} else {
Logger.Warn("Room OnPlayerLost, pR.JoinIndexBooleanArr is out of range: ", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("indiceInJoinIndexBooleanArr", indiceInJoinIndexBooleanArr), zap.Any("len(pR.JoinIndexBooleanArr)", len(pR.JoinIndexBooleanArr)))
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}
player.JoinIndex = MAGIC_JOIN_INDEX_INVALID
Logger.Warn("OnPlayerLost: ", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("resulted pR.JoinIndexBooleanArr", pR.JoinIndexBooleanArr))
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}
}
func (pR *Room) clearPlayerNetworkSession(playerId int32) {
if _, y := pR.PlayerDownsyncSessionDict[playerId]; y {
Logger.Debug("clearPlayerNetworkSession:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId))
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// [WARNING] No need to delete "pR.PlayerDownsyncSessionLock[playerId]" here!
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delete(pR.PlayerDownsyncSessionDict, playerId)
delete(pR.PlayerSignalToCloseDict, playerId)
}
}
func (pR *Room) onPlayerAdded(playerId int32) {
pR.EffectivePlayerCount++
if 1 == pR.EffectivePlayerCount {
pR.State = RoomBattleStateIns.WAITING
}
for index, value := range pR.JoinIndexBooleanArr {
if false == value {
pR.Players[playerId].JoinIndex = int32(index) + 1
pR.JoinIndexBooleanArr[index] = true
// Lazily assign the initial position of "Player" for "RoomDownsyncFrame".
playerPosList := *(pR.StrToVec2DListMap["PlayerStartingPos"])
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if index > len(playerPosList.Eles) {
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panic(fmt.Sprintf("onPlayerAdded error, index >= len(playerPosList), roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
}
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playerPos := playerPosList.Eles[index]
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if nil == playerPos {
panic(fmt.Sprintf("onPlayerAdded error, nil == playerPos, roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
}
pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = WorldToVirtualGridPos(playerPos.X, playerPos.Y, pR.WorldToVirtualGridRatio)
// Hardcoded initial character orientation/facing
if 0 == (pR.Players[playerId].JoinIndex % 2) {
pR.Players[playerId].DirX = -2
pR.Players[playerId].DirY = 0
} else {
pR.Players[playerId].DirX = +2
pR.Players[playerId].DirY = 0
}
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break
}
}
pR.updateScore()
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Logger.Info("onPlayerAdded:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("playerBattleState", pR.Players[playerId].BattleState), zap.Any("joinIndex", pR.Players[playerId].JoinIndex), zap.Any("EffectivePlayerCount", pR.EffectivePlayerCount), zap.Any("resulted pR.JoinIndexBooleanArr", pR.JoinIndexBooleanArr), zap.Any("RoomBattleState", pR.State))
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}
func (pR *Room) onPlayerReAdded(playerId int32) {
/*
* [WARNING]
*
* If a player quits at "RoomBattleState.WAITING", then his/her re-joining will always invoke `AddPlayerIfPossible(...)`. Therefore, this
* function will only be invoked for players who quit the battle at ">RoomBattleState.WAITING" and re-join at "RoomBattleState.IN_BATTLE", during which the `pR.JoinIndexBooleanArr` doesn't change.
*/
Logger.Info("Room got `onPlayerReAdded` invoked,", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("resulted pR.JoinIndexBooleanArr", pR.JoinIndexBooleanArr))
pR.updateScore()
}
func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
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targetPlayer, existing := pR.Players[playerId]
if false == existing {
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return false
}
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shouldTryToStartBattle := true
Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-before: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount))
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targetPlayerBattleState := atomic.LoadInt32(&(targetPlayer.BattleState))
switch targetPlayerBattleState {
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case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players, true),
}
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// Broadcast normally added player info to all players in the same room
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for _, thatPlayer := range pR.Players {
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/*
[WARNING]
This `playerAckedFrame` is the first ever "RoomDownsyncFrame" for every "PersistentSessionClient on the frontend", and it goes right after each "BattleColliderInfo".
By making use of the sequential nature of each ws session, all later "RoomDownsyncFrame"s generated after `pRoom.StartBattle()` will be put behind this `playerAckedFrame`.
This function is triggered by an upsync message via WebSocket, thus downsync sending is also available by now.
