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const i18n = require ( 'LanguageData' ) ;
i18n . init ( window . language ) ; // languageID should be equal to the one we input in New Language ID input field
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const RingBuffer = require ( './RingBuffer' ) ;
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const NetworkDoctor = require ( './NetworkDoctor' ) ;
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const PriorityQueue = require ( "./PriorityQueue" ) ;
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window . ALL _MAP _STATES = {
VISUAL : 0 , // For free dragging & zooming.
EDITING _BELONGING : 1 ,
SHOWING _MODAL _POPUP : 2 ,
} ;
window . ALL _BATTLE _STATES = {
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NONE : - 1 ,
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WAITING : 0 ,
IN _BATTLE : 1 ,
IN _SETTLEMENT : 2 ,
IN _DISMISSAL : 3 ,
} ;
window . MAGIC _ROOM _DOWNSYNC _FRAME _ID = {
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BATTLE _READY _TO _START : - 1 ,
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BATTLE _START : 0
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} ;
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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
} ;
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window . onUdpMessage = ( args ) => {
const self = window . mapIns ;
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const ui8Arr = args ;
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//cc.log(`#1 Js called back by CPP: onUdpMessage: args=${args}, typeof(args)=${typeof (args)}, argslen=${args.length}, ui8Arr=${ui8Arr}`);
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const req = window . pb . protos . WsReq . decode ( ui8Arr ) ;
if ( req ) {
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//cc.log(`#2 Js called back by CPP for upsync: onUdpMessage: ${JSON.stringify(req)}`);
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if ( req . act && window . UPSYNC _MSG _ACT _PLAYER _CMD == req . act ) {
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let effCnt = 0 ;
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const peerJoinIndex = req . joinIndex ;
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if ( peerJoinIndex == self . selfPlayerInfo . JoinIndex ) return ;
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const batch = req . inputFrameUpsyncBatch ;
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self . onPeerInputFrameUpsync ( peerJoinIndex , batch , true ) ;
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}
}
} ;
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cc . Class ( {
extends : cc . Component ,
properties : {
canvasNode : {
type : cc . Node ,
default : null ,
} ,
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controlledCharacterPrefab : {
type : cc . Prefab ,
default : null ,
} ,
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fireballPrefab : {
type : cc . Prefab ,
default : null ,
} ,
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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 ,
} ,
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renderFrameIdLagTolerance : {
type : cc . Integer ,
default : 4 // implies (renderFrameIdLagTolerance >> inputScaleFrames) count of inputFrameIds
} ,
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sendingQLabel : {
type : cc . Label ,
default : null
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} ,
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inputFrameDownsyncQLabel : {
type : cc . Label ,
default : null
} ,
peerInputFrameUpsyncQLabel : {
type : cc . Label ,
default : null
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} ,
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rollbackFramesLabel : {
type : cc . Label ,
default : null
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} ,
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skippedRenderFrameCntLabel : {
type : cc . Label ,
default : null
}
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} ,
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_inputFrameIdDebuggable ( inputFrameId ) {
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return ( 0 == inputFrameId % 10 ) ;
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} ,
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_allConfirmed ( confirmedList ) {
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return ( confirmedList + 1 ) == ( 1 << this . playerRichInfoDict . size ) ;
} ,
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getOrPrefabInputFrameUpsync ( inputFrameId , canConfirmSelf ) {
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// TODO: find some kind of synchronization mechanism against "onInputFrameDownsyncBatch"!
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const self = this ;
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if (
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null == self . ctrl ||
null == self . selfPlayerInfo
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) {
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throw ` noDelayInputFrameId= ${ inputFrameId } couldn't be generated: recentInputCache= ${ self . _stringifyRecentInputCache ( false ) } ` ;
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}
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let previousSelfInput = null ,
currSelfInput = null ;
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const joinIndex = self . selfPlayerInfo . JoinIndex ;
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const selfJoinIndexMask = ( 1 << ( joinIndex - 1 ) ) ;
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const existingInputFrame = self . recentInputCache . GetByFrameId ( inputFrameId ) ;
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const previousInputFrameDownsync = self . recentInputCache . GetByFrameId ( inputFrameId - 1 ) ;
previousSelfInput = ( null == previousInputFrameDownsync ? null : previousInputFrameDownsync . InputList [ joinIndex - 1 ] ) ;
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if (
null != existingInputFrame
&&
( true != canConfirmSelf )
) {
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// This could happen upon either [type#1] or [type#2] forceConfirmation, where "refRenderFrame" is accompanied by some "inputFrameDownsyncs". The check here also guarantees that we don't override history
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//console.log(`noDelayInputFrameId=${inputFrameId} already exists in recentInputCache: recentInputCache=${self._stringifyRecentInputCache(false)}`);
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return [ previousSelfInput , existingInputFrame . InputList [ joinIndex - 1 ] ] ;
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}
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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"
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for ( let k = 0 ; k < window . boundRoomCapacity ; ++ k ) {
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if ( null != existingInputFrame ) {
// When "null != existingInputFrame", it implies that "true == canConfirmSelf" here, we just have to assign "prefabbedInputList[(joinIndex-1)]" specifically and copy all others
prefabbedInputList [ k ] = existingInputFrame . InputList [ k ] ;
} else if ( self . lastIndividuallyConfirmedInputFrameId [ k ] <= inputFrameId ) {
prefabbedInputList [ k ] = self . lastIndividuallyConfirmedInputList [ k ] ;
// Don't predict "btnA & btnB"!
prefabbedInputList [ k ] = ( prefabbedInputList [ k ] & 15 ) ;
} else if ( null != previousInputFrameDownsync ) {
// When "self.lastIndividuallyConfirmedInputFrameId[k] > inputFrameId", don't use it to predict a historical input!
prefabbedInputList [ k ] = previousInputFrameDownsync . InputList [ k ] ;
// Don't predict "btnA & btnB"!
prefabbedInputList [ k ] = ( prefabbedInputList [ k ] & 15 ) ;
}
}
let initConfirmedList = 0 ;
if ( null != existingInputFrame ) {
// When "null != existingInputFrame", it implies that "true == canConfirmSelf" here
initConfirmedList = ( existingInputFrame . ConfirmedList | selfJoinIndexMask ) ;
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}
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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 ;
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while ( self . recentInputCache . EdFrameId <= inputFrameId ) {
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// Fill the gap
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// [WARNING] Do not blindly use "selfJoinIndexMask" here, as the "actuallyUsedInput for self" couldn't be confirmed while prefabbing, otherwise we'd have confirmed a wrong self input by "_markConfirmationIfApplicable()"!
const prefabbedInputFrameDownsync = gopkgs . NewInputFrameDownsync ( self . recentInputCache . EdFrameId , prefabbedInputList . slice ( ) , initConfirmedList ) ;
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// console.log(`Prefabbed inputFrameId=${prefabbedInputFrameDownsync.InputFrameId}`);
self . recentInputCache . Put ( prefabbedInputFrameDownsync ) ;
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}
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return [ previousSelfInput , currSelfInput ] ;
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} ,
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shouldSendInputFrameUpsyncBatch ( prevSelfInput , currSelfInput , lastUpsyncInputFrameId , currInputFrameId ) {
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/ *
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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 !
