2022-09-20 15:50:01 +00:00
const i18n = require ( 'LanguageData' ) ;
i18n . init ( window . language ) ; // languageID should be equal to the one we input in New Language ID input field
2022-09-24 04:01:50 +00:00
const RingBuffer = require ( './RingBuffer' ) ;
2022-09-23 08:42:44 +00:00
2022-09-20 15:50:01 +00:00
window . ALL _MAP _STATES = {
VISUAL : 0 , // For free dragging & zooming.
EDITING _BELONGING : 1 ,
SHOWING _MODAL _POPUP : 2 ,
} ;
window . ALL _BATTLE _STATES = {
2022-12-20 08:01:44 +00:00
NONE : - 1 ,
2022-09-20 15:50:01 +00:00
WAITING : 0 ,
IN _BATTLE : 1 ,
IN _SETTLEMENT : 2 ,
IN _DISMISSAL : 3 ,
} ;
window . MAGIC _ROOM _DOWNSYNC _FRAME _ID = {
2022-09-24 04:01:50 +00:00
BATTLE _READY _TO _START : - 1 ,
2022-10-01 15:54:48 +00:00
BATTLE _START : 0
2022-09-20 15:50:01 +00:00
} ;
2022-10-04 03:24:47 +00:00
window . PlayerBattleState = {
ADDED _PENDING _BATTLE _COLLIDER _ACK : 0 ,
READDED _PENDING _BATTLE _COLLIDER _ACK : 1 ,
ACTIVE : 2 ,
DISCONNECTED : 3 ,
LOST : 4 ,
EXPELLED _DURING _GAME : 5 ,
EXPELLED _IN _DISMISSAL : 6
} ;
2022-09-20 15:50:01 +00:00
cc . Class ( {
extends : cc . Component ,
properties : {
canvasNode : {
type : cc . Node ,
default : null ,
} ,
2022-11-19 12:58:07 +00:00
controlledCharacterPrefab : {
type : cc . Prefab ,
default : null ,
} ,
2022-09-20 15:50:01 +00:00
joystickInputControllerNode : {
type : cc . Node ,
default : null
} ,
confirmLogoutPrefab : {
type : cc . Prefab ,
default : null
} ,
simplePressToGoDialogPrefab : {
type : cc . Prefab ,
default : null
} ,
boundRoomIdLabel : {
type : cc . Label ,
default : null
} ,
countdownLabel : {
type : cc . Label ,
default : null
} ,
resultPanelPrefab : {
type : cc . Prefab ,
default : null
} ,
gameRulePrefab : {
type : cc . Prefab ,
default : null
} ,
findingPlayerPrefab : {
type : cc . Prefab ,
default : null
} ,
countdownToBeginGamePrefab : {
type : cc . Prefab ,
default : null
} ,
playersInfoPrefab : {
type : cc . Prefab ,
default : null
} ,
forceBigEndianFloatingNumDecoding : {
default : false ,
} ,
2022-10-04 03:24:47 +00:00
renderFrameIdLagTolerance : {
type : cc . Integer ,
default : 4 // implies (renderFrameIdLagTolerance >> inputScaleFrames) count of inputFrameIds
} ,
2022-11-10 10:18:00 +00:00
jigglingEps1D : {
2022-10-10 06:33:04 +00:00
type : cc . Float ,
default : 1e-3
} ,
2022-11-23 14:11:28 +00:00
bulletTriggerEnabled : {
default : false
} ,
2022-12-20 15:51:53 +00:00
closeOnForcedtoResyncNotSelf : {
default : true
} ,
2022-09-20 15:50:01 +00:00
} ,
2022-10-02 16:22:05 +00:00
2022-09-20 15:50:01 +00:00
_inputFrameIdDebuggable ( inputFrameId ) {
2022-10-02 16:22:05 +00:00
return ( 0 == inputFrameId % 10 ) ;
2022-09-20 15:50:01 +00:00
} ,
_convertToInputFrameId ( renderFrameId , inputDelayFrames ) {
if ( renderFrameId < inputDelayFrames ) return 0 ;
2022-09-21 15:59:05 +00:00
return ( ( renderFrameId - inputDelayFrames ) >> this . inputScaleFrames ) ;
2022-09-20 15:50:01 +00:00
} ,
2022-09-29 04:21:04 +00:00
_convertToFirstUsedRenderFrameId ( inputFrameId , inputDelayFrames ) {
2022-09-21 15:59:05 +00:00
return ( ( inputFrameId << this . inputScaleFrames ) + inputDelayFrames ) ;
2022-09-20 15:50:01 +00:00
} ,
2022-12-22 13:27:14 +00:00
_convertToLastUsedRenderFrameId ( inputFrameId , inputDelayFrames ) {
return ( ( inputFrameId << this . inputScaleFrames ) + inputDelayFrames + ( 1 << this . inputScaleFrames ) - 1 ) ;
} ,
2022-09-29 04:21:04 +00:00
shouldGenerateInputFrameUpsync ( renderFrameId ) {
2022-10-02 16:22:05 +00:00
return ( ( renderFrameId & ( ( 1 << this . inputScaleFrames ) - 1 ) ) == 0 ) ;
2022-09-20 15:50:01 +00:00
} ,
2022-09-24 04:01:50 +00:00
_allConfirmed ( confirmedList ) {
2022-10-02 16:22:05 +00:00
return ( confirmedList + 1 ) == ( 1 << this . playerRichInfoDict . size ) ;
} ,
2022-09-24 04:01:50 +00:00
2022-12-20 15:51:53 +00:00
getOrPrefabInputFrameUpsync ( inputFrameId ) {
// TODO: find some kind of synchronization mechanism against "onInputFrameDownsyncBatch"!
2022-09-24 04:01:50 +00:00
const self = this ;
2022-09-20 15:50:01 +00:00
if (
2022-09-24 04:01:50 +00:00
null == self . ctrl ||
null == self . selfPlayerInfo
2022-09-20 15:50:01 +00:00
) {
2022-11-29 13:32:18 +00:00
throw ` noDelayInputFrameId= ${ inputFrameId } couldn't be generated: recentInputCache= ${ self . _stringifyRecentInputCache ( false ) } ` ;
2022-09-20 15:50:01 +00:00
}
2022-12-01 03:35:56 +00:00
let previousSelfInput = null ,
currSelfInput = null ;
2022-12-28 10:06:05 +00:00
const joinIndex = self . selfPlayerInfo . JoinIndex ;
const existingInputFrame = self . recentInputCache . GetByFrameId ( inputFrameId ) ;
2022-12-29 04:36:57 +00:00
const previousInputFrameDownsync = self . recentInputCache . GetByFrameId ( inputFrameId - 1 ) ;
previousSelfInput = ( null == previousInputFrameDownsync ? null : previousInputFrameDownsync . InputList [ joinIndex - 1 ] ) ;
2022-12-20 15:51:53 +00:00
if ( null != existingInputFrame ) {
// This could happen upon either [type#1] or [type#2] forceConfirmation, where "refRenderFrame" is accompanied by some "inputFrameDownsyncs". The check here also guarantees that we don't override history
console . log ( ` noDelayInputFrameId= ${ inputFrameId } already exists in recentInputCache: recentInputCache= ${ self . _stringifyRecentInputCache ( false ) } ` ) ;
2022-12-28 10:06:05 +00:00
return [ previousSelfInput , existingInputFrame . InputList [ joinIndex - 1 ] ] ;
2022-12-20 15:51:53 +00:00
}
2022-12-29 04:36:57 +00:00
const lastAllConfirmedInputFrame = self . recentInputCache . GetByFrameId ( self . lastAllConfirmedInputFrameId ) ;
const prefabbedInputList = new Array ( self . playerRichInfoDict . size ) . fill ( 0 ) ;
// the returned "gopkgs.NewInputFrameDownsync.InputList" is immutable, thus we can only modify the values in "prefabbedInputList"
for ( let k in prefabbedInputList ) {
if ( null != previousInputFrameDownsync ) {
prefabbedInputList [ k ] = previousInputFrameDownsync . InputList [ k ] ;
}
if ( 0 <= self . lastAllConfirmedInputFrameId && inputFrameId - 1 > self . lastAllConfirmedInputFrameId ) {
prefabbedInputList [ k ] = lastAllConfirmedInputFrame . InputList [ k ] ;
}
// Don't predict "btnA & btnB"!
prefabbedInputList [ k ] = ( prefabbedInputList [ k ] & 15 ) ;
}
2022-12-20 15:51:53 +00:00
currSelfInput = self . ctrl . getEncodedInput ( ) ; // When "null == existingInputFrame", it'd be safe to say that the realtime "self.ctrl.getEncodedInput()" is for the requested "inputFrameId"
prefabbedInputList [ ( joinIndex - 1 ) ] = currSelfInput ;
2022-12-28 10:06:05 +00:00
while ( self . recentInputCache . EdFrameId <= inputFrameId ) {
2022-12-20 15:51:53 +00:00
// Fill the gap
2022-12-28 10:06:05 +00:00
const prefabbedInputFrameDownsync = gopkgs . NewInputFrameDownsync ( self . recentInputCache . EdFrameId , prefabbedInputList . slice ( ) , ( 1 << ( joinIndex - 1 ) ) ) ;
// console.log(`Prefabbed inputFrameId=${prefabbedInputFrameDownsync.InputFrameId}`);
self . recentInputCache . Put ( prefabbedInputFrameDownsync ) ;
2022-11-29 13:32:18 +00:00
}
2022-11-20 10:53:33 +00:00
return [ previousSelfInput , currSelfInput ] ;
2022-09-20 15:50:01 +00:00
} ,
2022-10-02 16:22:05 +00:00
2022-09-24 04:01:50 +00:00
shouldSendInputFrameUpsyncBatch ( prevSelfInput , currSelfInput , lastUpsyncInputFrameId , currInputFrameId ) {
2022-09-20 15:50:01 +00:00
/ *
2022-10-01 07:14:05 +00:00
For a 2 - player - battle , this "shouldUpsyncForEarlyAllConfirmedOnBackend" can be omitted , however for more players in a same battle , to avoid a "long time non-moving player" jamming the downsync of other moving players , we should use this flag .
When backend implements the "force confirmation" feature , we can have "false == shouldUpsyncForEarlyAllConfirmedOnBackend" all the time as well !
2022-09-20 15:50:01 +00:00
* /
if ( null == currSelfInput ) return false ;
2022-10-01 07:14:05 +00:00
2022-10-02 16:22:05 +00:00
const shouldUpsyncForEarlyAllConfirmedOnBackend = ( currInputFrameId - lastUpsyncInputFrameId >= this . inputFrameUpsyncDelayTolerance ) ;
2022-10-01 07:14:05 +00:00
return shouldUpsyncForEarlyAllConfirmedOnBackend || ( prevSelfInput != currSelfInput ) ;
2022-10-02 16:22:05 +00:00
} ,
2022-09-20 15:50:01 +00:00
2022-10-02 16:22:05 +00:00
sendInputFrameUpsyncBatch ( latestLocalInputFrameId ) {
// [WARNING] Why not just send the latest input? Because different player would have a different "latestLocalInputFrameId" of changing its last input, and that could make the server not recognizing any "all-confirmed inputFrame"!