*/
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thatPlayerId := thatPlayer.Id
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thatPlayerBattleState := atomic.LoadInt32(&(thatPlayer.BattleState))
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Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-middle: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, thatPlayerId=%v, thatPlayerBattleState=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, thatPlayer.Id, thatPlayerBattleState))
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if thatPlayerId == targetPlayer.Id || (PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK == thatPlayerBattleState || PlayerBattleStateIns.ACTIVE == thatPlayerBattleState) {
Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-sending DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount))
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pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, thatPlayer.Id, true)
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}
}
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atomic.StoreInt32(&(targetPlayer.BattleState), PlayerBattleStateIns.ACTIVE)
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case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
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shouldTryToStartBattle = false
atomic.StoreInt32(&(targetPlayer.BattleState), PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED)
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default:
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}
Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-post-downsync: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount))
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if shouldTryToStartBattle {
if pR.Capacity == int(pR.EffectivePlayerCount) {
allAcked := true
for _, p := range pR.Players {
if PlayerBattleStateIns.ACTIVE != p.BattleState {
Logger.Warn("Unexpectedly got an inactive player", zap.Any("roomId", pR.Id), zap.Any("playerId", p.Id), zap.Any("battleState", p.BattleState))
allAcked = false
break
}
}
if true == allAcked {
pR.StartBattle() // WON'T run if the battle state is not in WAITING.
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}
}
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pR.updateScore()
}
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return true
}
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func (pR *Room) sendSafely(roomDownsyncFrame *RoomDownsyncFrame, toSendInputFrameDownsyncs []*InputFrameDownsync, act int32, playerId int32, needLockExplicitly bool) {
// [WARNING] This function MUST BE called while "pR.PlayerDownsyncSessionLock[player.JoinIndex-1]" is locked!
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defer func() {
if r := recover(); r != nil {
Logger.Error("sendSafely, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("panic", r))
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}
}()
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if needLockExplicitly {
pR.PlayerDownsyncSessionLock[playerId].Lock()
defer func() {
pR.PlayerDownsyncSessionLock[playerId].Unlock()
}()
}
if playerDownsyncSession, existent := pR.PlayerDownsyncSessionDict[playerId]; existent {
pResp := &WsResp{
Ret: int32(Constants.RetCode.Ok),
Act: act,
Rdf: roomDownsyncFrame,
InputFrameDownsyncBatch: toSendInputFrameDownsyncs,
}
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theBytes, marshalErr := proto.Marshal(pResp)
if nil != marshalErr {
panic(fmt.Sprintf("Error marshaling downsync message: roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
}
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if err := playerDownsyncSession.WriteMessage(websocket.BinaryMessage, theBytes); nil != err {
panic(fmt.Sprintf("Error sending downsync message: roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v, err=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount, err))
}
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}
}
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func (pR *Room) shouldPrefabInputFrameDownsync(prevRenderFrameId int32, renderFrameId int32) (bool, int32) {
for i := prevRenderFrameId + 1; i <= renderFrameId; i++ {
if (0 <= i) && (0 == (i & ((1 << pR.InputScaleFrames) - 1))) {
return true, i
}
}
return false, -1
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}
func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync {
/*
Kindly note that on backend the prefab is much simpler than its frontend counterpart, because frontend will upsync its latest command immediately if there's any change w.r.t. its own prev cmd, thus if no upsync received from a frontend,
- EITHER it's due to local lag and bad network,
- OR there's no change w.r.t. to its prev cmd.
*/
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var currInputFrameDownsync *InputFrameDownsync = nil
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if 0 == inputFrameId && 0 == pR.InputsBuffer.Cnt {
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currInputFrameDownsync = &InputFrameDownsync{
InputFrameId: 0,
InputList: make([]uint64, pR.Capacity),
ConfirmedList: uint64(0),
}
} else {
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId - 1) // There's no need for the backend to find the "lastAllConfirmed inputs" for prefabbing, either "BackendDynamicsEnabled" is true or false
if nil == tmp {
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panic(fmt.Sprintf("Error prefabbing inputFrameDownsync: roomId=%v, InputsBuffer=%v", pR.Id, pR.InputsBufferString(false)))
}
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prevInputFrameDownsync := tmp.(*InputFrameDownsync)
currInputList := make([]uint64, pR.Capacity) // Would be a clone of the values
for i, _ := range currInputList {
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currInputList[i] = (prevInputFrameDownsync.InputList[i] & uint64(15)) // Don't predict attack input!
}
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currInputFrameDownsync = &InputFrameDownsync{
InputFrameId: inputFrameId,
InputList: currInputList,
ConfirmedList: uint64(0),
}
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}
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pR.InputsBuffer.Put(currInputFrameDownsync)
return currInputFrameDownsync
}
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func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*InputFrameUpsync, playerId int32, player *Player) (int32, int32, []*InputFrameDownsync) {
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable-InputsBufferLock about to lock: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
pR.InputsBufferLock.Lock()
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable-InputsBufferLock locked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
defer func() {
pR.InputsBufferLock.Unlock()
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable-InputsBufferLock unlocked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
}()
for _, inputFrameUpsync := range inputFrameUpsyncBatch {
clientInputFrameId := inputFrameUpsync.InputFrameId
if clientInputFrameId < pR.InputsBuffer.StFrameId {
// The updates to "pR.InputsBuffer.StFrameId" is monotonically increasing, thus if "clientInputFrameId < pR.InputsBuffer.StFrameId" at any moment of time, it is obsolete in the future.