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* /
if ( null == currSelfInput ) return false ;
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const shouldUpsyncForEarlyAllConfirmedOnBackend = ( currInputFrameId - lastUpsyncInputFrameId >= this . inputFrameUpsyncDelayTolerance ) ;
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return shouldUpsyncForEarlyAllConfirmedOnBackend || ( prevSelfInput != currSelfInput ) ;
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} ,
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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"!
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const self = this ;
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let inputFrameUpsyncBatch = [ ] ;
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let batchInputFrameIdSt = self . lastUpsyncInputFrameId + 1 ;
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if ( batchInputFrameIdSt < self . recentInputCache . StFrameId ) {
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// Upon resync, "self.lastUpsyncInputFrameId" might not have been updated properly.
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batchInputFrameIdSt = self . recentInputCache . StFrameId ;
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}
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self . networkDoctor . logSending ( batchInputFrameIdSt , latestLocalInputFrameId ) ;
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for ( let i = batchInputFrameIdSt ; i <= latestLocalInputFrameId ; ++ i ) {
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const inputFrameDownsync = self . recentInputCache . GetByFrameId ( i ) ;
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if ( null == inputFrameDownsync ) {
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console . error ( ` sendInputFrameUpsyncBatch: recentInputCache is NOT having inputFrameId=i: latestLocalInputFrameId= ${ latestLocalInputFrameId } , recentInputCache= ${ self . _stringifyRecentInputCache ( false ) } ` ) ;
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} else {
const inputFrameUpsync = {
inputFrameId : i ,
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encoded : inputFrameDownsync . InputList [ self . selfPlayerInfo . JoinIndex - 1 ] ,
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} ;
inputFrameUpsyncBatch . push ( inputFrameUpsync ) ;
}
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}
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// console.info(`inputFrameUpsyncBatch: ${JSON.stringify(inputFrameUpsyncBatch)}`);
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const reqData = window . pb . protos . WsReq . encode ( {
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msgId : Date . now ( ) ,
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playerId : self . selfPlayerInfo . Id ,
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act : window . UPSYNC _MSG _ACT _PLAYER _CMD ,
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joinIndex : self . selfPlayerInfo . JoinIndex ,
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ackingInputFrameId : self . lastAllConfirmedInputFrameId ,
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inputFrameUpsyncBatch : inputFrameUpsyncBatch ,
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authKey : self . selfPlayerInfo . udpTunnelAuthKey ,
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} ) . finish ( ) ;
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if ( cc . sys . isNative ) {
DelayNoMore . UdpSession . broadcastInputFrameUpsync ( reqData , window . boundRoomCapacity , self . selfPlayerInfo . JoinIndex ) ;
}
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window . sendSafely ( reqData ) ;
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self . lastUpsyncInputFrameId = latestLocalInputFrameId ;
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if ( self . lastUpsyncInputFrameId >= self . recentInputCache . EdFrameId ) {
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throw ` noDelayInputFrameId= ${ self . lastUpsyncInputFrameId } == latestLocalInputFrameId= ${ latestLocalInputFrameId } seems not properly dumped #2: recentInputCache= ${ self . _stringifyRecentInputCache ( false ) } ` ;
}
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} ,
onEnable ( ) {
cc . log ( "+++++++ Map onEnable()" ) ;
} ,
onDisable ( ) {
cc . log ( "+++++++ Map onDisable()" ) ;
} ,
onDestroy ( ) {
const self = this ;
console . warn ( "+++++++ Map onDestroy()" ) ;
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if ( null == self . battleState || ALL _BATTLE _STATES . IN _BATTLE != self . battleState ) {
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window . clearBoundRoomIdInBothVolatileAndPersistentStorage ( ) ;
}
if ( null != window . handleBattleColliderInfo ) {
window . handleBattleColliderInfo = null ;
}
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} ,
onManualRejoinRequired ( labelString ) {
const self = this ;
self . battleState = ALL _BATTLE _STATES . NONE ; // Effectively stops "update(dt)"
self . showPopupInCanvas ( self . gameRuleNode ) ;
self . popupSimplePressToGo ( labelString , false ) ;
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} ,
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 ;
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// Clearing previous info of all players. [BEGINS]
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self . collisionPlayerIndexPrefix = ( 1 << 17 ) ; // For tracking the movements of players
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if ( null != self . playerRichInfoDict ) {
self . playerRichInfoDict . forEach ( ( playerRichInfo , playerId ) => {
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if ( playerRichInfo . node && playerRichInfo . node . parent ) {
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playerRichInfo . node . parent . removeChild ( playerRichInfo . node ) ;
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}
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} ) ;
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}
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self . playerRichInfoDict = new Map ( ) ;
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// Clearing previous info of all players. [ENDS]
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// Clearing cached fireball rendering nodes [BEGINS]
if ( null != self . cachedFireballs ) {
while ( ! self . cachedFireballs . isEmpty ( ) ) {
const v = self . cachedFireballs . pop ( ) ;
if ( v && v . node && v . node . parent ) {
v . node . parent . removeChild ( v . node ) ;
}
}
} else {
self . cachedFireballs = new PriorityQueue ( ) ;
}
for ( let k = 0 ; k < 1000 ; k ++ ) {
const newFireballNode = cc . instantiate ( self . fireballPrefab ) ;
const newFireball = newFireballNode . getComponent ( "Fireball" ) ;
newFireballNode . setPosition ( cc . v2 ( Number . MAX _VALUE , Number . MAX _VALUE ) ) ;
safelyAddChild ( self . node , newFireballNode ) ;
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setLocalZOrder ( newFireballNode , 10 ) ;
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newFireball . lastUsed = - 1 ;
newFireball . bulletLocalId = - 1 ;
const initLookupKey = - ( k + 1 ) ; // there's definitely no suck "bulletLocalId"
self . cachedFireballs . push ( newFireball . lastUsed , newFireball , initLookupKey ) ;
}
// Clearing cached fireball rendering nodes [ENDS]
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self . renderFrameId = 0 ; // After battle started
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self . bulletBattleLocalIdCounter = 0 ;
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self . lastAllConfirmedInputFrameId = - 1 ;
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self . lastUpsyncInputFrameId = - 1 ;
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self . chaserRenderFrameId = - 1 ; // at any moment, "chaserRenderFrameId <= renderFrameId", but "chaserRenderFrameId" would fluctuate according to "onInputFrameDownsyncBatch"
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self . lastIndividuallyConfirmedInputFrameId = new Array ( window . boundRoomCapacity ) . fill ( - 1 ) ;
self . lastIndividuallyConfirmedInputList = new Array ( window . boundRoomCapacity ) . fill ( 0 ) ;
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self . recentRenderCache = new RingBuffer ( self . renderCacheSize ) ;
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self . recentInputCache = gopkgs . NewRingBufferJs ( ( self . renderCacheSize >> 1 ) + 1 ) ;
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self . gopkgsCollisionSys = gopkgs . NewCollisionSpaceJs ( ( self . spaceOffsetX << 1 ) , ( self . spaceOffsetY << 1 ) , self . collisionMinStep , self . collisionMinStep ) ;
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self . gopkgsCollisionSysMap = { } ; // [WARNING] Don't use "JavaScript Map" which could cause loss of type information when passing through Golang transpiled functions!