2022-09-24 04:01:50 +00:00
const self = this ;
2022-09-20 15:50:01 +00:00
let inputFrameUpsyncBatch = [ ] ;
2022-10-02 16:22:05 +00:00
let batchInputFrameIdSt = self . lastUpsyncInputFrameId + 1 ;
2022-12-28 10:06:05 +00:00
if ( batchInputFrameIdSt < self . recentInputCache . StFrameId ) {
2022-10-02 16:22:05 +00:00
// Upon resync, "self.lastUpsyncInputFrameId" might not have been updated properly.
2022-12-28 10:06:05 +00:00
batchInputFrameIdSt = self . recentInputCache . StFrameId ;
2022-10-02 16:22:05 +00:00
}
for ( let i = batchInputFrameIdSt ; i <= latestLocalInputFrameId ; ++ i ) {
2022-12-28 10:06:05 +00:00
const inputFrameDownsync = self . recentInputCache . GetByFrameId ( i ) ;
2022-09-24 04:01:50 +00:00
if ( null == inputFrameDownsync ) {
2022-11-29 13:32:18 +00:00
console . error ( ` sendInputFrameUpsyncBatch: recentInputCache is NOT having inputFrameId=i: latestLocalInputFrameId= ${ latestLocalInputFrameId } , recentInputCache= ${ self . _stringifyRecentInputCache ( false ) } ` ) ;
2022-09-24 04:01:50 +00:00
} else {
const inputFrameUpsync = {
inputFrameId : i ,
2022-12-28 10:06:05 +00:00
encoded : inputFrameDownsync . InputList [ self . selfPlayerInfo . JoinIndex - 1 ] ,
2022-09-24 04:01:50 +00:00
} ;
inputFrameUpsyncBatch . push ( inputFrameUpsync ) ;
}
2022-10-02 16:22:05 +00:00
}
2022-11-20 16:23:01 +00:00
2022-11-21 09:27:32 +00:00
// console.info(`inputFrameUpsyncBatch: ${JSON.stringify(inputFrameUpsyncBatch)}`);
2022-11-09 15:46:11 +00:00
const reqData = window . pb . protos . WsReq . encode ( {
2022-09-20 15:50:01 +00:00
msgId : Date . now ( ) ,
2022-12-28 10:06:05 +00:00
playerId : self . selfPlayerInfo . Id ,
2022-09-20 15:50:01 +00:00
act : window . UPSYNC _MSG _ACT _PLAYER _CMD ,
2022-12-28 10:06:05 +00:00
joinIndex : self . selfPlayerInfo . JoinIndex ,
2022-09-24 04:01:50 +00:00
ackingInputFrameId : self . lastAllConfirmedInputFrameId ,
2022-09-20 15:50:01 +00:00
inputFrameUpsyncBatch : inputFrameUpsyncBatch ,
} ) . finish ( ) ;
window . sendSafely ( reqData ) ;
2022-10-02 16:22:05 +00:00
self . lastUpsyncInputFrameId = latestLocalInputFrameId ;
2022-12-28 10:06:05 +00:00
if ( self . lastUpsyncInputFrameId >= self . recentInputCache . EdFrameId ) {
2022-11-29 13:32:18 +00:00
throw ` noDelayInputFrameId= ${ self . lastUpsyncInputFrameId } == latestLocalInputFrameId= ${ latestLocalInputFrameId } seems not properly dumped #2: recentInputCache= ${ self . _stringifyRecentInputCache ( false ) } ` ;
}
2022-09-20 15:50:01 +00:00
} ,
onEnable ( ) {
cc . log ( "+++++++ Map onEnable()" ) ;
} ,
onDisable ( ) {
cc . log ( "+++++++ Map onDisable()" ) ;
} ,
onDestroy ( ) {
const self = this ;
console . warn ( "+++++++ Map onDestroy()" ) ;
2022-12-20 08:01:44 +00:00
if ( null == self . battleState || ALL _BATTLE _STATES . IN _BATTLE != self . battleState ) {
2022-09-20 15:50:01 +00:00
window . clearBoundRoomIdInBothVolatileAndPersistentStorage ( ) ;
}
if ( null != window . handleBattleColliderInfo ) {
window . handleBattleColliderInfo = null ;
}
2022-12-20 08:01:44 +00:00
} ,
onManualRejoinRequired ( labelString ) {
const self = this ;
self . battleState = ALL _BATTLE _STATES . NONE ; // Effectively stops "update(dt)"
self . showPopupInCanvas ( self . gameRuleNode ) ;
self . popupSimplePressToGo ( labelString , false ) ;
2022-09-20 15:50:01 +00:00
} ,
popupSimplePressToGo ( labelString , hideYesButton ) {
const self = this ;
self . state = ALL _MAP _STATES . SHOWING _MODAL _POPUP ;
const canvasNode = self . canvasNode ;
const simplePressToGoDialogNode = cc . instantiate ( self . simplePressToGoDialogPrefab ) ;
simplePressToGoDialogNode . setPosition ( cc . v2 ( 0 , 0 ) ) ;
simplePressToGoDialogNode . setScale ( 1 / canvasNode . scale ) ;
const simplePressToGoDialogScriptIns = simplePressToGoDialogNode . getComponent ( "SimplePressToGoDialog" ) ;
const yesButton = simplePressToGoDialogNode . getChildByName ( "Yes" ) ;
const postDismissalByYes = ( ) => {
self . transitToState ( ALL _MAP _STATES . VISUAL ) ;
canvasNode . removeChild ( simplePressToGoDialogNode ) ;
}
simplePressToGoDialogNode . getChildByName ( "Hint" ) . getComponent ( cc . Label ) . string = labelString ;
yesButton . once ( "click" , simplePressToGoDialogScriptIns . dismissDialog . bind ( simplePressToGoDialogScriptIns , postDismissalByYes ) ) ;
yesButton . getChildByName ( "Label" ) . getComponent ( cc . Label ) . string = "OK" ;
if ( true == hideYesButton ) {
yesButton . active = false ;
}
self . transitToState ( ALL _MAP _STATES . SHOWING _MODAL _POPUP ) ;
safelyAddChild ( self . widgetsAboveAllNode , simplePressToGoDialogNode ) ;
setLocalZOrder ( simplePressToGoDialogNode , 20 ) ;
return simplePressToGoDialogNode ;
} ,
alertForGoingBackToLoginScene ( labelString , mapIns , shouldRetainBoundRoomIdInBothVolatileAndPersistentStorage ) {
const millisToGo = 3000 ;
mapIns . popupSimplePressToGo ( cc . js . formatStr ( "%s will logout in %s seconds." , labelString , millisToGo / 1000 ) ) ;
setTimeout ( ( ) => {
mapIns . logout ( false , shouldRetainBoundRoomIdInBothVolatileAndPersistentStorage ) ;
} , millisToGo ) ;
} ,
_resetCurrentMatch ( ) {
const self = this ;
const mapNode = self . node ;
const canvasNode = mapNode . parent ;
2022-12-09 09:22:04 +00:00
2022-09-20 15:50:01 +00:00
// Clearing previous info of all players. [BEGINS]
2022-09-24 04:01:50 +00:00
self . collisionPlayerIndexPrefix = ( 1 << 17 ) ; // For tracking the movements of players
2022-09-22 04:45:17 +00:00
if ( null != self . playerRichInfoDict ) {
self . playerRichInfoDict . forEach ( ( playerRichInfo , playerId ) => {
if ( playerRichInfo . node . parent ) {
playerRichInfo . node . parent . removeChild ( playerRichInfo . node ) ;
2022-09-20 15:50:01 +00:00
}
2022-09-22 04:45:17 +00:00
} ) ;
2022-10-02 16:22:05 +00:00
}
2022-09-22 04:45:17 +00:00
self . playerRichInfoDict = new Map ( ) ;
2022-09-20 15:50:01 +00:00
// Clearing previous info of all players. [ENDS]
self . renderFrameId = 0 ; // After battle started
2022-11-22 09:12:51 +00:00
self . bulletBattleLocalIdCounter = 0 ;
2022-09-24 04:01:50 +00:00
self . lastAllConfirmedInputFrameId = - 1 ;
2022-09-20 15:50:01 +00:00
self . lastUpsyncInputFrameId = - 1 ;
2022-12-22 03:35:18 +00:00
self . chaserRenderFrameId = - 1 ; // at any moment, "chaserRenderFrameId <= renderFrameId", but "chaserRenderFrameId" would fluctuate according to "onInputFrameDownsyncBatch"
2022-09-20 15:50:01 +00:00
2022-11-23 04:30:30 +00:00
self . recentRenderCache = new RingBuffer ( self . renderCacheSize ) ;
2022-09-20 15:50:01 +00:00
self . selfPlayerInfo = null ; // This field is kept for distinguishing "self" and "others".
2022-12-28 10:06:05 +00:00
self . recentInputCache = gopkgs . NewRingBufferJs ( ( self . renderCacheSize >> 1 ) + 1 ) ;
2022-09-23 08:42:44 +00:00
2023-01-01 07:43:25 +00:00
self . gopkgsCollisionSys = gopkgs . NewCollisionSpaceJs ( ( self . spaceOffsetX << 1 ) , ( self . spaceOffsetY << 1 ) , self . collisionMinStep , self . collisionMinStep ) ;
2022-12-25 12:17:22 +00:00
self . gopkgsCollisionSysMap = { } ; // [WARNING] Don't use "JavaScript Map" which could cause loss of type information when passing through Golang transpiled functions!
2022-09-24 04:01:50 +00:00
self . collisionBarrierIndexPrefix = ( 1 << 16 ) ; // For tracking the movements of barriers, though not yet actually used
2022-11-22 09:12:51 +00:00
self . collisionBulletIndexPrefix = ( 1 << 15 ) ; // For tracking the movements of bullets
2022-10-02 16:22:05 +00:00
2022-12-01 03:35:56 +00:00
console . log ( ` collisionSys & collisionSysMap reset ` ) ;
2022-09-20 15:50:01 +00:00
self . transitToState ( ALL _MAP _STATES . VISUAL ) ;
self . battleState = ALL _BATTLE _STATES . WAITING ;
2022-12-20 15:51:53 +00:00
self . othersForcedDownsyncRenderFrameDict = new Map ( ) ;
2022-12-26 10:25:20 +00:00
self . rdfIdToActuallyUsedInput = new Map ( ) ;
2022-12-20 15:51:53 +00:00
2022-11-23 14:11:28 +00:00
self . countdownNanos = null ;
2022-11-19 12:58:07 +00:00
if ( self . countdownLabel ) {
self . countdownLabel . string = "" ;
}
2022-09-20 15:50:01 +00:00
if ( self . findingPlayerNode ) {
const findingPlayerScriptIns = self . findingPlayerNode . getComponent ( "FindingPlayer" ) ;
findingPlayerScriptIns . init ( ) ;
}
2022-11-19 12:58:07 +00:00
if ( self . playersInfoNode ) {
safelyAddChild ( self . widgetsAboveAllNode , self . playersInfoNode ) ;
}
if ( self . findingPlayerNode ) {
safelyAddChild ( self . widgetsAboveAllNode , self . findingPlayerNode ) ;
}
2022-09-20 15:50:01 +00:00
} ,
onLoad ( ) {
const self = this ;
window . mapIns = self ;
window . forceBigEndianFloatingNumDecoding = self . forceBigEndianFloatingNumDecoding ;
2022-12-15 04:28:39 +00:00
self . showCriticalCoordinateLabels = false ;
2022-11-12 12:34:38 +00:00
2022-09-20 15:50:01 +00:00
console . warn ( "+++++++ Map onLoad()" ) ;
const mapNode = self . node ;
const canvasNode = mapNode . parent ;
// self.musicEffectManagerScriptIns = self.node.getComponent("MusicEffectManager");
self . musicEffectManagerScriptIns = null ;
/** Init required prefab started. */
self . confirmLogoutNode = cc . instantiate ( self . confirmLogoutPrefab ) ;
self . confirmLogoutNode . getComponent ( "ConfirmLogout" ) . mapNode = self . node ;
// Initializes Result panel.