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Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#1: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue
}
if clientInputFrameId < pR.LastAllConfirmedInputFrameId {
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Logger.Info(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue
}
if clientInputFrameId > pR.InputsBuffer.EdFrameId {
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Logger.Warn(fmt.Sprintf("Dropping too advanced inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v; is this player cheating?", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue
}
var targetInputFrameDownsync *InputFrameDownsync = nil
if clientInputFrameId == pR.InputsBuffer.EdFrameId {
targetInputFrameDownsync = pR.prefabInputFrameDownsync(clientInputFrameId)
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-Prefabbed new inputFrameDownsync from inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
} else {
targetInputFrameDownsync = pR.InputsBuffer.GetByFrameId(clientInputFrameId).(*InputFrameDownsync)
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-stuffing inputFrameDownsync from inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
}
targetInputFrameDownsync.InputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1))
}
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newAllConfirmedCount := int32(0)
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inputFrameId1 := pR.LastAllConfirmedInputFrameId + 1
totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
for inputFrameId := inputFrameId1; inputFrameId < pR.InputsBuffer.EdFrameId; inputFrameId++ {
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tmp := pR.InputsBuffer.GetByFrameId(inputFrameId)
if nil == tmp {
panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false)))
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}
shouldBreakConfirmation := false
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inputFrameDownsync := tmp.(*InputFrameDownsync)
if allConfirmedMask != inputFrameDownsync.ConfirmedList {
for _, player := range pR.PlayersArr {
thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState))
thatPlayerJoinMask := uint64(1 << uint32(player.JoinIndex-1))
if 0 == (inputFrameDownsync.ConfirmedList & thatPlayerJoinMask) {
if thatPlayerBattleState == PlayerBattleStateIns.ACTIVE {
shouldBreakConfirmation = true
break
} else {
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable for roomId=%v, skipping UNCONFIRMED BUT INACTIVE player(id:%v, joinIndex:%v) while checking inputFrameId=[%v, %v): InputsBuffer=%v", pR.Id, player.Id, player.JoinIndex, inputFrameId1, pR.InputsBuffer.EdFrameId, pR.InputsBufferString(false)))
}
}
}
}
if shouldBreakConfirmation {
break
} else {
newAllConfirmedCount += 1
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pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
}
}
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var inputsBufferSnapshot []*InputFrameDownsync = nil
if 0 < newAllConfirmedCount {
snapshotStFrameId := pR.LastAllConfirmedInputFrameId - newAllConfirmedCount
if snapshotStFrameId < 0 {
// This applies to the first all-confirmed inputFrame whose inputFrameId is 0
snapshotStFrameId = 0
}
inputsBufferSnapshot = pR.createInputsBufferSnapshot(snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1)
}
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable for roomId=%v returning newAllConfirmedCount=%d: InputsBuffer=%v", pR.Id, newAllConfirmedCount, pR.InputsBufferString(false)))
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
return newAllConfirmedCount, refRenderFrameIdIfNeeded, inputsBufferSnapshot
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}
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func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) (uint64, int32, []*InputFrameDownsync) {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
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// Force confirmation of non-all-confirmed inputFrame EXACTLY ONE AT A TIME, returns the non-confirmed mask of players, e.g. in a 4-player-battle returning 1001 means that players with JoinIndex=1 and JoinIndex=4 are non-confirmed for inputFrameId2
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/*
Upon resynced on frontend, "refRenderFrameId" is now set to as advanced as possible, and it's the frontend's responsibility now to pave way for the "gap inputFrames"
If "NstDelayFrames" becomes larger, "pR.RenderFrameId - refRenderFrameId" possibly becomes larger because the force confirmation is delayed more.
Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
*/
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
if 0 > refRenderFrameIdIfNeeded {
// Without a "refRenderFrame", there's no point to force confirmation, i.e. nothing to downsync to the "ACTIVE but slowly ticking frontend(s)"
return 0, -1, nil
}
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renderFrameId1 := (pR.RenderFrameId - pR.NstDelayFrames) // the renderFrameId which should've been rendered on frontend
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if 0 > renderFrameId1 {
return 0, -1, nil
}
ok := false
renderFrameId2 := int32(-1)
if ok, renderFrameId2 = pR.shouldPrefabInputFrameDownsync(prevRenderFrameId-pR.NstDelayFrames, renderFrameId1); !ok {
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/*
The backend "shouldPrefabInputFrameDownsync" shares the same rule as frontend "shouldGenerateInputFrameUpsync".