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self . collisionBarrierIndexPrefix = ( 1 << 16 ) ; // For tracking the movements of barriers, though not yet actually used
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self . collisionBulletIndexPrefix = ( 1 << 15 ) ; // For tracking the movements of bullets
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console . log ( ` collisionSys & collisionSysMap reset ` ) ;
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self . transitToState ( ALL _MAP _STATES . VISUAL ) ;
self . battleState = ALL _BATTLE _STATES . WAITING ;
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self . othersForcedDownsyncRenderFrameDict = new Map ( ) ;
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self . rdfIdToActuallyUsedInput = new Map ( ) ;
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self . networkDoctor = new NetworkDoctor ( 20 ) ;
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self . skipRenderFrameFlag = false ;
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self . allowRollbackOnPeerUpsync = true ;
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self . countdownNanos = null ;
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if ( self . countdownLabel ) {
self . countdownLabel . string = "" ;
}
if ( self . playersInfoNode ) {
safelyAddChild ( self . widgetsAboveAllNode , self . playersInfoNode ) ;
}
if ( self . findingPlayerNode ) {
safelyAddChild ( self . widgetsAboveAllNode , self . findingPlayerNode ) ;
}
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} ,
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initDebugDrawers ( ) {
const self = this ;
if ( self . showCriticalCoordinateLabels ) {
const drawer1 = new cc . Node ( ) ;
drawer1 . setPosition ( cc . v2 ( 0 , 0 ) )
safelyAddChild ( self . node , drawer1 ) ;
setLocalZOrder ( drawer1 , 999 ) ;
const g1 = drawer1 . addComponent ( cc . Graphics ) ;
g1 . lineWidth = 2 ;
self . g1 = g1 ;
const collisionSpaceObjs = gopkgs . GetCollisionSpaceObjsJs ( self . gopkgsCollisionSys ) ; // This step is slow according to Chrome profiling, and we only need draw it once for those static barriers
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 ) {
g1 . strokeColor = cc . Color . BLUE ;
} else {
g1 . strokeColor = cc . Color . RED ;
}
padding = self . snapIntoPlatformOverlap ;
} else {
// barrier
g1 . strokeColor = cc . Color . WHITE ;
}
const points = body . Shape . Points ;
const wpos = [ body . X - self . spaceOffsetX , body . Y - self . spaceOffsetY ] ;
g1 . 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 ] ;
g1 . lineTo ( x , y ) ;
}
g1 . lineTo ( wpos [ 0 ] , wpos [ 1 ] ) ;
g1 . stroke ( ) ;
}
const drawer2 = new cc . Node ( ) ;
drawer2 . setPosition ( cc . v2 ( 0 , 0 ) )
safelyAddChild ( self . node , drawer2 ) ;
setLocalZOrder ( drawer2 , 999 ) ;
const g2 = drawer2 . addComponent ( cc . Graphics ) ;
g2 . lineWidth = 2 ;
self . g2 = g2 ;
}
} ,
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onLoad ( ) {
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cc . game . setFrameRate ( 60 ) ;
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cc . view . setOrientation ( cc . macro . ORIENTATION _LANDSCAPE ) ;
cc . view . enableAutoFullScreen ( true ) ;
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const self = this ;
window . mapIns = self ;
window . forceBigEndianFloatingNumDecoding = self . forceBigEndianFloatingNumDecoding ;
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self . showCriticalCoordinateLabels = false ;
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self . showNetworkDoctorInfo = true ;
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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 = ( ) => {
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self . battleState = ALL _BATTLE _STATES . WAITING ;
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window . clearBoundRoomIdInBothVolatileAndPersistentStorage ( ) ;
window . initPersistentSessionClient ( self . initAfterWSConnected , null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ ) ;
} ;
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resultPanelScriptIns . onCloseDelegate = ( ) => { } ;
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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" ) ;
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findingPlayerScriptIns . init ( self ) ;
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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 ) {
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console . log ( ` Received parsedBattleColliderInfo via ws ` ) ;
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// 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".
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Object . assign ( self , parsedBattleColliderInfo ) ;
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self . inputFrameUpsyncDelayTolerance = parsedBattleColliderInfo . inputFrameUpsyncDelayTolerance ;
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const tiledMapIns = self . node . getComponent ( cc . TiledMap ) ;
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// 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.
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const fullPathOfTmxFile = cc . js . formatStr ( "map/%s/map" , parsedBattleColliderInfo . stageName ) ;
cc . loader . loadRes ( fullPathOfTmxFile , cc . TiledMapAsset , ( err , tmxAsset ) => {
if ( null != err ) {
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console . error ( ` Error occurred when loading tiled stage ${ parsedBattleColliderInfo . stageName } ` , err ) ;
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return ;
}
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/ *
[ WARNING ]
- The order of the following statements is important , because we should have finished "_resetCurrentMatch" before the first "RoomDownsyncFrame" .
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- It ' s important to assign new "tmxAsset" before "extractBoundaryObjects" , to ensure that the correct tilesets are used .
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- To ensure clearance , put destruction of the "cc.TiledMap" component preceding that of "mapNode.destroyAllChildren()" .
* /
tiledMapIns . tmxAsset = null ;
mapNode . removeAllChildren ( ) ;
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self . _resetCurrentMatch ( ) ;
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tiledMapIns . tmxAsset = tmxAsset ;
const newMapSize = tiledMapIns . getMapSize ( ) ;
const newTileSize = tiledMapIns . getTileSize ( ) ;
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self . node . setContentSize ( newMapSize . width * newTileSize . width , newMapSize . height * newTileSize . height ) ;
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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 ) {
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singleImageLayer . node . opacity = 0 ;
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}
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let barrierIdCounter = 0 ;
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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 ) ;
// console.log("Created barrier: ", newBarrierCollider);
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++ barrierIdCounter ;
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const collisionBarrierIndex = ( self . collisionBarrierIndexPrefix + barrierIdCounter ) ;
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self . gopkgsCollisionSysMap [ collisionBarrierIndex ] = newBarrierCollider ;
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}
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self . initDebugDrawers ( ) ;
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const reqData = window . pb . protos . WsReq . encode ( {
msgId : Date . now ( ) ,
act : window . UPSYNC _MSG _ACT _PLAYER _COLLIDER _ACK ,
} ) . finish ( ) ;
window . sendSafely ( reqData ) ;
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console . log ( ` Sent UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK via ws ` ) ;
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} ) ;
} ;
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.