self . resultPanelNode = cc . instantiate ( self . resultPanelPrefab ) ;
self . resultPanelNode . width = self . canvasNode . width ;
self . resultPanelNode . height = self . canvasNode . height ;
const resultPanelScriptIns = self . resultPanelNode . getComponent ( "ResultPanel" ) ;
resultPanelScriptIns . mapScriptIns = self ;
resultPanelScriptIns . onAgainClicked = ( ) => {
2022-10-02 16:22:05 +00:00
self . battleState = ALL _BATTLE _STATES . WAITING ;
2022-09-20 15:50:01 +00:00
window . clearBoundRoomIdInBothVolatileAndPersistentStorage ( ) ;
window . initPersistentSessionClient ( self . initAfterWSConnected , null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ ) ;
} ;
2022-12-01 03:35:56 +00:00
resultPanelScriptIns . onCloseDelegate = ( ) => { } ;
2022-09-20 15:50:01 +00:00
self . gameRuleNode = cc . instantiate ( self . gameRulePrefab ) ;
self . gameRuleNode . width = self . canvasNode . width ;
self . gameRuleNode . height = self . canvasNode . height ;
self . gameRuleScriptIns = self . gameRuleNode . getComponent ( "GameRule" ) ;
self . gameRuleScriptIns . mapNode = self . node ;
self . findingPlayerNode = cc . instantiate ( self . findingPlayerPrefab ) ;
self . findingPlayerNode . width = self . canvasNode . width ;
self . findingPlayerNode . height = self . canvasNode . height ;
const findingPlayerScriptIns = self . findingPlayerNode . getComponent ( "FindingPlayer" ) ;
findingPlayerScriptIns . init ( ) ;
self . playersInfoNode = cc . instantiate ( self . playersInfoPrefab ) ;
self . countdownToBeginGameNode = cc . instantiate ( self . countdownToBeginGamePrefab ) ;
self . countdownToBeginGameNode . width = self . canvasNode . width ;
self . countdownToBeginGameNode . height = self . canvasNode . height ;
self . mainCameraNode = canvasNode . getChildByName ( "Main Camera" ) ;
self . mainCamera = self . mainCameraNode . getComponent ( cc . Camera ) ;
for ( let child of self . mainCameraNode . children ) {
child . setScale ( 1 / self . mainCamera . zoomRatio ) ;
}
self . widgetsAboveAllNode = self . mainCameraNode . getChildByName ( "WidgetsAboveAll" ) ;
self . mainCameraNode . setPosition ( cc . v2 ( ) ) ;
/** Init required prefab ended. */
window . handleBattleColliderInfo = function ( parsedBattleColliderInfo ) {
2022-12-01 03:35:56 +00:00
console . log ( ` Received parsedBattleColliderInfo via ws ` ) ;
2022-11-29 13:32:18 +00:00
// TODO: Upon reconnection, the backend might have already been sending down data that'd trigger "onRoomDownsyncFrame & onInputFrameDownsyncBatch", but frontend could reject those data due to "battleState != PlayerBattleState.ACTIVE".
2022-11-22 09:12:51 +00:00
Object . assign ( self , parsedBattleColliderInfo ) ;
2022-11-29 13:32:18 +00:00
self . tooFastDtIntervalMillis = 0.5 * self . rollbackEstimatedDtMillis ;
2022-11-09 10:13:53 +00:00
2022-09-20 15:50:01 +00:00
const tiledMapIns = self . node . getComponent ( cc . TiledMap ) ;
2022-11-16 14:11:56 +00:00
// It's easier to just use the "barrier"s extracted by the backend (all anchor points in world coordinates), but I'd like to verify frontend tmx parser logic as well.
2022-09-20 15:50:01 +00:00
const fullPathOfTmxFile = cc . js . formatStr ( "map/%s/map" , parsedBattleColliderInfo . stageName ) ;
cc . loader . loadRes ( fullPathOfTmxFile , cc . TiledMapAsset , ( err , tmxAsset ) => {
if ( null != err ) {
console . error ( err ) ;
return ;
}
2022-10-02 16:22:05 +00:00
2022-09-20 15:50:01 +00:00
/ *
[ WARNING ]
- The order of the following statements is important , because we should have finished "_resetCurrentMatch" before the first "RoomDownsyncFrame" .
2022-09-24 04:01:50 +00:00
- It ' s important to assign new "tmxAsset" before "extractBoundaryObjects" , to ensure that the correct tilesets are used .
2022-09-20 15:50:01 +00:00
- To ensure clearance , put destruction of the "cc.TiledMap" component preceding that of "mapNode.destroyAllChildren()" .
* /
tiledMapIns . tmxAsset = null ;
mapNode . removeAllChildren ( ) ;
2022-10-02 16:22:05 +00:00
self . _resetCurrentMatch ( ) ;
2022-09-20 15:50:01 +00:00
2022-12-14 13:30:01 +00:00
if ( self . showCriticalCoordinateLabels ) {
const drawer = new cc . Node ( ) ;
drawer . setPosition ( cc . v2 ( 0 , 0 ) )
safelyAddChild ( self . node , drawer ) ;
setLocalZOrder ( drawer , 999 ) ;
const g = drawer . addComponent ( cc . Graphics ) ;
g . lineWidth = 2 ;
self . g = g ;
}
2022-09-20 15:50:01 +00:00
tiledMapIns . tmxAsset = tmxAsset ;
const newMapSize = tiledMapIns . getMapSize ( ) ;
const newTileSize = tiledMapIns . getTileSize ( ) ;
2022-10-02 16:22:05 +00:00
self . node . setContentSize ( newMapSize . width * newTileSize . width , newMapSize . height * newTileSize . height ) ;
2022-09-20 15:50:01 +00:00
self . node . setPosition ( cc . v2 ( 0 , 0 ) ) ;
/ *
* Deliberately hiding "ImageLayer" s . This dirty fix is specific to "CocosCreator v2.2.1" , where it got back the rendering capability of "ImageLayer of Tiled" , yet made incorrectly . In this game our "markers of ImageLayers" are rendered by dedicated prefabs with associated colliders .
*
* -- YFLu , 2020 - 01 - 23
* /
const existingImageLayers = tiledMapIns . getObjectGroups ( ) ;
for ( let singleImageLayer of existingImageLayers ) {
2022-10-02 16:22:05 +00:00
singleImageLayer . node . opacity = 0 ;
2022-09-20 15:50:01 +00:00
}
2022-09-24 04:01:50 +00:00
let barrierIdCounter = 0 ;
2022-12-25 12:17:22 +00:00
const boundaryObjs = tileCollisionManager . extractBoundaryObjects ( self . node ) ;
for ( let boundaryObj of boundaryObjs . barriers ) {
const gopkgsBoundaryAnchor = gopkgs . NewVec2DJs ( boundaryObj . anchor . x , boundaryObj . anchor . y ) ;
const gopkgsBoundaryPts = Array . from ( boundaryObj , p => {
return gopkgs . NewVec2DJs ( p . x , p . y ) ;
} ) ;
const gopkgsBoundary = gopkgs . NewPolygon2DJs ( gopkgsBoundaryAnchor , gopkgsBoundaryPts ) ;
const gopkgsBarrier = gopkgs . NewBarrierJs ( gopkgsBoundary ) ;
const newBarrierCollider = gopkgs . GenerateConvexPolygonColliderJs ( gopkgsBoundary , self . spaceOffsetX , self . spaceOffsetY , gopkgsBarrier , "Barrier" ) ;
self . gopkgsCollisionSys . Add ( newBarrierCollider ) ;
if ( false && self . showCriticalCoordinateLabels ) {
2022-11-16 14:11:56 +00:00
for ( let i = 0 ; i < boundaryObj . length ; ++ i ) {
const barrierVertLabelNode = new cc . Node ( ) ;
switch ( i % 4 ) {
case 0 :
barrierVertLabelNode . color = cc . Color . RED ;
break ;
case 1 :
barrierVertLabelNode . color = cc . Color . GRAY ;
break ;
case 2 :
barrierVertLabelNode . color = cc . Color . BLACK ;
break ;
default :
barrierVertLabelNode . color = cc . Color . MAGENTA ;
break ;
}
const wx = boundaryObj . anchor . x + boundaryObj [ i ] . x ,
wy = boundaryObj . anchor . y + boundaryObj [ i ] . y ;
barrierVertLabelNode . setPosition ( cc . v2 ( wx , wy ) ) ;
const barrierVertLabel = barrierVertLabelNode . addComponent ( cc . Label ) ;
barrierVertLabel . fontSize = 12 ;
2022-11-19 12:58:07 +00:00
barrierVertLabel . lineHeight = barrierVertLabel . fontSize + 1 ;
2022-11-16 14:11:56 +00:00
barrierVertLabel . string = ` ( ${ wx . toFixed ( 1 ) } , ${ wy . toFixed ( 1 ) } ) ` ;
safelyAddChild ( self . node , barrierVertLabelNode ) ;
setLocalZOrder ( barrierVertLabelNode , 5 ) ;
barrierVertLabelNode . active = true ;
2022-11-12 12:34:38 +00:00
}
2022-11-16 14:11:56 +00:00
2022-10-02 16:22:05 +00:00
}
2022-12-25 12:17:22 +00:00
// console.log("Created barrier: ", newBarrierCollider);
2022-09-24 04:01:50 +00:00
++ barrierIdCounter ;
2022-10-02 16:22:05 +00:00
const collisionBarrierIndex = ( self . collisionBarrierIndexPrefix + barrierIdCounter ) ;
2022-12-25 12:17:22 +00:00
self . gopkgsCollisionSysMap [ collisionBarrierIndex ] = newBarrierCollider ;
2022-09-24 04:01:50 +00:00
}
2022-09-20 15:50:01 +00:00
self . selfPlayerInfo = JSON . parse ( cc . sys . localStorage . getItem ( 'selfPlayer' ) ) ;
Object . assign ( self . selfPlayerInfo , {
2022-12-29 04:21:01 +00:00
Id : self . selfPlayerInfo . playerId
2022-09-20 15:50:01 +00:00
} ) ;
2022-11-16 14:11:56 +00:00
const reqData = window . pb . protos . WsReq . encode ( {
msgId : Date . now ( ) ,
act : window . UPSYNC _MSG _ACT _PLAYER _COLLIDER _ACK ,
} ) . finish ( ) ;
window . sendSafely ( reqData ) ;
2022-12-01 03:35:56 +00:00
console . log ( ` Sent UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK via ws ` ) ;
2022-09-20 15:50:01 +00:00
} ) ;
} ;
self . initAfterWSConnected = ( ) => {
const self = window . mapIns ;
self . hideGameRuleNode ( ) ;
self . transitToState ( ALL _MAP _STATES . WAITING ) ;
self . _inputControlEnabled = false ;
}
// The player is now viewing "self.gameRuleNode" with button(s) to start an actual battle. -- YFLu
const expectedRoomId = window . getExpectedRoomIdSync ( ) ;
const boundRoomId = window . getBoundRoomIdFromPersistentStorage ( ) ;
console . warn ( "Map.onLoad, expectedRoomId == " , expectedRoomId , ", boundRoomId == " , boundRoomId ) ;
if ( null != expectedRoomId ) {
self . disableGameRuleNode ( ) ;
// The player is now possibly viewing "self.gameRuleNode" with no button, and should wait for `self.initAfterWSConnected` to be called.