It's also important that "forceConfirmationIfApplicable" is NOT EXECUTED for every renderFrame, such that when a player is forced to resync, it has some time, i.e. (1 << InputScaleFrames) renderFrames, to upsync again.
*/
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return 0, -1, nil
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}
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inputFrameId2 := pR.ConvertToInputFrameId(renderFrameId2, 0) // The inputFrame to force confirmation (if necessary)
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if inputFrameId2 < pR.LastAllConfirmedInputFrameId {
// No need to force confirmation, the inputFrames already arrived
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Logger.Debug(fmt.Sprintf("inputFrameId2=%v is already all-confirmed for roomId=%v[type#1], no need to force confirmation of it", inputFrameId2, pR.Id))
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return 0, -1, nil
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}
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tmp := pR.InputsBuffer.GetByFrameId(inputFrameId2)
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if nil == tmp {
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panic(fmt.Sprintf("inputFrameId2=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId2, pR.Id, pR.InputsBufferString(false)))
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}
totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
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// Force confirmation of "inputFrame2"
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inputFrame2 := tmp.(*InputFrameDownsync)
oldConfirmedList := inputFrame2.ConfirmedList
unconfirmedMask := (oldConfirmedList ^ allConfirmedMask)
inputFrame2.ConfirmedList = allConfirmedMask
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pR.onInputFrameDownsyncAllConfirmed(inputFrame2, -1)
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var inputsBufferSnapshot []*InputFrameDownsync = nil
if 0 < unconfirmedMask {
// This condition should be rarely met!
snapshotStFrameId := pR.ConvertToInputFrameId(refRenderFrameIdIfNeeded, pR.InputDelayFrames)
inputsBufferSnapshot = pR.createInputsBufferSnapshot(snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1)
}
return unconfirmedMask, refRenderFrameIdIfNeeded, inputsBufferSnapshot
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}
func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRenderFrameId int32, spaceOffsetX, spaceOffsetY float64) {
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// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
if fromRenderFrameId >= toRenderFrameId {
return
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}
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Logger.Debug(fmt.Sprintf("Applying inputFrame dynamics: roomId=%v, room.RenderFrameId=%v, fromRenderFrameId=%v, toRenderFrameId=%v", pR.Id, pR.RenderFrameId, fromRenderFrameId, toRenderFrameId))
totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
for collisionSysRenderFrameId := fromRenderFrameId; collisionSysRenderFrameId < toRenderFrameId; collisionSysRenderFrameId++ {
currRenderFrameTmp := pR.RenderFrameBuffer.GetByFrameId(collisionSysRenderFrameId)
if nil == currRenderFrameTmp {
panic(fmt.Sprintf("collisionSysRenderFrameId=%v doesn't exist for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v)! RenderFrameBuffer=%v", collisionSysRenderFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, pR.RenderFrameBufferString()))
}
currRenderFrame := currRenderFrameTmp.(*RoomDownsyncFrame)
delayedInputFrameId := pR.ConvertToInputFrameId(collisionSysRenderFrameId, pR.InputDelayFrames)
var delayedInputFrame *InputFrameDownsync = nil
if 0 <= delayedInputFrameId {
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if delayedInputFrameId > pR.LastAllConfirmedInputFrameId {
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panic(fmt.Sprintf("delayedInputFrameId=%v is not yet all-confirmed for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId=%v! InputsBuffer=%v", delayedInputFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId, pR.InputsBufferString(false)))
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}
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tmp := pR.InputsBuffer.GetByFrameId(delayedInputFrameId)
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if nil == tmp {
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panic(fmt.Sprintf("delayedInputFrameId=%v doesn't exist for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId=%v! InputsBuffer=%v", delayedInputFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId, pR.InputsBufferString(false)))
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}
delayedInputFrame = tmp.(*InputFrameDownsync)
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// [WARNING] It's possible that by now "allConfirmedMask != delayedInputFrame.ConfirmedList && delayedInputFrameId <= pR.LastAllConfirmedInputFrameId", we trust "pR.LastAllConfirmedInputFrameId" as the TOP AUTHORITY.