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self . battleState = ALL _BATTLE _STATES . WAITING ;
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window . initPersistentSessionClient ( self . initAfterWSConnected , expectedRoomId ) ;
} else if ( null != boundRoomId ) {
self . disableGameRuleNode ( ) ;
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self . battleState = ALL _BATTLE _STATES . WAITING ;
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window . initPersistentSessionClient ( self . initAfterWSConnected , boundRoomId ) ;
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} else {
self . showPopupInCanvas ( self . gameRuleNode ) ;
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// Deliberately left blank. -- YFLu
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}
} ,
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 ;
} ,
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onRoomDownsyncFrame ( pbRdf /* pb.RoomDownsyncFrame */ , accompaniedInputFrameDownsyncBatch /* pb.InputFrameDownsyncBatch */ ) {
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const jsPlayersArr = new Array ( pbRdf . playersArr . length ) . fill ( null ) ;
for ( let k = 0 ; k < pbRdf . playersArr . length ; ++ k ) {
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const pbPlayer = pbRdf . playersArr [ k ] ;
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const jsPlayer = gopkgs . NewPlayerDownsyncJs ( pbPlayer . id , pbPlayer . virtualGridX , pbPlayer . virtualGridY , pbPlayer . dirX , pbPlayer . dirY , pbPlayer . velX , pbPlayer . velY , pbPlayer . framesToRecover , pbPlayer . framesInChState , pbPlayer . activeSkillId , pbPlayer . activeSkillHit , pbPlayer . framesInvinsible , pbPlayer . speed , pbPlayer . battleState , pbPlayer . characterState , pbPlayer . joinIndex , pbPlayer . hp , pbPlayer . maxHp , pbPlayer . colliderRadius , pbPlayer . inAir , pbPlayer . onWall , pbPlayer . onWallNormX , pbPlayer . onWallNormY , pbPlayer . capturedByInertia , pbPlayer . bulletTeamId , pbPlayer . chCollisionTeamId , pbPlayer . revivalVirtualGridX , pbPlayer . revivalVirtualGridY ) ;
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jsPlayersArr [ k ] = jsPlayer ;
}
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const jsMeleeBulletsArr = new Array ( pbRdf . meleeBullets . length ) . fill ( null ) ;
for ( let k = 0 ; k < pbRdf . meleeBullets . length ; ++ k ) {
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const pbBullet = pbRdf . meleeBullets [ k ] ;
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const jsMeleeBullet = gopkgs . NewMeleeBulletJs ( pbBullet . bulletLocalId , 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 , pbBullet . teamId , pbBullet . blState , pbBullet . framesInBlState , pbBullet . explosionFrames , pbBullet . speciesId ) ;
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jsMeleeBulletsArr [ k ] = jsMeleeBullet ;
}
const jsFireballBulletsArr = new Array ( pbRdf . fireballBullets . length ) . fill ( null ) ;
for ( let k = 0 ; k < pbRdf . fireballBullets . length ; ++ k ) {
const pbBullet = pbRdf . fireballBullets [ k ] ;
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const jsFireballBullet = gopkgs . NewFireballBulletJs ( pbBullet . bulletLocalId , 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 , pbBullet . teamId , pbBullet . virtualGridX , pbBullet . virtualGridY , pbBullet . dirX , pbBullet . dirY , pbBullet . velX , pbBullet . velY , pbBullet . speed , pbBullet . blState , pbBullet . framesInBlState , pbBullet . explosionFrames , pbBullet . speciesId ) ;
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jsFireballBulletsArr [ k ] = jsFireballBullet ;
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}
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// This function is also applicable to "re-joining".
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const rdf = gopkgs . NewRoomDownsyncFrameJs ( pbRdf . id , jsPlayersArr , pbRdf . bulletLocalIdCounter , jsMeleeBulletsArr , jsFireballBulletsArr ) ;
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const self = window . mapIns ;
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self . onInputFrameDownsyncBatch ( accompaniedInputFrameDownsyncBatch ) ; // Important to do this step before setting IN_BATTLE
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if ( ! self . recentRenderCache ) {
return ;
}
if ( ALL _BATTLE _STATES . IN _SETTLEMENT == self . battleState ) {
return ;
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}
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const shouldForceDumping1 = ( window . MAGIC _ROOM _DOWNSYNC _FRAME _ID . BATTLE _START == rdf . Id ) ;
let shouldForceDumping2 = ( rdf . Id >= self . renderFrameId + self . renderFrameIdLagTolerance ) ;
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let shouldForceResync = pbRdf . shouldForceResync ;
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const notSelfUnconfirmed = ( 0 == ( pbRdf . backendUnconfirmedMask & ( 1 << ( self . selfPlayerInfo . JoinIndex - 1 ) ) ) ) ;
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if ( notSelfUnconfirmed ) {
shouldForceDumping2 = false ;
shouldForceResync = false ;
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self . othersForcedDownsyncRenderFrameDict . set ( rdf . Id , rdf ) ;
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}
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/ *
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 .
* /
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const [ dumpRenderCacheRet , oldStRenderFrameId , oldEdRenderFrameId ] = ( shouldForceDumping1 || shouldForceDumping2 || shouldForceResync ) ? self . recentRenderCache . setByFrameId ( rdf , rdf . Id ) : [ window . RING _BUFF _CONSECUTIVE _SET , null , null ] ;
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if ( window . RING _BUFF _FAILED _TO _SET == dumpRenderCacheRet ) {
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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 ) } ` ;
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}
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if ( ! shouldForceResync && ( window . MAGIC _ROOM _DOWNSYNC _FRAME _ID . BATTLE _START < rdf . id && window . RING _BUFF _CONSECUTIVE _SET == dumpRenderCacheRet ) ) {
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/ *
Don ' t change
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- chaserRenderFrameId , it ' s updated only in "rollbackAndChase & onInputFrameDownsyncBatch" ( except for when RING _BUFF _NON _CONSECUTIVE _SET )
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* /
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return dumpRenderCacheRet ;
}
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// The logic below applies to (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet)
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if ( null == pbRdf . speciesIdList ) {
console . error ( ` pbRdf.speciesIdList is required for starting or resyncing battle! ` ) ;
}
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self . chConfigsOrderedByJoinIndex = gopkgs . GetCharacterConfigsOrderedByJoinIndex ( pbRdf . speciesIdList ) ;
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self . _initPlayerRichInfoDict ( rdf . PlayersArr ) ;
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// Show the top status indicators for IN_BATTLE
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if ( self . playersInfoNode ) {
const playersInfoScriptIns = self . playersInfoNode . getComponent ( "PlayersInfo" ) ;
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for ( let i in pbRdf . playersArr ) {
playersInfoScriptIns . updateData ( pbRdf . playersArr [ i ] ) ;
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}
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}
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if ( shouldForceDumping1 || shouldForceDumping2 || shouldForceResync ) {
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// 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
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if ( window . MAGIC _ROOM _DOWNSYNC _FRAME _ID . BATTLE _START == rdf . Id ) {
console . log ( 'On battle started! renderFrameId=' , rdf . Id ) ;
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} else {
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self . hideFindingPlayersGUI ( ) ;
console . warn ( 'On battle resynced! renderFrameId=' , rdf . Id ) ;
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}
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self . renderFrameId = rdf . Id ;
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self . lastRenderFrameIdTriggeredAt = performance . now ( ) ;
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// In this case it must be true that "rdf.id > chaserRenderFrameId".