2022-10-02 16:22:05 +00:00
self . battleState = ALL _BATTLE _STATES . WAITING ;
2022-09-20 15:50:01 +00:00
window . initPersistentSessionClient ( self . initAfterWSConnected , expectedRoomId ) ;
} else if ( null != boundRoomId ) {
self . disableGameRuleNode ( ) ;
2022-10-02 16:22:05 +00:00
self . battleState = ALL _BATTLE _STATES . WAITING ;
2022-10-04 03:24:47 +00:00
window . initPersistentSessionClient ( self . initAfterWSConnected , boundRoomId ) ;
2022-09-20 15:50:01 +00:00
} else {
self . showPopupInCanvas ( self . gameRuleNode ) ;
2022-11-25 05:24:03 +00:00
// Deliberately left blank. -- YFLu
2022-09-20 15:50:01 +00:00
}
} ,
disableGameRuleNode ( ) {
const self = window . mapIns ;
if ( null == self . gameRuleNode ) {
return ;
}
if ( null == self . gameRuleScriptIns ) {
return ;
}
if ( null == self . gameRuleScriptIns . modeButton ) {
return ;
}
self . gameRuleScriptIns . modeButton . active = false ;
} ,
hideGameRuleNode ( ) {
const self = window . mapIns ;
if ( null == self . gameRuleNode ) {
return ;
}
self . gameRuleNode . active = false ;
} ,
enableInputControls ( ) {
this . _inputControlEnabled = true ;
} ,
disableInputControls ( ) {
this . _inputControlEnabled = false ;
} ,
2022-12-25 12:17:22 +00:00
onRoomDownsyncFrame ( pbRdf /* pb.RoomDownsyncFrame */ , accompaniedInputFrameDownsyncBatch /* pb.InputFrameDownsyncBatch */ ) {
const jsPlayersArr = new Array ( ) . fill ( null ) ;
for ( let k in pbRdf . playersArr ) {
const pbPlayer = pbRdf . playersArr [ k ] ;
2023-01-01 12:18:35 +00:00
const jsPlayer = gopkgs . NewPlayerDownsyncJs ( pbPlayer . id , pbPlayer . virtualGridX , pbPlayer . virtualGridY , pbPlayer . dirX , pbPlayer . dirY , pbPlayer . velX , pbPlayer . velY , pbPlayer . framesToRecover , pbPlayer . framesInChState , pbPlayer . speed , pbPlayer . battleState , pbPlayer . characterState , pbPlayer . joinIndex , pbPlayer . hp , pbPlayer . maxHp , pbPlayer . colliderRadius , pbPlayer . inAir ) ;
2022-12-25 12:17:22 +00:00
jsPlayersArr [ k ] = jsPlayer ;
}
const jsMeleeBulletsArr = [ ] ;
for ( let k in pbRdf . meleeBullets ) {
const pbBullet = pbRdf . meleeBullets [ k ] ;
2023-01-01 12:18:35 +00:00
const jsBullet = gopkgs . NewMeleeBulletJs ( pbBullet . originatedRenderFrameId , pbBullet . offenderJoinIndex , pbBullet . startupFrames , pbBullet . cancellableStFrame , pbBullet . cancellableEdFrame , pbBullet . activeFrames , pbBullet . hitStunFrames , pbBullet . blockStunFrames , pbBullet . pushbackVelX , pbBullet . pushbackVelY , pbBullet . damage , pbBullet . selfLockVelX , pbBullet . selfLockVelY , pbBullet . hitboxOffsetX , pbBullet . hitboxOffsetY , pbBullet . hitboxSizeX , pbBullet . hitboxSizeY , pbBullet . blowUp ) ;
2022-12-25 12:17:22 +00:00
jsMeleeBulletsArr . push ( jsBullet ) ;
}
2022-09-21 04:21:36 +00:00
// This function is also applicable to "re-joining".
2022-12-25 12:17:22 +00:00
const rdf = gopkgs . NewRoomDownsyncFrameJs ( pbRdf . id , jsPlayersArr , jsMeleeBulletsArr ) ;
2022-09-20 15:50:01 +00:00
const self = window . mapIns ;
2022-12-22 03:35:18 +00:00
self . onInputFrameDownsyncBatch ( accompaniedInputFrameDownsyncBatch ) ; // Important to do this step before setting IN_BATTLE
2022-11-29 13:32:18 +00:00
if ( ! self . recentRenderCache ) {
return ;
}
if ( ALL _BATTLE _STATES . IN _SETTLEMENT == self . battleState ) {
return ;
2022-10-03 03:42:19 +00:00
}
2022-12-25 12:17:22 +00:00
const shouldForceDumping1 = ( window . MAGIC _ROOM _DOWNSYNC _FRAME _ID . BATTLE _START == rdf . Id ) ;
let shouldForceDumping2 = ( rdf . Id >= self . renderFrameId + self . renderFrameIdLagTolerance ) ;
2022-12-26 07:11:35 +00:00
let shouldForceResync = pbRdf . shouldForceResync ;
2022-12-28 10:06:05 +00:00
const notSelfUnconfirmed = ( 0 == ( pbRdf . backendUnconfirmedMask & ( 1 << ( self . selfPlayerInfo . JoinIndex - 1 ) ) ) ) ;
2022-12-20 15:51:53 +00:00
if ( notSelfUnconfirmed ) {
shouldForceDumping2 = false ;
shouldForceResync = false ;
2022-12-25 12:17:22 +00:00
self . othersForcedDownsyncRenderFrameDict . set ( rdf . Id , rdf ) ;
2022-12-20 15:51:53 +00:00
}
2022-12-19 11:51:55 +00:00
/ *
TODO
If "BackendUnconfirmedMask" is non - all - 1 and contains the current player , show a label / button to hint manual reconnection . Note that the continuity of "recentInputCache" is not a good indicator , because due to network delay upon a [ type # 1 forceConfirmation ] a player might just lag in upsync networking and have all consecutive inputFrameIds locally .
* /
2022-11-08 13:38:23 +00:00
2022-12-26 04:27:05 +00:00
const [ dumpRenderCacheRet , oldStRenderFrameId , oldEdRenderFrameId ] = ( shouldForceDumping1 || shouldForceDumping2 || shouldForceResync ) ? self . recentRenderCache . setByFrameId ( rdf , rdf . Id ) : [ window . RING _BUFF _CONSECUTIVE _SET , null , null ] ;
2022-10-02 16:22:05 +00:00
if ( window . RING _BUFF _FAILED _TO _SET == dumpRenderCacheRet ) {
2022-12-22 03:35:18 +00:00
throw ` Failed to dump render cache#1 (maybe recentRenderCache too small)! rdf.id= ${ rdf . id } , lastAllConfirmedInputFrameId= ${ self . lastAllConfirmedInputFrameId } ; recentRenderCache= ${ self . _stringifyRecentRenderCache ( false ) } , recentInputCache= ${ self . _stringifyRecentInputCache ( false ) } ` ;
2022-10-02 16:22:05 +00:00
}
2022-12-16 10:05:18 +00:00
if ( ! shouldForceResync && ( window . MAGIC _ROOM _DOWNSYNC _FRAME _ID . BATTLE _START < rdf . id && window . RING _BUFF _CONSECUTIVE _SET == dumpRenderCacheRet ) ) {
2022-10-03 03:42:19 +00:00
/ *
Don ' t change
2022-11-11 05:27:48 +00:00
- chaserRenderFrameId , it ' s updated only in "rollbackAndChase & onInputFrameDownsyncBatch" ( except for when RING _BUFF _NON _CONSECUTIVE _SET )
2022-10-03 03:42:19 +00:00
* /
2022-10-02 16:22:05 +00:00
return dumpRenderCacheRet ;
}
2022-11-29 13:32:18 +00:00
// The logic below applies to (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet)
2023-01-01 07:43:25 +00:00
if ( null == pbRdf . speciesIdList ) {
console . error ( ` pbRdf.speciesIdList is required for starting or resyncing battle! ` ) ;
}
2022-12-31 07:47:45 +00:00
self . chConfigsOrderedByJoinIndex = gopkgs . GetCharacterConfigsOrderedByJoinIndex ( pbRdf . speciesIdList ) ;
2022-12-25 12:17:22 +00:00
self . _initPlayerRichInfoDict ( rdf . PlayersArr ) ;
2022-09-26 02:36:46 +00:00
// Show the top status indicators for IN_BATTLE
2022-11-19 12:58:07 +00:00
if ( self . playersInfoNode ) {
const playersInfoScriptIns = self . playersInfoNode . getComponent ( "PlayersInfo" ) ;
2022-12-25 12:17:22 +00:00
for ( let i in pbRdf . playersArr ) {
playersInfoScriptIns . updateData ( pbRdf . playersArr [ i ] ) ;
2022-11-19 12:58:07 +00:00
}
2022-09-26 02:36:46 +00:00
}
2022-12-20 15:51:53 +00:00
if ( shouldForceDumping1 || shouldForceDumping2 || shouldForceResync ) {
2022-11-25 05:24:03 +00:00
// In fact, not having "window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet" should already imply that "self.renderFrameId <= rdf.id", but here we double check and log the anomaly
2022-11-29 13:32:18 +00:00
2022-12-25 12:17:22 +00:00
if ( window . MAGIC _ROOM _DOWNSYNC _FRAME _ID . BATTLE _START == rdf . Id ) {
console . log ( 'On battle started! renderFrameId=' , rdf . Id ) ;
2022-12-26 04:27:05 +00:00
} else {
2022-12-26 07:11:35 +00:00
self . hideFindingPlayersGUI ( ) ;
console . warn ( 'On battle resynced! renderFrameId=' , rdf . Id ) ;
2022-11-29 13:32:18 +00:00
}
2022-12-25 12:17:22 +00:00
self . renderFrameId = rdf . Id ;
2022-11-25 05:24:03 +00:00
self . lastRenderFrameIdTriggeredAt = performance . now ( ) ;
2022-12-22 03:35:18 +00:00
// In this case it must be true that "rdf.id > chaserRenderFrameId".