delayedInputFrame.ConfirmedList = allConfirmedMask
}
nextRenderFrame := pR.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, pR.CollisionSysMap)
pR.RenderFrameBuffer.Put(nextRenderFrame)
pR.CurDynamicsRenderFrameId++
}
}
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// TODO: Write unit-test for this function to compare with its frontend counter part
func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSysMap map[int32]*resolv.Object) *RoomDownsyncFrame {
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// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
nextRenderFramePlayers := make(map[int32]*PlayerDownsync, pR.Capacity)
// Make a copy first
for playerId, currPlayerDownsync := range currRenderFrame.Players {
nextRenderFramePlayers[playerId] = &PlayerDownsync{
Id: playerId,
VirtualGridX: currPlayerDownsync.VirtualGridX,
VirtualGridY: currPlayerDownsync.VirtualGridY,
DirX: currPlayerDownsync.DirX,
DirY: currPlayerDownsync.DirY,
CharacterState: currPlayerDownsync.CharacterState,
Speed: currPlayerDownsync.Speed,
BattleState: currPlayerDownsync.BattleState,
Score: currPlayerDownsync.Score,
Removed: currPlayerDownsync.Removed,
JoinIndex: currPlayerDownsync.JoinIndex,
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
Hp: currPlayerDownsync.Hp,
MaxHp: currPlayerDownsync.MaxHp,
}
if nextRenderFramePlayers[playerId].FramesToRecover < 0 {
nextRenderFramePlayers[playerId].FramesToRecover = 0
}
}
toRet := &RoomDownsyncFrame{
Id: currRenderFrame.Id + 1,
Players: nextRenderFramePlayers,
CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos),
MeleeBullets: make([]*MeleeBullet, 0), // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
}
bulletPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
// Reset playerCollider position from the "virtual grid position"
for _, player := range pR.PlayersArr {
playerId := player.Id
joinIndex := player.JoinIndex
bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y = float64(0), float64(0)
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
currPlayerDownsync := currRenderFrame.Players[playerId]
newVx, newVy := currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
}
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
bulletColliders := make(map[int32]*resolv.Object, 0) // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
removedBulletsAtCurrFrame := make(map[int32]int32, 0)
for _, meleeBullet := range currRenderFrame.MeleeBullets {
if (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames+meleeBullet.ActiveFrames > currRenderFrame.Id) {
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
collisionOffenderIndex := COLLISION_PLAYER_INDEX_PREFIX + meleeBullet.OffenderJoinIndex
offenderCollider := collisionSysMap[collisionOffenderIndex]
offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = float64(-1.0)
}
offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, pR.VirtualGridToWorldRatio)
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet")
newBulletCollider.Data = meleeBullet
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pR.Space.Add(newBulletCollider)
collisionSysMap[collisionBulletIndex] = newBulletCollider
bulletColliders[collisionBulletIndex] = newBulletCollider
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Logger.Debug(fmt.Sprintf("roomId=%v, a meleeBullet is added to collisionSys at currRenderFrame.id=%v as start-up frames ended and active frame is not yet ended: %v, from offenderCollider=%v, xfac=%v", pR.Id, currRenderFrame.Id, ConvexPolygonStr(newBulletCollider.Shape.(*resolv.ConvexPolygon)), ConvexPolygonStr(offenderCollider.Shape.(*resolv.ConvexPolygon)), xfac))
}
}
for _, bulletCollider := range bulletColliders {
shouldRemove := false
meleeBullet := bulletCollider.Data.(*MeleeBullet)
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
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bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
if collision := bulletCollider.Check(0, 0); collision != nil {
offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
for _, obj := range collision.Objects {
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
switch t := obj.Data.(type) {
case *Player:
if meleeBullet.OffenderPlayerId != t.Id {
if overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape); overlapped {
xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = float64(-1.0)
}
bulletPushbacks[t.JoinIndex-1].X += xfac * meleeBullet.Pushback
nextRenderFramePlayers[t.Id].CharacterState = ATK_CHARACTER_STATE_ATKED1
oldFramesToRecover := nextRenderFramePlayers[t.Id].FramesToRecover
if meleeBullet.HitStunFrames > oldFramesToRecover {
nextRenderFramePlayers[t.Id].FramesToRecover = meleeBullet.HitStunFrames
}
Logger.Debug(fmt.Sprintf("roomId=%v, a meleeBullet collides w/ player at currRenderFrame.id=%v: b=%v, p=%v", pR.Id, currRenderFrame.Id, ConvexPolygonStr(bulletShape), ConvexPolygonStr(defenderShape)))
}
}
default:
Logger.Debug(fmt.Sprintf("Bullet %v collided with non-player %v: roomId=%v, currRenderFrame.Id=%v, delayedInputFrame.Id=%v, objDataType=%t, objData=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(defenderShape), pR.Id, currRenderFrame.Id, delayedInputFrame.InputFrameId, obj.Data, obj.Data))
}
}
shouldRemove = true
}
if shouldRemove {
removedBulletsAtCurrFrame[collisionBulletIndex] = 1
}
}
for _, meleeBullet := range currRenderFrame.MeleeBullets {
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
if bulletCollider, existent := collisionSysMap[collisionBulletIndex]; existent {