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self . chaserRenderFrameId = rdf . Id ;
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self . networkDoctor . logRollbackFrames ( 0 ) ;
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const canvasNode = self . canvasNode ;
self . ctrl = canvasNode . getComponent ( "TouchEventsManager" ) ;
self . enableInputControls ( ) ;
self . transitToState ( ALL _MAP _STATES . VISUAL ) ;
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const selfPlayerRichInfo = self . playerRichInfoDict . get ( self . selfPlayerInfo . Id ) ;
const newMapPos = cc . v2 ( ) . sub ( selfPlayerRichInfo . node . position ) ;
self . node . setPosition ( newMapPos ) ;
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self . battleState = ALL _BATTLE _STATES . IN _BATTLE ;
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}
2022-11-09 15:46:11 +00:00
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// [WARNING] "cc.Node.removeChild" would trigger massive update of rendering nodes, thus a performance impact at the beginning of battle, avoid it by just moving the widget to infinitely far away!
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if ( self . countdownToBeginGameNode && self . countdownToBeginGameNode . parent ) {
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self . countdownToBeginGameNode . setPosition ( cc . v2 ( Number . MAX _VALUE , Number . MAX _VALUE ) ) ;
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}
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2022-12-25 12:17:22 +00:00
if ( null != self . musicEffectManagerScriptIns ) {
self . musicEffectManagerScriptIns . playBGM ( ) ;
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}
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// [WARNING] Leave all graphical updates in "update(dt)" by "applyRoomDownsyncFrameDynamics"
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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 ;
} ,
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equalPlayers ( lhs , rhs ) {
if ( null == lhs || null == rhs ) return false ;
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if ( null == lhs && null != rhs ) return false ;
if ( null != lhs && null == rhs ) return false ;
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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 ;
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return true ;
} ,
equalMeleeBullets ( lhs , rhs ) {
if ( null == lhs || null == rhs ) return false ;
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if ( null == lhs && null != rhs ) return false ;
if ( null != lhs && null == rhs ) return false ;
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if ( lhs . BattleAttr . BulletLocalId != rhs . BattleAttr . BulletLocalId ) return false ;
if ( lhs . BattleAttr . OffenderJoinIndex != rhs . BattleAttr . OffenderJoinIndex ) return false ;
if ( lhs . BattleAttr . OriginatedRenderFrameId != rhs . BattleAttr . OriginatedRenderFrameId ) return false ;
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return true ;
} ,
equalFireballBullets ( lhs , rhs ) {
if ( null == lhs || null == rhs ) return false ;
if ( null == lhs && null != rhs ) return false ;
if ( null != lhs && null == rhs ) return false ;
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if ( lhs . BattleAttr . BulletLocalId != rhs . BattleAttr . BulletLocalId ) return false ;
if ( lhs . BattleAttr . OffenderJoinIndex != rhs . BattleAttr . OffenderJoinIndex ) return false ;
if ( lhs . BattleAttr . OriginatedRenderFrameId != rhs . BattleAttr . OriginatedRenderFrameId ) return false ;
if ( lhs . VirtualGridX != rhs . Bullet . VirtualGridX ) return false ;
if ( lhs . VirtualGridY != rhs . Bullet . 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 ;
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return true ;
} ,
equalRoomDownsyncFrames ( lhs , rhs ) {
if ( null == lhs || null == rhs ) return false ;
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for ( let k in lhs . PlayersArr ) {
if ( ! this . equalPlayers ( lhs . PlayersArr [ k ] , rhs . PlayersArr [ k ] ) ) return false ;
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}
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for ( let k in lhs . MeleeBullets ) {
if ( ! this . equalMeleeBullets ( lhs . MeleeBullets [ k ] , rhs . MeleeBullets [ k ] ) ) return false ;
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}
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for ( let k in lhs . fireballBullet ) {
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if ( ! this . equalFireballBullets ( lhs . FireballBullets [ k ] , rhs . FireballBullets [ k ] ) ) return false ;
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}
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return true ;
} ,
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_markConfirmationIfApplicable ( ) {
const self = this ;
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let newAllConfirmedCnt = 0 ;
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while ( self . recentInputCache . StFrameId <= self . lastAllConfirmedInputFrameId && self . lastAllConfirmedInputFrameId < self . recentInputCache . EdFrameId ) {
const inputFrameDownsync = self . recentInputCache . GetByFrameId ( self . lastAllConfirmedInputFrameId ) ;
if ( null == inputFrameDownsync ) break ;
if ( self . _allConfirmed ( inputFrameDownsync . ConfirmedList ) ) break ;
++ self . lastAllConfirmedInputFrameId ;
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++ newAllConfirmedCnt ;
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}
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return newAllConfirmedCnt ;
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} ,
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onInputFrameDownsyncBatch ( batch /* []*pb.InputFrameDownsync */ ) {
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// TODO: find some kind of synchronization mechanism against "getOrPrefabInputFrameUpsync"!
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if ( null == batch ) {
return ;
}
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const self = this ;
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if ( ! self . recentInputCache ) {
return ;
}
if ( ALL _BATTLE _STATES . IN _SETTLEMENT == self . battleState ) {
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return ;
}
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self . networkDoctor . logInputFrameDownsync ( batch [ 0 ] . inputFrameId , batch [ batch . length - 1 ] . inputFrameId ) ;
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let firstPredictedYetIncorrectInputFrameId = null ;
for ( let k in batch ) {
const inputFrameDownsync = batch [ k ] ;
const inputFrameDownsyncId = inputFrameDownsync . inputFrameId ;
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if ( inputFrameDownsyncId <= self . lastAllConfirmedInputFrameId ) {
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continue ;
}
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// [WARNING] Now that "inputFrameDownsyncId > self.lastAllConfirmedInputFrameId", we should make an update immediately because unlike its backend counterpart "Room.LastAllConfirmedInputFrameId", the frontend "mapIns.lastAllConfirmedInputFrameId" might inevitably get gaps among discrete values due to "either type#1 or type#2 forceConfirmation" -- and only "onInputFrameDownsyncBatch" can catch this!
self . lastAllConfirmedInputFrameId = inputFrameDownsyncId ;
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const localInputFrame = self . recentInputCache . GetByFrameId ( inputFrameDownsyncId ) ;
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if ( null != localInputFrame
&&
null == firstPredictedYetIncorrectInputFrameId
&&
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! self . equalInputLists ( localInputFrame . InputList , inputFrameDownsync . inputList )
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) {
firstPredictedYetIncorrectInputFrameId = inputFrameDownsyncId ;
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}
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// [WARNING] Take all "inputFrameDownsync" from backend as all-confirmed, it'll be later checked by "rollbackAndChase".