2022-12-25 12:17:22 +00:00
self . chaserRenderFrameId = rdf . Id ;
2022-11-25 05:24:03 +00:00
const canvasNode = self . canvasNode ;
self . ctrl = canvasNode . getComponent ( "TouchEventsManager" ) ;
self . enableInputControls ( ) ;
self . transitToState ( ALL _MAP _STATES . VISUAL ) ;
self . battleState = ALL _BATTLE _STATES . IN _BATTLE ;
2022-12-25 12:17:22 +00:00
}
2022-11-09 15:46:11 +00:00
2022-12-25 12:17:22 +00:00
if ( self . countdownToBeginGameNode && self . countdownToBeginGameNode . parent ) {
self . countdownToBeginGameNode . parent . removeChild ( self . countdownToBeginGameNode ) ;
}
2022-11-25 05:24:03 +00:00
2022-12-25 12:17:22 +00:00
if ( null != self . musicEffectManagerScriptIns ) {
self . musicEffectManagerScriptIns . playBGM ( ) ;
2022-09-20 15:50:01 +00:00
}
2022-10-02 16:22:05 +00:00
2022-11-25 05:24:03 +00:00
// [WARNING] Leave all graphical updates in "update(dt)" by "applyRoomDownsyncFrameDynamics"
2022-10-02 16:22:05 +00:00
return dumpRenderCacheRet ;
} ,
equalInputLists ( lhs , rhs ) {
if ( null == lhs || null == rhs ) return false ;
if ( lhs . length != rhs . length ) return false ;
for ( let i in lhs ) {
if ( lhs [ i ] == rhs [ i ] ) continue ;
return false ;
}
return true ;
} ,
2022-12-20 15:51:53 +00:00
equalPlayers ( lhs , rhs ) {
if ( null == lhs || null == rhs ) return false ;
2022-12-31 07:47:45 +00:00
if ( lhs . VirtualGridX != rhs . VirtualGridX ) return false ;
if ( lhs . VirtualGridY != rhs . VirtualGridY ) return false ;
if ( lhs . DirX != rhs . DirX ) return false ;
if ( lhs . DirY != rhs . DirY ) return false ;
if ( lhs . VelX != rhs . VelX ) return false ;
if ( lhs . VelY != rhs . VelY ) return false ;
if ( lhs . Speed != rhs . Speed ) return false ;
if ( lhs . Hp != rhs . Hp ) return false ;
if ( lhs . MaxHp != rhs . MaxHp ) return false ;
if ( lhs . CharacterState != rhs . CharacterState ) return false ;
if ( lhs . InAir != rhs . InAir ) return false ;
if ( lhs . FramesToRecover != rhs . FramesToRecover ) return false ;
if ( lhs . FramesInChState != rhs . FramesInChState ) return false ;
2022-12-20 15:51:53 +00:00
return true ;
} ,
equalMeleeBullets ( lhs , rhs ) {
if ( null == lhs || null == rhs ) return false ;
if ( lhs . battleLocalId != rhs . battleLocalId ) return false ;
if ( lhs . offenderPlayerId != rhs . offenderPlayerId ) return false ;
if ( lhs . offenderJoinIndex != rhs . offenderJoinIndex ) return false ;
if ( lhs . originatedRenderFrameId != rhs . originatedRenderFrameId ) return false ;
return true ;
} ,
equalRoomDownsyncFrames ( lhs , rhs ) {
if ( null == lhs || null == rhs ) return false ;
for ( let k in lhs . players ) {
if ( ! this . equalPlayers ( lhs . players [ k ] , rhs . players [ k ] ) ) return false ;
}
for ( let k in lhs . meleeBullets ) {
if ( ! this . equalMeleeBullets ( lhs . meleeBullets [ k ] , rhs . meleeBullets [ k ] ) ) return false ;
}
return true ;
} ,
2022-12-28 10:06:05 +00:00
onInputFrameDownsyncBatch ( batch /* []*pb.InputFrameDownsync */ ) {
2022-12-20 15:51:53 +00:00
// TODO: find some kind of synchronization mechanism against "getOrPrefabInputFrameUpsync"!
2022-12-26 04:27:05 +00:00
if ( null == batch ) {
return ;
}
2022-10-02 16:22:05 +00:00
const self = this ;
2022-11-29 13:32:18 +00:00
if ( ! self . recentInputCache ) {
return ;
}
if ( ALL _BATTLE _STATES . IN _SETTLEMENT == self . battleState ) {
2022-10-02 16:22:05 +00:00
return ;
}
let firstPredictedYetIncorrectInputFrameId = null ;
for ( let k in batch ) {
const inputFrameDownsync = batch [ k ] ;
const inputFrameDownsyncId = inputFrameDownsync . inputFrameId ;
2022-12-22 03:35:18 +00:00
if ( inputFrameDownsyncId <= self . lastAllConfirmedInputFrameId ) {
2022-10-03 03:42:19 +00:00
continue ;
}
2022-12-20 15:51:53 +00:00
// [WARNING] Take all "inputFrameDownsync" from backend as all-confirmed, it'll be later checked by "rollbackAndChase".
2022-11-29 13:32:18 +00:00
self . lastAllConfirmedInputFrameId = inputFrameDownsyncId ;
2022-12-28 10:06:05 +00:00
const localInputFrame = self . recentInputCache . GetByFrameId ( inputFrameDownsyncId ) ;
2022-10-16 02:38:38 +00:00
if ( null != localInputFrame
&&
null == firstPredictedYetIncorrectInputFrameId
&&
2022-12-29 04:21:01 +00:00
! self . equalInputLists ( localInputFrame . InputList , inputFrameDownsync . inputList )
2022-10-16 02:38:38 +00:00
) {
firstPredictedYetIncorrectInputFrameId = inputFrameDownsyncId ;
2022-10-02 16:22:05 +00:00
}
2022-11-11 12:10:43 +00:00
inputFrameDownsync . confirmedList = ( 1 << self . playerRichInfoDict . size ) - 1 ;
2022-12-29 04:21:01 +00:00
const inputFrameDownsyncLocal = gopkgs . NewInputFrameDownsync ( inputFrameDownsync . inputFrameId , inputFrameDownsync . inputList , inputFrameDownsync . confirmedList ) ; // "battle.InputFrameDownsync" in "jsexport"
2022-12-26 10:25:20 +00:00
//console.log(`Confirmed inputFrameId=${inputFrameDownsync.inputFrameId}`);
2022-12-29 04:21:01 +00:00
const [ ret , oldStFrameId , oldEdFrameId ] = self . recentInputCache . SetByFrameId ( inputFrameDownsyncLocal , inputFrameDownsync . inputFrameId ) ;
2022-12-01 03:35:56 +00:00
if ( window . RING _BUFF _FAILED _TO _SET == ret ) {
2022-12-22 03:35:18 +00:00
throw ` Failed to dump input cache (maybe recentInputCache too small)! inputFrameDownsync.inputFrameId= ${ inputFrameDownsync . inputFrameId } , lastAllConfirmedInputFrameId= ${ self . lastAllConfirmedInputFrameId } ; recentRenderCache= ${ self . _stringifyRecentRenderCache ( false ) } , recentInputCache= ${ self . _stringifyRecentInputCache ( false ) } ` ;
2022-12-01 03:35:56 +00:00
}
2022-10-02 16:22:05 +00:00
}
2022-10-16 02:38:38 +00:00
if ( null == firstPredictedYetIncorrectInputFrameId ) return ;
2022-12-26 10:25:20 +00:00
const renderFrameId1 = self . _convertToFirstUsedRenderFrameId ( firstPredictedYetIncorrectInputFrameId , self . inputDelayFrames ) - 1 ;
2022-10-16 02:38:38 +00:00
if ( renderFrameId1 >= self . chaserRenderFrameId ) return ;
2022-10-02 16:22:05 +00:00
2022-10-16 02:38:38 +00:00
/ *
A typical case is as follows .
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
< renderFrameId1 > : 36
2022-10-02 16:22:05 +00:00
2022-10-16 02:38:38 +00:00
< self . chaserRenderFrameId > : 62
[ self . renderFrameId ] : 64
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
* /
// The actual rollback-and-chase would later be executed in update(dt).