bulletCollider.Space.Remove(bulletCollider)
delete(collisionSysMap, collisionBulletIndex)
}
if _, existent := removedBulletsAtCurrFrame[collisionBulletIndex]; existent {
continue
}
toRet.MeleeBullets = append(toRet.MeleeBullets, meleeBullet)
}
if nil != delayedInputFrame {
var delayedInputFrameForPrevRenderFrame *InputFrameDownsync = nil
tmp := pR.InputsBuffer.GetByFrameId(pR.ConvertToInputFrameId(currRenderFrame.Id-1, pR.InputDelayFrames))
if nil != tmp {
delayedInputFrameForPrevRenderFrame = tmp.(*InputFrameDownsync)
}
inputList := delayedInputFrame.InputList
// Process player inputs
for _, player := range pR.PlayersArr {
playerId := player.Id
joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
if 0 < thatPlayerInNextFrame.FramesToRecover {
// No need to process inputs for this player, but there might be bullet pushbacks on this player
// Also note that in this case we keep "CharacterState" of this player from last render frame
playerCollider.X += bulletPushbacks[joinIndex-1].X
playerCollider.Y += bulletPushbacks[joinIndex-1].Y
// Update in the collision system
playerCollider.Update()
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if 0 != bulletPushbacks[joinIndex-1].X || 0 != bulletPushbacks[joinIndex-1].Y {
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v is pushed back by (%.2f, %.2f) by bullet impacts, now its framesToRecover is %d at currRenderFrame.id=%v", pR.Id, playerId, bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y, thatPlayerInNextFrame.FramesToRecover, currRenderFrame.Id))
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}
continue
}
currPlayerDownsync := currRenderFrame.Players[playerId]
decodedInput := pR.decodeInput(inputList[joinIndex-1])
prevBtnALevel := int32(0)
if nil != delayedInputFrameForPrevRenderFrame {
prevDecodedInput := pR.decodeInput(delayedInputFrameForPrevRenderFrame.InputList[joinIndex-1])
prevBtnALevel = prevDecodedInput.BtnALevel
}
if decodedInput.BtnALevel > prevBtnALevel {
punchSkillId := int32(1)
punchConfig := pR.MeleeSkillConfig[punchSkillId]
var newMeleeBullet MeleeBullet = *punchConfig
newMeleeBullet.BattleLocalId = pR.BulletBattleLocalIdCounter
pR.BulletBattleLocalIdCounter += 1
newMeleeBullet.OffenderJoinIndex = joinIndex
newMeleeBullet.OffenderPlayerId = playerId
newMeleeBullet.OriginatedRenderFrameId = currRenderFrame.Id
toRet.MeleeBullets = append(toRet.MeleeBullets, &newMeleeBullet)
thatPlayerInNextFrame.FramesToRecover = newMeleeBullet.RecoveryFrames
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATK1
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a rising-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
} else if decodedInput.BtnALevel < prevBtnALevel {
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a falling-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
} else {
// No bullet trigger, process movement inputs
// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
thatPlayerInNextFrame.DirX = decodedInput.Dx
thatPlayerInNextFrame.DirY = decodedInput.Dy
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
} else {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
}
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}
movementX, movementY := VirtualGridToWorldPos(decodedInput.Dx+decodedInput.Dx*currPlayerDownsync.Speed, decodedInput.Dy+decodedInput.Dy*currPlayerDownsync.Speed, pR.VirtualGridToWorldRatio)
playerCollider.X += movementX
playerCollider.Y += movementY
// Update in the collision system
playerCollider.Update()
}
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// handle pushbacks upon collision after all movements treated as simultaneous
for _, player := range pR.PlayersArr {
joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
if collision := playerCollider.Check(0, 0); collision != nil {
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
for _, obj := range collision.Objects {
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape); overlapped {
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Logger.Debug(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
effPushbacks[joinIndex-1].X += pushbackX
effPushbacks[joinIndex-1].Y += pushbackY
} else {
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Logger.Debug(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), overlapResult))
}
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}
}
}
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for _, player := range pR.PlayersArr {
playerId := player.Id
joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
// Update "virtual grid position"
newVx, newVy := PolygonColliderAnchorToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.WorldToVirtualGridRatio)
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = newVx, newVy
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}
Logger.Debug(fmt.Sprintf("After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v", currRenderFrame.Id, inputList, currRenderFrame.Players, nextRenderFramePlayers))
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}
return toRet
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}
func (pR *Room) decodeInput(encodedInput uint64) *InputFrameDecoded {
encodedDirection := (encodedInput & uint64(15))
btnALevel := int32((encodedInput >> 4) & 1)
return &InputFrameDecoded{
Dx: DIRECTION_DECODER[encodedDirection][0],
Dy: DIRECTION_DECODER[encodedDirection][1],
BtnALevel: btnALevel,
}
}
func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {