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inputFrameDownsync . confirmedList = ( 1 << self . playerRichInfoDict . size ) - 1 ;
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const inputFrameDownsyncLocal = gopkgs . NewInputFrameDownsync ( inputFrameDownsync . inputFrameId , inputFrameDownsync . inputList , inputFrameDownsync . confirmedList ) ; // "battle.InputFrameDownsync" in "jsexport"
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for ( let j in self . playerRichInfoArr ) {
const jj = parseInt ( j ) ;
if ( inputFrameDownsync . inputFrameId > self . lastIndividuallyConfirmedInputFrameId [ jj ] ) {
self . lastIndividuallyConfirmedInputFrameId [ jj ] = inputFrameDownsync . inputFrameId ;
self . lastIndividuallyConfirmedInputList [ jj ] = inputFrameDownsync . inputList [ jj ] ;
}
}
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//console.log(`Confirmed inputFrameId=${inputFrameDownsync.inputFrameId}`);
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const [ ret , oldStFrameId , oldEdFrameId ] = self . recentInputCache . SetByFrameId ( inputFrameDownsyncLocal , inputFrameDownsync . inputFrameId ) ;
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if ( window . RING _BUFF _FAILED _TO _SET == ret ) {
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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 ) } ` ;
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}
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}
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self . _markConfirmationIfApplicable ( ) ;
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self . _handleIncorrectlyRenderedPrediction ( firstPredictedYetIncorrectInputFrameId , batch , false ) ;
} ,
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_handleIncorrectlyRenderedPrediction ( firstPredictedYetIncorrectInputFrameId , batch , fromUDP ) {
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if ( null == firstPredictedYetIncorrectInputFrameId ) return ;
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const self = this ;
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const renderFrameId1 = gopkgs . ConvertToFirstUsedRenderFrameId ( firstPredictedYetIncorrectInputFrameId ) - 1 ;
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if ( renderFrameId1 >= self . chaserRenderFrameId ) return ;
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2022-10-16 02:38:38 +00:00
/ *
A typical case is as follows .
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
< renderFrameId1 > : 36
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< self . chaserRenderFrameId > : 62
[ self . renderFrameId ] : 64
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
* /
// The actual rollback-and-chase would later be executed in update(dt).
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console . log ( ` Mismatched input detected, resetting chaserRenderFrameId: ${ self . chaserRenderFrameId } -> ${ renderFrameId1 } by
firstPredictedYetIncorrectInputFrameId : $ { firstPredictedYetIncorrectInputFrameId }
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lastAllConfirmedInputFrameId = $ { self . lastAllConfirmedInputFrameId }
recentInputCache = $ { self . _stringifyRecentInputCache ( false ) }
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batchInputFrameIdRange = [ $ { batch [ 0 ] . inputFrameId } , $ { batch [ batch . length - 1 ] . inputFrameId } ]
fromUDP = $ { fromUDP } ` );
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self . chaserRenderFrameId = renderFrameId1 ;
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let rollbackFrames = ( self . renderFrameId - self . chaserRenderFrameId ) ;
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if ( 0 > rollbackFrames ) {
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rollbackFrames = 0 ;
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}
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self . networkDoctor . logRollbackFrames ( rollbackFrames ) ;
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} ,
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onPeerInputFrameUpsync ( peerJoinIndex , batch , fromUDP ) {
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// TODO: find some kind of synchronization mechanism against "getOrPrefabInputFrameUpsync"!
// See `<proj-root>/ConcerningEdgeCases.md` for why this method exists.
if ( null == batch ) {
return ;
}
const self = this ;
if ( ! self . recentInputCache ) {
return ;
}
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if ( ALL _BATTLE _STATES . IN _BATTLE != self . battleState ) {
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return ;
}
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let effCnt = 0 ;
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//console.log(`Received peer inputFrameUpsync batch w/ inputFrameId in [${batch[0].inputFrameId}, ${batch[batch.length - 1].inputFrameId}] for prediction assistance`);
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let firstPredictedYetIncorrectInputFrameId = null ;
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const renderedInputFrameIdUpper = gopkgs . ConvertToDelayedInputFrameId ( self . renderFrameId ) ;
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for ( let k in batch ) {
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const inputFrame = batch [ k ] ; // could be either "pb.InputFrameDownsync" or "pb.InputFrameUpsync", depending on "fromUDP"
const inputFrameId = inputFrame . inputFrameId ;
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const peerEncodedInput = ( true == fromUDP ? inputFrame . encoded : inputFrame . inputList [ peerJoinIndex - 1 ] ) ;
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if ( false == self . allowRollbackOnPeerUpsync && inputFrameId <= renderedInputFrameIdUpper ) {
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// [WARNING] Avoid obfuscating already rendered history, even at "inputFrameId == renderedInputFrameIdUpper", due to the use of "INPUT_SCALE_FRAMES" some previous render frames might already be rendered with "inputFrameId"!
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continue ;
}
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if ( inputFrameId <= self . lastAllConfirmedInputFrameId ) {
// [WARNING] Don't reject it by "inputFrameId <= self.lastIndividuallyConfirmedInputFrameId[peerJoinIndex-1]", the arrival of UDP packets might not reserve their sending order!
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continue ;
}
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const peerJoinIndexMask = ( 1 << ( peerJoinIndex - 1 ) ) ;
self . getOrPrefabInputFrameUpsync ( inputFrameId , false ) ; // Make sure that inputFrame exists locally
const existingInputFrame = self . recentInputCache . GetByFrameId ( inputFrameId ) ;
if ( 0 < ( existingInputFrame . ConfirmedList & peerJoinIndexMask ) ) {
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continue ;
}
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if ( inputFrameId > self . lastIndividuallyConfirmedInputFrameId [ peerJoinIndex - 1 ] ) {
self . lastIndividuallyConfirmedInputFrameId [ peerJoinIndex - 1 ] = inputFrameId ;
self . lastIndividuallyConfirmedInputList [ peerJoinIndex - 1 ] = peerEncodedInput ;
}
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effCnt += 1 ;
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// the returned "gopkgs.NewInputFrameDownsync.InputList" is immutable, thus we can only modify the values in "newInputList" and "newConfirmedList"!
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let newInputList = existingInputFrame . InputList . slice ( ) ;
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newInputList [ peerJoinIndex - 1 ] = peerEncodedInput ;
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let newConfirmedList = ( existingInputFrame . ConfirmedList | peerJoinIndex ) ;
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const newInputFrameDownsyncLocal = gopkgs . NewInputFrameDownsync ( inputFrameId , newInputList , newConfirmedList ) ;
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//console.log(`Updated encoded input of peerJoinIndex=${peerJoinIndex} to ${peerEncodedInput} for inputFrameId=${inputFrameId}/renderedInputFrameIdUpper=${renderedInputFrameIdUpper} from ${JSON.stringify(inputFrame)}; newInputFrameDownsyncLocal=${self.gopkgsInputFrameDownsyncStr(newInputFrameDownsyncLocal)}; existingInputFrame=${self.gopkgsInputFrameDownsyncStr(existingInputFrame)}`);
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self . recentInputCache . SetByFrameId ( newInputFrameDownsyncLocal , inputFrameId ) ;
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if ( self . allowRollbackOnPeerUpsync ) {
// Reaching here implies that "true == self.allowRollbackOnPeerUpsync".