2022-12-26 10:25:20 +00:00
console . warn ( ` Mismatched input detected, resetting chaserRenderFrameId: ${ self . chaserRenderFrameId } -> ${ renderFrameId1 } by firstPredictedYetIncorrectInputFrameId: ${ firstPredictedYetIncorrectInputFrameId }
2022-12-26 04:27:05 +00:00
lastAllConfirmedInputFrameId = $ { self . lastAllConfirmedInputFrameId }
recentInputCache = $ { self . _stringifyRecentInputCache ( false ) }
batchInputFrameIdRange = [ $ { batch [ 0 ] . inputFrameId } , $ { batch [ batch . length - 1 ] . inputFrameId } ] ` );
2022-10-16 02:38:38 +00:00
self . chaserRenderFrameId = renderFrameId1 ;
2022-09-20 15:50:01 +00:00
} ,
2022-12-25 12:17:22 +00:00
onPlayerAdded ( rdf /* pb.RoomDownsyncFrame */ ) {
2022-10-02 16:22:05 +00:00
const self = this ;
// Update the "finding player" GUI and show it if not previously present
if ( ! self . findingPlayerNode . parent ) {
self . showPopupInCanvas ( self . findingPlayerNode ) ;
}
let findingPlayerScriptIns = self . findingPlayerNode . getComponent ( "FindingPlayer" ) ;
2022-12-25 12:17:22 +00:00
findingPlayerScriptIns . updatePlayersInfo ( rdf . playersArr ) ;
2022-10-02 16:22:05 +00:00
} ,
2022-09-20 15:50:01 +00:00
onBattleStopped ( ) {
const self = this ;
2022-10-02 16:22:05 +00:00
if ( ALL _BATTLE _STATES . IN _BATTLE != self . battleState ) {
return ;
}
2022-12-26 10:25:20 +00:00
self . _stringifyRdfIdToActuallyUsedInput ( ) ;
2022-12-20 08:01:44 +00:00
window . closeWSConnection ( constants . RET _CODE . BATTLE _STOPPED ) ;
self . battleState = ALL _BATTLE _STATES . IN _SETTLEMENT ;
2022-09-20 15:50:01 +00:00
self . countdownNanos = null ;
if ( self . musicEffectManagerScriptIns ) {
self . musicEffectManagerScriptIns . stopAllMusic ( ) ;
}
const canvasNode = self . canvasNode ;
const resultPanelNode = self . resultPanelNode ;
const resultPanelScriptIns = resultPanelNode . getComponent ( "ResultPanel" ) ;
resultPanelScriptIns . showPlayerInfo ( self . playerRichInfoDict ) ;
window . clearBoundRoomIdInBothVolatileAndPersistentStorage ( ) ;
self . showPopupInCanvas ( resultPanelNode ) ;
// Clear player info
self . playersInfoNode . getComponent ( "PlayersInfo" ) . clearInfo ( ) ;
} ,
2022-11-23 14:11:28 +00:00
spawnPlayerNode ( joinIndex , vx , vy , playerDownsyncInfo ) {
2022-09-24 04:01:50 +00:00
const self = this ;
2022-11-19 14:59:12 +00:00
const newPlayerNode = cc . instantiate ( self . controlledCharacterPrefab )
2022-11-19 12:58:07 +00:00
const playerScriptIns = newPlayerNode . getComponent ( "ControlledCharacter" ) ;
2023-01-01 07:43:25 +00:00
const chConfig = self . chConfigsOrderedByJoinIndex [ joinIndex - 1 ] ;
playerScriptIns . setSpecies ( chConfig . SpeciesName ) ;
2022-11-19 14:59:12 +00:00
2023-01-01 12:18:35 +00:00
if ( 1 == joinIndex ) {
newPlayerNode . color = cc . Color . RED ;
} else {
newPlayerNode . color = cc . Color . BLUE ;
}
2023-01-01 07:43:25 +00:00
const [ wx , wy ] = gopkgs . VirtualGridToWorldPos ( vx , vy ) ;
2022-11-25 03:20:05 +00:00
newPlayerNode . setPosition ( wx , wy ) ;
2022-11-19 12:58:07 +00:00
playerScriptIns . mapNode = self . node ;
2022-12-28 10:06:05 +00:00
const colliderRadius = playerDownsyncInfo . ColliderRadius ;
2023-01-01 12:18:35 +00:00
const [ halfColliderWidth , halfColliderHeight ] = gopkgs . VirtualGridToWorldPos ( colliderRadius , colliderRadius + colliderRadius ) ; // avoid multiplying
2022-12-16 05:55:43 +00:00
const colliderWidth = halfColliderWidth + halfColliderWidth ,
colliderHeight = halfColliderHeight + halfColliderHeight ; // avoid multiplying
2022-09-20 15:50:01 +00:00
2023-01-01 07:43:25 +00:00
const newPlayerCollider = gopkgs . GenerateRectColliderJs ( wx , wy , colliderWidth , colliderHeight , self . spaceOffsetX , self . spaceOffsetY , playerDownsyncInfo , "Player" ) ;
2022-12-25 12:17:22 +00:00
self . gopkgsCollisionSys . Add ( newPlayerCollider ) ;
2022-09-24 04:01:50 +00:00
const collisionPlayerIndex = self . collisionPlayerIndexPrefix + joinIndex ;
2022-12-25 12:17:22 +00:00
self . gopkgsCollisionSysMap [ collisionPlayerIndex ] = newPlayerCollider ;
2022-09-24 04:01:50 +00:00
2023-01-01 12:18:35 +00:00
console . log ( ` Created new player collider: joinIndex= ${ joinIndex } ` ) ;
2022-12-01 03:35:56 +00:00
2022-09-24 04:01:50 +00:00
safelyAddChild ( self . node , newPlayerNode ) ;
2022-09-20 15:50:01 +00:00
setLocalZOrder ( newPlayerNode , 5 ) ;
newPlayerNode . active = true ;
2022-11-25 03:20:05 +00:00
playerScriptIns . updateCharacterAnim ( playerDownsyncInfo , null , true ) ;
2022-09-20 15:50:01 +00:00
return [ newPlayerNode , playerScriptIns ] ;
} ,
update ( dt ) {
const self = this ;
2022-09-25 12:48:09 +00:00
if ( ALL _BATTLE _STATES . IN _BATTLE == self . battleState ) {
2022-10-01 15:54:48 +00:00
const elapsedMillisSinceLastFrameIdTriggered = performance . now ( ) - self . lastRenderFrameIdTriggeredAt ;
2022-11-29 13:32:18 +00:00
if ( elapsedMillisSinceLastFrameIdTriggered < self . tooFastDtIntervalMillis ) {
// [WARNING] We should avoid a frontend ticking too fast to prevent cheating, as well as ticking too slow to cause a "resync avalanche" that impacts user experience!
2022-10-01 15:54:48 +00:00
// console.debug("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": elapsedMillisSinceLastFrameIdTriggered=", elapsedMillisSinceLastFrameIdTriggered);
2022-10-01 12:45:38 +00:00
return ;
}
2022-09-25 12:48:09 +00:00
try {
2022-10-02 16:22:05 +00:00
let st = performance . now ( ) ;
let prevSelfInput = null ,
currSelfInput = null ;
const noDelayInputFrameId = self . _convertToInputFrameId ( self . renderFrameId , 0 ) ; // It's important that "inputDelayFrames == 0" here
if ( self . shouldGenerateInputFrameUpsync ( self . renderFrameId ) ) {
2022-12-20 15:51:53 +00:00
[ prevSelfInput , currSelfInput ] = self . getOrPrefabInputFrameUpsync ( noDelayInputFrameId ) ;
2022-10-02 16:22:05 +00:00
}
2022-09-24 04:01:50 +00:00
2022-10-02 16:22:05 +00:00
let t0 = performance . now ( ) ;
if ( self . shouldSendInputFrameUpsyncBatch ( prevSelfInput , currSelfInput , self . lastUpsyncInputFrameId , noDelayInputFrameId ) ) {
// TODO: Is the following statement run asynchronously in an implicit manner? Should I explicitly run it asynchronously?
self . sendInputFrameUpsyncBatch ( noDelayInputFrameId ) ;
}
let t1 = performance . now ( ) ;
// Use "fractional-frame-chasing" to guarantee that "self.update(dt)" is not jammed by a "large range of frame-chasing". See `<proj-root>/ConcerningEdgeCases.md` for the motivation.
const prevChaserRenderFrameId = self . chaserRenderFrameId ;
let nextChaserRenderFrameId = ( prevChaserRenderFrameId + self . maxChasingRenderFramesPerUpdate ) ;
2022-10-03 03:42:19 +00:00
if ( nextChaserRenderFrameId > self . renderFrameId ) {
2022-10-02 16:22:05 +00:00
nextChaserRenderFrameId = self . renderFrameId ;
2022-10-03 03:42:19 +00:00
}
2022-12-20 15:51:53 +00:00
if ( prevChaserRenderFrameId < nextChaserRenderFrameId ) {
// Do not execute "rollbackAndChase" when "prevChaserRenderFrameId == nextChaserRenderFrameId", otherwise if "nextChaserRenderFrameId == self.renderFrameId" we'd be wasting computing power once.
2022-12-25 12:17:22 +00:00
self . rollbackAndChase ( prevChaserRenderFrameId , nextChaserRenderFrameId , self . gopkgsCollisionSys , self . gopkgsCollisionSysMap , true ) ;
2022-12-20 15:51:53 +00:00
}
2022-10-02 16:22:05 +00:00
let t2 = performance . now ( ) ;
2022-11-11 05:27:48 +00:00
// Inside the following "self.rollbackAndChase" actually ROLLS FORWARD w.r.t. the corresponding delayedInputFrame, REGARDLESS OF whether or not "self.chaserRenderFrameId == self.renderFrameId" now.
2022-12-25 12:17:22 +00:00
const latestRdfResults = self . rollbackAndChase ( self . renderFrameId , self . renderFrameId + 1 , self . gopkgsCollisionSys , self . gopkgsCollisionSysMap , false ) ;
2022-12-20 15:51:53 +00:00
let prevRdf = latestRdfResults [ 0 ] ,
rdf = latestRdfResults [ 1 ] ;
2022-10-10 06:33:04 +00:00
/ *
const nonTrivialChaseEnded = ( prevChaserRenderFrameId < nextChaserRenderFrameId && nextChaserRenderFrameId == self . renderFrameId ) ;
if ( nonTrivialChaseEnded ) {
console . debug ( "Non-trivial chase ended, prevChaserRenderFrameId=" + prevChaserRenderFrameId + ", nextChaserRenderFrameId=" + nextChaserRenderFrameId ) ;
}
* /
2022-11-25 03:20:05 +00:00
// [WARNING] Don't try to get "prevRdf(i.e. renderFrameId == latest-1)" by "self.recentRenderCache.getByFrameId(...)" here, as the cache might have been updated by asynchronous "onRoomDownsyncFrame(...)" calls!
2022-12-20 15:51:53 +00:00
if ( self . othersForcedDownsyncRenderFrameDict . has ( rdf . id ) ) {
2022-12-22 03:35:18 +00:00
const delayedInputFrameId = self . _convertToInputFrameId ( rdf . id , 0 ) ;
2022-12-20 15:51:53 +00:00
const othersForcedDownsyncRenderFrame = self . othersForcedDownsyncRenderFrameDict . get ( rdf . id ) ;
2022-12-22 03:35:18 +00:00
if ( self . lastAllConfirmedInputFrameId >= delayedInputFrameId && ! self . equalRoomDownsyncFrames ( othersForcedDownsyncRenderFrame , rdf ) ) {
2022-12-22 13:27:14 +00:00
console . warn ( ` Mismatched render frame@rdf.id= ${ rdf . id } w/ inputFrameId= ${ delayedInputFrameId } :
2022-12-20 15:51:53 +00:00
rdf = $ { JSON . stringify ( rdf ) }
2022-12-26 14:42:26 +00:00
othersForcedDownsyncRenderFrame = $ { JSON . stringify ( othersForcedDownsyncRenderFrame ) } ` );
2022-12-22 13:27:14 +00:00
// closeWSConnection(constants.RET_CODE.CLIENT_MISMATCHED_RENDER_FRAME, "");
// self.onManualRejoinRequired("[DEBUG] CLIENT_MISMATCHED_RENDER_FRAME");
2022-12-20 15:51:53 +00:00
rdf = othersForcedDownsyncRenderFrame ;
2022-12-22 13:27:14 +00:00
self . othersForcedDownsyncRenderFrameDict . delete ( rdf . id ) ;
2022-12-20 15:51:53 +00:00
}
}
2022-11-25 03:20:05 +00:00
self . applyRoomDownsyncFrameDynamics ( rdf , prevRdf ) ;
2022-12-12 15:17:54 +00:00
self . showDebugBoundaries ( rdf ) ;
2022-11-29 13:32:18 +00:00
++ self . renderFrameId ; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
self . lastRenderFrameIdTriggeredAt = performance . now ( ) ;
2022-10-02 16:22:05 +00:00
let t3 = performance . now ( ) ;
2022-09-25 12:48:09 +00:00
} catch ( err ) {
console . error ( "Error during Map.update" , err ) ;
2022-11-29 13:32:18 +00:00
self . onBattleStopped ( ) ; // TODO: Popup to ask player to refresh browser
2022-09-25 12:48:09 +00:00
} finally {
2022-11-25 09:57:10 +00:00
const countdownSeconds = parseInt ( self . countdownNanos / 1000000000 ) ;
if ( isNaN ( countdownSeconds ) ) {
console . warn ( ` countdownSeconds is NaN for countdownNanos == ${ self . countdownNanos } . ` ) ;
}
if ( null != self . countdownLabel ) {
2022-09-25 12:48:09 +00:00
self . countdownLabel . string = countdownSeconds ;
2022-09-20 15:50:01 +00:00
}
}
}
} ,
transitToState ( s ) {
const self = this ;
self . state = s ;
} ,
logout ( byClick /* The case where this param is "true" will be triggered within `ConfirmLogout.js`.*/ , shouldRetainBoundRoomIdInBothVolatileAndPersistentStorage ) {
const self = this ;
const localClearance = ( ) => {
window . clearLocalStorageAndBackToLoginScene ( shouldRetainBoundRoomIdInBothVolatileAndPersistentStorage ) ;
}
const selfPlayerStr = cc . sys . localStorage . getItem ( "selfPlayer" ) ;
if ( null == selfPlayerStr ) {
localClearance ( ) ;
2022-10-02 16:22:05 +00:00
return ;
2022-09-20 15:50:01 +00:00
}
const selfPlayerInfo = JSON . parse ( selfPlayerStr ) ;
try {
NetworkUtils . ajax ( {
url : backendAddress . PROTOCOL + '://' + backendAddress . HOST + ':' + backendAddress . PORT + constants . ROUTE _PATH . API + constants . ROUTE _PATH . PLAYER + constants . ROUTE _PATH . VERSION + constants . ROUTE _PATH . INT _AUTH _TOKEN + constants . ROUTE _PATH . LOGOUT ,
type : "POST" ,
2022-10-02 16:22:05 +00:00
data : {
intAuthToken : selfPlayerInfo . intAuthToken
} ,
2022-09-20 15:50:01 +00:00
success : function ( res ) {
if ( res . ret != constants . RET _CODE . OK ) {
console . log ( "Logout failed: " , res ) ;
}
localClearance ( ) ;
} ,
error : function ( xhr , status , errMsg ) {
localClearance ( ) ;
} ,
timeout : function ( ) {
localClearance ( ) ;
}
} ) ;
} catch ( e ) { } finally {
// For Safari (both desktop and mobile).