return 0 == (inputFrameId % 10)
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}
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func (pR *Room) refreshColliders(spaceW, spaceH int32) {
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// Kindly note that by now, we've already got all the shapes in the tmx file into "pR.(Players | Barriers)" from "ParseTmxLayersAndGroups"
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minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 1) // the approx minimum distance a player can move per frame in world coordinate
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pR.Space = resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
for _, player := range pR.Players {
wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*3
playerCollider := GenerateRectCollider(wx, wy, colliderWidth, colliderHeight, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
playerCollider.Data = player
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pR.Space.Add(playerCollider)
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// Keep track of the collider in "pR.CollisionSysMap"
joinIndex := player.JoinIndex
pR.PlayersArr[joinIndex-1] = player
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
pR.CollisionSysMap[collisionPlayerIndex] = playerCollider
}
for _, barrier := range pR.Barriers {
boundaryUnaligned := barrier.Boundary
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barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Barrier")
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pR.Space.Add(barrierCollider)
}
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}
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func (pR *Room) printBarrier(barrierCollider *resolv.Object) {
Logger.Info(fmt.Sprintf("Barrier in roomId=%v: w=%v, h=%v, shape=%v", pR.Id, barrierCollider.W, barrierCollider.H, barrierCollider.Shape))
}
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func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRenderFrameId int32, pDynamicsDuration *int64) (uint64, int32, []*InputFrameDownsync) {
Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock to about lock: roomId=%v", pR.Id))
pR.InputsBufferLock.Lock()
Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock locked: roomId=%v", pR.Id))
defer func() {
// [WARNING] Unlock before calling "downsyncToAllPlayers -> downsyncToSinglePlayer" to avoid unlocking lags due to blocking network I/O
pR.InputsBufferLock.Unlock()
Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock unlocked: roomId=%v", pR.Id))
}()
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if ok, inputFrameGeneratingRenderFrameId := pR.shouldPrefabInputFrameDownsync(prevRenderFrameId, pR.RenderFrameId); ok {
noDelayInputFrameId := pR.ConvertToInputFrameId(inputFrameGeneratingRenderFrameId, 0)
if existingInputFrame := pR.InputsBuffer.GetByFrameId(noDelayInputFrameId); nil == existingInputFrame {
pR.prefabInputFrameDownsync(noDelayInputFrameId)
}
}
// Force setting all-confirmed of buffered inputFrames periodically, kindly note that if "pR.BackendDynamicsEnabled", what we want to achieve is "recovery upon reconnection", which certainly requires "forceConfirmationIfApplicable" to move "pR.LastAllConfirmedInputFrameId" forward as much as possible
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unconfirmedMask, refRenderFrameId, inputsBufferSnapshot := pR.forceConfirmationIfApplicable(prevRenderFrameId)
if 0 <= pR.LastAllConfirmedInputFrameId {
dynamicsStartedAt := utils.UnixtimeNano()
// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
*pDynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
}
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return unconfirmedMask, refRenderFrameId, inputsBufferSnapshot
}
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func (pR *Room) downsyncToAllPlayers(refRenderFrameId int32, unconfirmedMask uint64, inputsBufferSnapshot []*InputFrameDownsync) {
/*
[WARNING] This function MUST BE called while "pR.InputsBufferLock" is unlocked -- otherwise the blocking "sendSafely" might cause significant lag!
Moreover, we're downsyncing a same "inputsBufferSnapshot" for all players in the same battle and this is by design, i.e. not respecting "player.LastSentInputFrameId" because "new all-confirmed inputFrameDownsyncs" are the same for all players and ws is TCP-based (no loss of consecutive packets except for reconnection -- which is already handled by READDED_BATTLE_COLLIDER_ACKED)
*/
for _, player := range pR.PlayersArr {
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pR.downsyncToSinglePlayer(player.Id, player, refRenderFrameId, unconfirmedMask, inputsBufferSnapshot)
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}
}
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func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRenderFrameId int32, unconfirmedMask uint64, toSendInputFrameDownsyncsSnapshot []*InputFrameDownsync) {
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/*
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[WARNING] This function MUST BE called while "pR.InputsBufferLock" is unlocked -- otherwise the blocking "sendSafely" might cause significant lag!
We hereby assume that Golang runtime allocates & frees small amount of RAM quickly enough compared to either network I/O worst cases or the high frequency "per inputFrameDownsync*player" locking (though "OnBattleCmdReceived" locks at the same frequency but it's inevitable).