// Shall we update the "chaserRenderFrameId" if the rendered history was wrong? It doesn't seem to impact eventual correctness if we allow the update of "chaserRenderFrameId" upon "inputFrameId <= renderedInputFrameIdUpper" here, however UDP upsync doesn't reserve order from a same sender and there might be multiple other senders, hence it might result in unnecessarily frequent chasing.
if (
null == firstPredictedYetIncorrectInputFrameId
&&
existingInputFrame . InputList [ peerJoinIndex - 1 ] != peerEncodedInput
) {
firstPredictedYetIncorrectInputFrameId = inputFrameId ;
}
}
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}
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if ( 0 < effCnt ) {
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//self._markConfirmationIfApplicable();
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self . networkDoctor . logPeerInputFrameUpsync ( batch [ 0 ] . inputFrameId , batch [ batch . length - 1 ] . inputFrameId ) ;
}
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if ( true == self . allowRollbackOnPeerUpsync ) {
self . _handleIncorrectlyRenderedPrediction ( firstPredictedYetIncorrectInputFrameId , batch , fromUDP ) ;
}
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} ,
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onPlayerAdded ( rdf /* pb.RoomDownsyncFrame */ ) {
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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" ) ;
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findingPlayerScriptIns . updatePlayersInfo ( rdf . playersArr ) ;
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} ,
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onBattleStopped ( ) {
const self = this ;
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if ( ALL _BATTLE _STATES . IN _BATTLE != self . battleState ) {
return ;
}
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window . closeWSConnection ( constants . RET _CODE . BATTLE _STOPPED , "" ) ;
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self . battleState = ALL _BATTLE _STATES . IN _SETTLEMENT ;
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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 ( ) ;
} ,
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spawnPlayerNode ( joinIndex , vx , vy , playerDownsyncInfo ) {
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const self = this ;
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const newPlayerNode = cc . instantiate ( self . controlledCharacterPrefab )
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const playerScriptIns = newPlayerNode . getComponent ( "ControlledCharacter" ) ;
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const chConfig = self . chConfigsOrderedByJoinIndex [ joinIndex - 1 ] ;
playerScriptIns . setSpecies ( chConfig . SpeciesName ) ;
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if ( 1 == joinIndex ) {
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newPlayerNode . color = cc . Color . RED ;
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} else {
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newPlayerNode . color = cc . Color . BLUE ;
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}
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const [ wx , wy ] = gopkgs . VirtualGridToWorldPos ( vx , vy ) ;
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newPlayerNode . setPosition ( wx , wy ) ;
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playerScriptIns . mapNode = self . node ;
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console . log ( ` Created new player node: joinIndex= ${ joinIndex } ` ) ;
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safelyAddChild ( self . node , newPlayerNode ) ;
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setLocalZOrder ( newPlayerNode , 5 ) ;
newPlayerNode . active = true ;
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playerScriptIns . updateCharacterAnim ( playerDownsyncInfo , null , true ) ;
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return [ newPlayerNode , playerScriptIns ] ;
} ,
update ( dt ) {
const self = this ;
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if ( ALL _BATTLE _STATES . IN _BATTLE == self . battleState ) {
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/ *
[ WARNING ] Different devices might differ in the rate of calling "update(dt)" , and the game engine is responsible of keeping this rate statistically constant .
Significantly different rates of calling "update(dt)" among players in a same battle would result in frequent [ type # 1 forceConfirmation ] , if you have any doubt on troubles caused by this , sample the FPS curve from all players in that battle .
Kindly note that Significantly different network bandwidths or delay fluctuations would result in frequent [ type # 1 forceConfirmation ] too , but CAUSE FROM DIFFERENT LOCAL "update(dt)" RATE SHOULD BE THE FIRST TO INVESTIGATE AND ELIMINATE -- because we have control on it , but no one has control on the internet .
* /
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if ( self . skipRenderFrameFlag ) {
self . networkDoctor . logSkippedRenderFrameCnt ( ) ;
self . skipRenderFrameFlag = false ;
return ;
}
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try {
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let st = performance . now ( ) ;
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if ( cc . sys . isNative ) {
DelayNoMore . UdpSession . pollUdpRecvRingBuff ( ) ;
}
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const noDelayInputFrameId = gopkgs . ConvertToNoDelayInputFrameId ( self . renderFrameId ) ;
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let prevSelfInput = null ,
currSelfInput = null ;
if ( gopkgs . ShouldGenerateInputFrameUpsync ( self . renderFrameId ) ) {
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[ prevSelfInput , currSelfInput ] = self . getOrPrefabInputFrameUpsync ( noDelayInputFrameId , true ) ;
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}
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const delayedInputFrameId = gopkgs . ConvertToDelayedInputFrameId ( self . renderFrameId ) ;
if ( null == self . recentInputCache . GetByFrameId ( delayedInputFrameId ) ) {
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// Possible edge case after resync, kindly note that it's OK to prefab a "future inputFrame" here, because "sendInputFrameUpsyncBatch" would be capped by "noDelayInputFrameId from self.renderFrameId".
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self . getOrPrefabInputFrameUpsync ( delayedInputFrameId , false ) ;
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}
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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 ) ;
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if ( nextChaserRenderFrameId > self . renderFrameId ) {
2022-10-02 16:22:05 +00:00
nextChaserRenderFrameId = self . renderFrameId ;
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}
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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 ) ;
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}
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let t2 = performance . now ( ) ;
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// Inside the following "self.rollbackAndChase" actually ROLLS FORWARD w.r.t. the corresponding delayedInputFrame, REGARDLESS OF whether or not "self.chaserRenderFrameId == self.renderFrameId" now.
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const latestRdfResults = self . rollbackAndChase ( self . renderFrameId , self . renderFrameId + 1 , self . gopkgsCollisionSys , self . gopkgsCollisionSysMap , false ) ;
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let rollbackFrames = ( self . renderFrameId - self . chaserRenderFrameId ) ;
if ( 0 > rollbackFrames ) {
rollbackFrames = 0 ;
}
self . networkDoctor . logRollbackFrames ( rollbackFrames ) ;
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let prevRdf = latestRdfResults [ 0 ] ,
rdf = latestRdfResults [ 1 ] ;
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/ *
const nonTrivialChaseEnded = ( prevChaserRenderFrameId < nextChaserRenderFrameId && nextChaserRenderFrameId == self . renderFrameId ) ;
if ( nonTrivialChaseEnded ) {
console . debug ( "Non-trivial chase ended, prevChaserRenderFrameId=" + prevChaserRenderFrameId + ", nextChaserRenderFrameId=" + nextChaserRenderFrameId ) ;
}
* /
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// [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!