localClearance ( ) ;
}
} ,
onLogoutClicked ( evt ) {
const self = this ;
self . showPopupInCanvas ( self . confirmLogoutNode ) ;
} ,
onLogoutConfirmationDismissed ( ) {
const self = this ;
self . transitToState ( ALL _MAP _STATES . VISUAL ) ;
const canvasNode = self . canvasNode ;
canvasNode . removeChild ( self . confirmLogoutNode ) ;
self . enableInputControls ( ) ;
} ,
onGameRule1v1ModeClicked ( evt , cb ) {
const self = this ;
2022-10-02 16:22:05 +00:00
self . battleState = ALL _BATTLE _STATES . WAITING ;
2022-09-20 15:50:01 +00:00
window . initPersistentSessionClient ( self . initAfterWSConnected , null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ ) ;
self . hideGameRuleNode ( ) ;
} ,
showPopupInCanvas ( toShowNode ) {
const self = this ;
2022-12-20 08:01:44 +00:00
toShowNode . active = true ;
2022-09-20 15:50:01 +00:00
self . disableInputControls ( ) ;
self . transitToState ( ALL _MAP _STATES . SHOWING _MODAL _POPUP ) ;
safelyAddChild ( self . widgetsAboveAllNode , toShowNode ) ;
setLocalZOrder ( toShowNode , 10 ) ;
} ,
2022-11-13 03:37:30 +00:00
hideFindingPlayersGUI ( rdf ) {
2022-10-04 03:24:47 +00:00
const self = this ;
if ( null == self . findingPlayerNode . parent ) return ;
self . findingPlayerNode . parent . removeChild ( self . findingPlayerNode ) ;
} ,
2022-12-25 12:17:22 +00:00
onBattleReadyToStart ( rdf /* pb.RoomDownsyncFrame */ ) {
2022-09-20 15:50:01 +00:00
const self = this ;
2022-12-25 12:17:22 +00:00
const players = rdf . playersArr ;
2022-11-09 15:46:11 +00:00
// Show the top status indicators for IN_BATTLE
2022-11-19 12:58:07 +00:00
if ( self . playersInfoNode ) {
const playersInfoScriptIns = self . playersInfoNode . getComponent ( "PlayersInfo" ) ;
2022-11-21 09:27:32 +00:00
for ( let i in players ) {
playersInfoScriptIns . updateData ( players [ i ] ) ;
2022-11-19 12:58:07 +00:00
}
2022-11-09 15:46:11 +00:00
}
2022-11-21 09:27:32 +00:00
console . log ( "Calling `onBattleReadyToStart` with:" , players ) ;
2022-11-19 12:58:07 +00:00
if ( self . findingPlayerNode ) {
const findingPlayerScriptIns = self . findingPlayerNode . getComponent ( "FindingPlayer" ) ;
findingPlayerScriptIns . hideExitButton ( ) ;
2022-11-21 09:27:32 +00:00
findingPlayerScriptIns . updatePlayersInfo ( players ) ;
2022-11-19 12:58:07 +00:00
}
2022-09-26 02:36:46 +00:00
2022-10-04 03:24:47 +00:00
// Delay to hide the "finding player" GUI, then show a countdown clock
2022-11-19 12:58:07 +00:00
if ( self . countdownToBeginGameNode ) {
window . setTimeout ( ( ) => {
self . hideFindingPlayersGUI ( ) ;
const countDownScriptIns = self . countdownToBeginGameNode . getComponent ( "CountdownToBeginGame" ) ;
countDownScriptIns . setData ( ) ;
self . showPopupInCanvas ( self . countdownToBeginGameNode ) ;
} , 1500 ) ;
}
2022-09-20 15:50:01 +00:00
} ,
2022-11-25 03:20:05 +00:00
applyRoomDownsyncFrameDynamics ( rdf , prevRdf ) {
2022-09-20 15:50:01 +00:00
const self = this ;
2022-12-25 12:17:22 +00:00
const playersArr = rdf . PlayersArr ;
for ( let k in playersArr ) {
const currPlayerDownsync = playersArr [ k ] ;
2022-12-31 07:47:45 +00:00
const chConfig = self . chConfigsOrderedByJoinIndex [ k ] ;
2022-12-25 12:17:22 +00:00
const prevRdfPlayer = ( null == prevRdf ? null : prevRdf . PlayersArr [ k ] ) ;
2023-01-01 07:43:25 +00:00
const [ wx , wy ] = gopkgs . VirtualGridToWorldPos ( currPlayerDownsync . VirtualGridX , currPlayerDownsync . VirtualGridY ) ;
2022-12-25 12:17:22 +00:00
const playerRichInfo = self . playerRichInfoArr [ k ] ;
2022-11-25 03:20:05 +00:00
playerRichInfo . node . setPosition ( wx , wy ) ;
2022-12-25 12:17:22 +00:00
playerRichInfo . scriptIns . updateSpeed ( currPlayerDownsync . Speed ) ;
2022-12-31 07:47:45 +00:00
playerRichInfo . scriptIns . updateCharacterAnim ( currPlayerDownsync , prevRdfPlayer , false , chConfig ) ;
2022-11-25 03:20:05 +00:00
}
2022-12-26 07:11:35 +00:00
// Update countdown
self . countdownNanos = self . battleDurationNanos - self . renderFrameId * self . rollbackEstimatedDtNanos ;
if ( self . countdownNanos <= 0 ) {
self . onBattleStopped ( self . playerRichInfoDict ) ;
}
2022-12-12 11:11:59 +00:00
} ,
2022-11-11 05:27:48 +00:00
rollbackAndChase ( renderFrameIdSt , renderFrameIdEd , collisionSys , collisionSysMap , isChasing ) {
2022-11-10 16:01:53 +00:00
const self = this ;
2022-12-14 13:30:01 +00:00
let prevLatestRdf = null ,
2022-11-29 13:32:18 +00:00
latestRdf = null ;
2022-12-14 13:30:01 +00:00
for ( let i = renderFrameIdSt ; i < renderFrameIdEd ; i ++ ) {
2022-12-22 03:35:18 +00:00
const currRdf = self . recentRenderCache . getByFrameId ( i ) ; // typed "RoomDownsyncFrame"; [WARNING] When "true == isChasing" and using Firefox, this function could be interruptted by "onRoomDownsyncFrame(rdf)" asynchronously anytime, making this line return "null"!
if ( null == currRdf ) {
throw ` Couldn't find renderFrame for i= ${ i } to rollback (are you using Firefox?), self.renderFrameId= ${ self . renderFrameId } , lastAllConfirmedInputFrameId= ${ self . lastAllConfirmedInputFrameId } , might've been interruptted by onRoomDownsyncFrame ` ;
2022-11-10 16:01:53 +00:00
}
const j = self . _convertToInputFrameId ( i , self . inputDelayFrames ) ;
2022-12-28 10:06:05 +00:00
const delayedInputFrame = self . recentInputCache . GetByFrameId ( j ) ; // Don't make prediction here, the inputFrameDownsyncs in recentInputCache was already predicted while prefabbing
2022-11-10 16:01:53 +00:00
if ( null == delayedInputFrame ) {
2022-11-29 13:32:18 +00:00
// Shouldn't happen!
2022-12-22 03:35:18 +00:00
throw ` Failed to get cached delayedInputFrame for i= ${ i } , j= ${ j } , renderFrameId= ${ self . renderFrameId } , lastUpsyncInputFrameId= ${ self . lastUpsyncInputFrameId } , lastAllConfirmedInputFrameId= ${ self . lastAllConfirmedInputFrameId } , chaserRenderFrameId= ${ self . chaserRenderFrameId } ; recentRenderCache= ${ self . _stringifyRecentRenderCache ( false ) } , recentInputCache= ${ self . _stringifyRecentInputCache ( false ) } ` ;
2022-11-10 16:01:53 +00:00
}
2022-12-25 12:17:22 +00:00
const jPrev = self . _convertToInputFrameId ( i - 1 , self . inputDelayFrames ) ;
2022-12-27 02:09:53 +00:00
if ( self . frameDataLoggingEnabled ) {
2022-12-28 10:06:05 +00:00
const actuallyUsedInputClone = delayedInputFrame . InputList . slice ( ) ;
2022-12-27 02:09:53 +00:00
const inputFrameDownsyncClone = {
2022-12-28 10:06:05 +00:00
inputFrameId : delayedInputFrame . InputFrameId ,
2022-12-27 02:09:53 +00:00
inputList : actuallyUsedInputClone ,
2022-12-28 10:06:05 +00:00
confirmedList : delayedInputFrame . ConfirmedList ,
2022-12-27 02:09:53 +00:00
} ;
self . rdfIdToActuallyUsedInput . set ( currRdf . Id , inputFrameDownsyncClone ) ;
}
2023-01-01 07:43:25 +00:00
const nextRdf = gopkgs . ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs ( self . recentInputCache , currRdf , collisionSys , collisionSysMap , self . spaceOffsetX , self . spaceOffsetY , self . chConfigsOrderedByJoinIndex ) ;
2022-11-11 05:27:48 +00:00
if ( true == isChasing ) {
2022-12-22 03:35:18 +00:00
// [WARNING] Move the cursor "self.chaserRenderFrameId" when "true == isChasing", keep in mind that "self.chaserRenderFrameId" is not monotonic!