*/
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playerJoinIndex := player.JoinIndex - 1
Logger.Debug(fmt.Sprintf("downsyncToSinglePlayer-SessionLock about to lock: roomId=%v, playerId=%v", pR.Id, playerId))
pR.PlayerDownsyncSessionLock[playerId].Lock()
Logger.Debug(fmt.Sprintf("downsyncToSinglePlayer-SessionLock locked: roomId=%v, playerId=%v", pR.Id, playerId))
defer func() {
pR.PlayerDownsyncSessionLock[playerId].Unlock()
Logger.Debug(fmt.Sprintf("downsyncToSinglePlayer-SessionLock unlocked: roomId=%v, playerId=%v", pR.Id, playerId))
}()
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playerBattleState := atomic.LoadInt32(&(player.BattleState))
switch playerBattleState {
case PlayerBattleStateIns.DISCONNECTED:
case PlayerBattleStateIns.LOST:
case PlayerBattleStateIns.EXPELLED_DURING_GAME:
case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
return
}
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shouldResync1 := (PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED == playerBattleState) // i.e. implies that "MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId", kindly note that this check as well as the re-assignment at the bottom of this function are both guarded by "pR.PlayerDownsyncSessionLock[playerId]"
shouldResync2 := (0 < (unconfirmedMask & uint64(1<<uint32(playerJoinIndex)))) // This condition is critical, if we don't send resync upon this condition, the "reconnected or slowly-clocking player" might never get its input synced
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// shouldResync2 := (0 < unconfirmedMask) // An easier version of the above, might keep sending "refRenderFrame"s to still connected players when any player is disconnected
shouldResyncOverall := (shouldResync1 || shouldResync2)
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if shouldResyncOverall {
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// A rejoined player, should guarantee that when it resyncs to "refRenderFrameId" a matching inputFrame to apply exists
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Logger.Debug(fmt.Sprintf("Resyncing player: roomId=%v, playerId=%v, playerJoinIndex=%v, renderFrameId=%v, curDynamicsRenderFrameId=%v, playerLastSentInputFrameId=%v, refRenderFrameId=%v", pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, refRenderFrameId))
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}
/*
Resync helps
1. when player with a slower frontend clock lags significantly behind and thus wouldn't get its inputUpsync recognized due to faster "forceConfirmation"
2. reconnection
*/
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toSendInputFrameIdSt, toSendInputFrameIdEd := toSendInputFrameDownsyncsSnapshot[0].InputFrameId, toSendInputFrameDownsyncsSnapshot[len(toSendInputFrameDownsyncsSnapshot)-1].InputFrameId+1
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if pR.BackendDynamicsEnabled && shouldResyncOverall {
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tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
if nil == tmp {
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panic(fmt.Sprintf("Required refRenderFrameId=%v for (roomId=%v, renderFrameId=%v, playerId=%v, playerLastSentInputFrameId=%v) doesn't exist! InputsBuffer=%v, RenderFrameBuffer=%v", refRenderFrameId, pR.Id, pR.RenderFrameId, playerId, player.LastSentInputFrameId, pR.InputsBufferString(false), pR.RenderFrameBufferString()))
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}
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refRenderFrame := tmp.(*RoomDownsyncFrame)
for _, player := range pR.PlayersArr {
refRenderFrame.Players[player.Id].ColliderRadius = player.ColliderRadius // hardcoded for now
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}
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refRenderFrame.BackendUnconfirmedMask = unconfirmedMask
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pR.sendSafely(refRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false)
Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: InputsBuffer=%v", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, pR.InputsBufferString(false)))
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} else {
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pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false)
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}
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player.LastSentInputFrameId = toSendInputFrameIdEd - 1
if shouldResync1 {
atomic.StoreInt32(&(player.BattleState), PlayerBattleStateIns.ACTIVE)
}
}
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func (pR *Room) createInputsBufferSnapshot(stFrameId, edFrameId int32) []*InputFrameDownsync {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
snapshot := make([]*InputFrameDownsync, 0, edFrameId-stFrameId)
prevFrameFound := false
j := stFrameId
for j < edFrameId {
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tmp := pR.InputsBuffer.GetByFrameId(j)
if nil == tmp {
if false == prevFrameFound {
j++
continue // allowed to keep not finding the requested inputFrames at the beginning
} else {
break // The "id"s are always consecutive
}
}
prevFrameFound = true
foo := tmp.(*InputFrameDownsync)
bar := &InputFrameDownsync{
InputFrameId: foo.InputFrameId,
InputList: make([]uint64, len(foo.InputList)),
ConfirmedList: foo.ConfirmedList,
}
for i, input := range foo.InputList {
bar.InputList[i] = input
}
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snapshot = append(snapshot, bar)
j++
}
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return snapshot
}