2022-12-26 04:27:05 +00:00
self . chaserRenderFrameId = nextRdf . Id ;
} else if ( nextRdf . Id == self . chaserRenderFrameId + 1 ) {
self . chaserRenderFrameId = nextRdf . Id ; // To avoid redundant calculation
2022-11-11 05:27:48 +00:00
}
2022-12-26 04:27:05 +00:00
self . recentRenderCache . setByFrameId ( nextRdf , nextRdf . Id ) ;
2022-12-22 03:35:18 +00:00
prevLatestRdf = currRdf ;
latestRdf = nextRdf ;
2022-12-14 13:30:01 +00:00
}
2022-10-02 16:22:05 +00:00
2022-11-25 03:20:05 +00:00
return [ prevLatestRdf , latestRdf ] ;
2022-10-02 16:22:05 +00:00
} ,
2022-12-25 12:17:22 +00:00
_initPlayerRichInfoDict ( playersArr ) {
2022-09-20 15:50:01 +00:00
const self = this ;
2022-12-25 12:17:22 +00:00
for ( let k in playersArr ) {
const immediatePlayerInfo = playersArr [ k ] ;
2022-12-28 10:06:05 +00:00
const playerId = immediatePlayerInfo . Id ;
2022-09-22 04:45:17 +00:00
if ( self . playerRichInfoDict . has ( playerId ) ) continue ; // Skip already put keys
2022-10-02 16:22:05 +00:00
self . playerRichInfoDict . set ( playerId , immediatePlayerInfo ) ;
2022-12-25 12:17:22 +00:00
const joinIndex = immediatePlayerInfo . joinIndex || immediatePlayerInfo . JoinIndex ;
const vx = immediatePlayerInfo . virtualGridX || immediatePlayerInfo . VirtualGridX ;
const vy = immediatePlayerInfo . virtualGridY || immediatePlayerInfo . VirtualGridY ;
const nodeAndScriptIns = self . spawnPlayerNode ( joinIndex , vx , vy , immediatePlayerInfo ) ;
2022-09-20 15:50:01 +00:00
2022-09-22 04:45:17 +00:00
Object . assign ( self . playerRichInfoDict . get ( playerId ) , {
2022-12-16 05:55:43 +00:00
node : nodeAndScriptIns [ 0 ] ,
scriptIns : nodeAndScriptIns [ 1 ] ,
2022-09-20 15:50:01 +00:00
} ) ;
2022-12-28 10:06:05 +00:00
const selfPlayerId = self . selfPlayerInfo . Id ;
2022-12-25 12:17:22 +00:00
if ( selfPlayerId == playerId ) {
2022-12-28 10:06:05 +00:00
self . selfPlayerInfo . JoinIndex = immediatePlayerInfo . JoinIndex ;
2022-12-16 05:55:43 +00:00
nodeAndScriptIns [ 1 ] . showArrowTipNode ( ) ;
2022-09-20 15:50:01 +00:00
}
}
2022-09-26 03:16:18 +00:00
self . playerRichInfoArr = new Array ( self . playerRichInfoDict . size ) ;
self . playerRichInfoDict . forEach ( ( playerRichInfo , playerId ) => {
2022-12-25 12:17:22 +00:00
self . playerRichInfoArr [ playerRichInfo . JoinIndex - 1 ] = playerRichInfo ;
2022-10-02 16:22:05 +00:00
} ) ;
2022-09-20 15:50:01 +00:00
} ,
_stringifyRecentInputCache ( usefullOutput ) {
2022-09-26 02:36:46 +00:00
const self = this ;
2022-09-20 15:50:01 +00:00
if ( true == usefullOutput ) {
2022-09-22 09:09:49 +00:00
let s = [ ] ;
2022-12-28 10:06:05 +00:00
for ( let i = self . recentInputCache . StFrameId ; i < self . recentInputCache . EdFrameId ; ++ i ) {
s . push ( JSON . stringify ( self . recentInputCache . GetByFrameId ( i ) ) ) ;
2022-09-26 02:36:46 +00:00
}
2022-09-22 09:09:49 +00:00
return s . join ( '\n' ) ;
2022-09-20 15:50:01 +00:00
}
2022-12-28 10:06:05 +00:00
return ` [stInputFrameId= ${ self . recentInputCache . StFrameId } , edInputFrameId= ${ self . recentInputCache . EdFrameId } ) ` ;
2022-09-20 15:50:01 +00:00
} ,
2022-09-21 09:22:34 +00:00
2022-12-26 04:27:05 +00:00
_stringifyGopkgRoomDownsyncFrame ( rdf ) {
let s = [ ] ;
s . push ( ` { ` ) ;
s . push ( ` id: ${ rdf . Id } ` ) ;
s . push ( ` players: [ ` ) ;
for ( let k in rdf . PlayersArr ) {
const player = rdf . PlayersArr [ k ] ;
s . push ( ` {joinIndex: ${ player . JoinIndex } , id: ${ player . Id } , vx: ${ player . VirtualGridX } , vy: ${ player . VirtualGridY } , velX: ${ player . VelX } , velY: ${ player . VelY } } ` ) ;
}
s . push ( ` ] ` ) ;
s . push ( ` } ` ) ;
return s . join ( "\n" ) ;
} ,
2022-09-26 02:36:46 +00:00
_stringifyRecentRenderCache ( usefullOutput ) {
2022-09-21 09:22:34 +00:00
const self = this ;
2022-09-26 02:36:46 +00:00
if ( true == usefullOutput ) {
let s = [ ] ;
for ( let i = self . recentRenderCache . stFrameId ; i < self . recentRenderCache . edFrameId ; ++ i ) {
2022-12-26 04:27:05 +00:00
const rdf = self . recentRenderCache . getByFrameId ( i ) ;
s . push ( self . _stringifyGopkgRoomDownsyncFrame ( rdf ) ) ;
2022-09-21 09:22:34 +00:00
}
2022-12-26 04:27:05 +00:00
return s . join ( "\n" ) ;
2022-09-26 02:36:46 +00:00
}
2022-11-11 15:43:51 +00:00
return ` [stRenderFrameId= ${ self . recentRenderCache . stFrameId } , edRenderFrameId= ${ self . recentRenderCache . edFrameId } ) ` ;
2022-09-21 09:22:34 +00:00
} ,
2022-09-26 02:36:46 +00:00
2022-12-26 12:37:40 +00:00
playerDownsyncStr ( playerDownsync ) {
if ( null == playerDownsync ) return "" ;
2022-12-29 07:03:40 +00:00
return ` { ${ playerDownsync . JoinIndex } , ${ playerDownsync . VirtualGridX } , ${ playerDownsync . VirtualGridY } , ${ playerDownsync . VelX } , ${ playerDownsync . VelY } , ${ playerDownsync . FramesToRecover } , ${ playerDownsync . InAir ? 1 : 0 } } ` ;
2022-12-26 12:37:40 +00:00
} ,
2022-12-26 10:25:20 +00:00
inputFrameDownsyncStr ( inputFrameDownsync ) {
if ( null == inputFrameDownsync ) return "" ;
2022-12-22 13:27:14 +00:00
const self = this ;
let s = [ ] ;
2022-12-26 10:25:20 +00:00
s . push ( ` InputFrameId: ${ inputFrameDownsync . inputFrameId } ` ) ;
let ss = [ ] ;
for ( let k in inputFrameDownsync . inputList ) {
ss . push ( ` " ${ inputFrameDownsync . inputList [ k ] } " ` ) ;
}
s . push ( ` InputList:[ ${ ss . join ( ',' ) } ] ` ) ;
// The "confirmedList" is not worth comparing, because frontend might actually use a non-all-confirmed inputFrame during its history, as long as it's correctly predicted.
//s.push(`ConfirmedList:${inputFrameDownsync.confirmedList}`);
2022-12-22 13:27:14 +00:00
2022-12-26 10:25:20 +00:00
return s . join ( ',' ) ;
} ,
_stringifyRdfIdToActuallyUsedInput ( ) {
const self = this ;
let s = [ ] ;
for ( let i = self . recentRenderCache . stFrameId ; i < self . recentRenderCache . edFrameId ; i ++ ) {
const actuallyUsedInputClone = self . rdfIdToActuallyUsedInput . get ( i ) ;
2022-12-26 12:37:40 +00:00
const rdf = self . recentRenderCache . getByFrameId ( i ) ;
const playersStrBldr = [ ] ;
for ( let k in rdf . PlayersArr ) {
playersStrBldr . push ( self . playerDownsyncStr ( rdf . PlayersArr [ k ] ) ) ;
}
2022-12-26 10:25:20 +00:00
s . push ( ` rdfId: ${ i }
2022-12-26 12:37:40 +00:00
players : [ $ { playersStrBldr . join ( ',' ) } ]
2022-12-26 10:25:20 +00:00
actuallyUsedinputList : { $ { self . inputFrameDownsyncStr ( actuallyUsedInputClone ) } } ` );
2022-12-22 13:27:14 +00:00
}
2022-12-26 10:25:20 +00:00
2022-12-22 13:27:14 +00:00
return s . join ( '\n' ) ;
} ,
2022-12-25 12:17:22 +00:00
stringifyColliderCenterInWorld ( playerCollider , halfBoundingW , halfBoundingH , topPadding , bottomPadding , leftPadding , rightPadding ) {
return ` { ${ ( playerCollider . x + leftPadding + halfBoundingW ) . toFixed ( 2 ) } , ${ ( playerCollider . y + bottomPadding + halfBoundingH ) . toFixed ( 2 ) } } ` ;
2022-11-09 10:13:53 +00:00
} ,
2022-12-25 12:17:22 +00:00
showDebugBoundaries ( rdf ) {
2022-11-09 10:13:53 +00:00
const self = this ;
2022-12-25 12:17:22 +00:00
const leftPadding = self . snapIntoPlatformOverlap ,
rightPadding = self . snapIntoPlatformOverlap ,
topPadding = self . snapIntoPlatformOverlap ,
bottomPadding = self . snapIntoPlatformOverlap ;
if ( self . showCriticalCoordinateLabels ) {
let g = self . g ;
g . clear ( ) ;
2022-12-12 15:17:54 +00:00
2022-12-25 12:17:22 +00:00
const collisionSpaceObjs = gopkgs . GetCollisionSpaceObjsJs ( self . gopkgsCollisionSys ) ;
for ( let k in collisionSpaceObjs ) {
const body = collisionSpaceObjs [ k ] ;
let padding = 0 ;
if ( null != body . Data && null != body . Data . JoinIndex ) {
// character
if ( 1 == body . Data . JoinIndex ) {
g . strokeColor = cc . Color . BLUE ;
} else {
g . strokeColor = cc . Color . RED ;
}
padding = self . snapIntoPlatformOverlap ;
} else {
// barrier
g . strokeColor = cc . Color . WHITE ;
}
const points = body . Shape . Points ;
const wpos = [ body . X - self . spaceOffsetX , body . Y - self . spaceOffsetY ] ;
g . moveTo ( wpos [ 0 ] , wpos [ 1 ] ) ;
const cnt = points . length ;
for ( let j = 0 ; j < cnt ; j += 1 ) {
const x = wpos [ 0 ] + points [ j ] [ 0 ] ,
y = wpos [ 1 ] + points [ j ] [ 1 ] ;
g . lineTo ( x , y ) ;
}
g . lineTo ( wpos [ 0 ] , wpos [ 1 ] ) ;
g . stroke ( ) ;
}
2022-12-12 15:17:54 +00:00
}
} ,
2022-09-20 15:50:01 +00:00
} ) ;