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if ( self . othersForcedDownsyncRenderFrameDict . has ( rdf . Id ) ) {
const delayedInputFrameId = gopkgs . ConvertToDelayedInputFrameId ( rdf . Id ) ;
const othersForcedDownsyncRenderFrame = self . othersForcedDownsyncRenderFrameDict . get ( rdf . Id ) ;
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if ( self . lastAllConfirmedInputFrameId >= delayedInputFrameId && ! self . equalRoomDownsyncFrames ( othersForcedDownsyncRenderFrame , rdf ) ) {
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console . warn ( ` Mismatched render frame@rdf.id= ${ rdf . Id } w/ inputFrameId= ${ delayedInputFrameId } :
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rdf = $ { JSON . stringify ( rdf ) }
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othersForcedDownsyncRenderFrame = $ { JSON . stringify ( othersForcedDownsyncRenderFrame ) } ` );
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// closeWSConnection(constants.RET_CODE.CLIENT_MISMATCHED_RENDER_FRAME, "");
// self.onManualRejoinRequired("[DEBUG] CLIENT_MISMATCHED_RENDER_FRAME");
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rdf = othersForcedDownsyncRenderFrame ;
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self . othersForcedDownsyncRenderFrameDict . delete ( rdf . Id ) ;
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}
}
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self . applyRoomDownsyncFrameDynamics ( rdf , prevRdf ) ;
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self . showDebugBoundaries ( rdf ) ;
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if ( self . showNetworkDoctorInfo ) {
self . showNetworkDoctorLabels ( ) ;
}
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++ self . renderFrameId ; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
self . lastRenderFrameIdTriggeredAt = performance . now ( ) ;
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let t3 = performance . now ( ) ;
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self . skipRenderFrameFlag = self . networkDoctor . isTooFast ( self ) ;
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} catch ( err ) {
console . error ( "Error during Map.update" , err ) ;
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self . onBattleStopped ( ) ; // TODO: Popup to ask player to refresh browser
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} finally {
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const countdownSeconds = parseInt ( self . countdownNanos / 1000000000 ) ;
if ( isNaN ( countdownSeconds ) ) {
console . warn ( ` countdownSeconds is NaN for countdownNanos == ${ self . countdownNanos } . ` ) ;
}
if ( null != self . countdownLabel ) {
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self . countdownLabel . string = countdownSeconds ;
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}
}
}
} ,
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 = ( ) => {
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window . closeWSConnection ( constants . RET _CODE . BATTLE _STOPPED , "" ) ;
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window . clearLocalStorageAndBackToLoginScene ( shouldRetainBoundRoomIdInBothVolatileAndPersistentStorage ) ;
}
const selfPlayerStr = cc . sys . localStorage . getItem ( "selfPlayer" ) ;
if ( null == selfPlayerStr ) {
localClearance ( ) ;
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return ;
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}
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" ,
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data : {
intAuthToken : selfPlayerInfo . intAuthToken
} ,
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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 ;
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self . battleState = ALL _BATTLE _STATES . WAITING ;
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window . initPersistentSessionClient ( self . initAfterWSConnected , null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ ) ;
self . hideGameRuleNode ( ) ;
} ,
showPopupInCanvas ( toShowNode ) {
const self = this ;
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toShowNode . active = true ;
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self . disableInputControls ( ) ;
self . transitToState ( ALL _MAP _STATES . SHOWING _MODAL _POPUP ) ;
safelyAddChild ( self . widgetsAboveAllNode , toShowNode ) ;
setLocalZOrder ( toShowNode , 10 ) ;
} ,
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hideFindingPlayersGUI ( rdf ) {
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const self = this ;
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// [WARNING] "cc.Node.removeChild" would trigger massive update of rendering nodes, thus a performance impact at the beginning of battle, avoid it by just moving the widget to infinitely far away!
if ( self . findingPlayerNode && self . findingPlayerNode . parent ) {
self . findingPlayerNode . setPosition ( cc . v2 ( Number . MAX _VALUE , Number . MAX _VALUE ) ) ;
}
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} ,
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onBattleReadyToStart ( rdf /* pb.RoomDownsyncFrame */ ) {
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const self = this ;
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const players = rdf . playersArr ;
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// Show the top status indicators for IN_BATTLE
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if ( self . playersInfoNode ) {
const playersInfoScriptIns = self . playersInfoNode . getComponent ( "PlayersInfo" ) ;
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for ( let i in players ) {
playersInfoScriptIns . updateData ( players [ i ] ) ;
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}
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}
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console . log ( "Calling `onBattleReadyToStart` with:" , players ) ;
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if ( self . findingPlayerNode ) {
const findingPlayerScriptIns = self . findingPlayerNode . getComponent ( "FindingPlayer" ) ;
findingPlayerScriptIns . hideExitButton ( ) ;
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findingPlayerScriptIns . updatePlayersInfo ( players ) ;
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}
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// Delay to hide the "finding player" GUI, then show a countdown clock
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if ( self . countdownToBeginGameNode ) {
window . setTimeout ( ( ) => {
self . hideFindingPlayersGUI ( ) ;
const countDownScriptIns = self . countdownToBeginGameNode . getComponent ( "CountdownToBeginGame" ) ;
countDownScriptIns . setData ( ) ;
self . showPopupInCanvas ( self . countdownToBeginGameNode ) ;
} , 1500 ) ;
}
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} ,
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applyRoomDownsyncFrameDynamics ( rdf , prevRdf ) {
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const self = this ;
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const playersArr = rdf . PlayersArr ;
for ( let k in playersArr ) {
const currPlayerDownsync = playersArr [ k ] ;
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const chConfig = self . chConfigsOrderedByJoinIndex [ k ] ;
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const prevRdfPlayer = ( null == prevRdf ? null : prevRdf . PlayersArr [ k ] ) ;
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const [ wx , wy ] = gopkgs . VirtualGridToWorldPos ( currPlayerDownsync . VirtualGridX , currPlayerDownsync . VirtualGridY ) ;
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const playerRichInfo = self . playerRichInfoArr [ k ] ;
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playerRichInfo . node . setPosition ( wx , wy ) ;
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playerRichInfo . scriptIns . updateSpeed ( currPlayerDownsync . Speed ) ;
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playerRichInfo . scriptIns . updateCharacterAnim ( currPlayerDownsync , prevRdfPlayer , false , chConfig ) ;
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playerRichInfo . scriptIns . hpBar . progress = ( currPlayerDownsync . Hp * 1.0 ) / currPlayerDownsync . MaxHp ;
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}
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// Move all to infinitely far away first
for ( let k in self . cachedFireballs . list ) {
const pqNode = self . cachedFireballs . list [ k ] ;
const fireball = pqNode . value ;
fireball . node . setPosition ( cc . v2 ( Number . MAX _VALUE , Number . MAX _VALUE ) ) ;
}
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for ( let k in rdf . MeleeBullets ) {
const meleeBullet = rdf . MeleeBullets [ k ] ;
const isExploding = ( window . BULLET _STATE . Exploding == meleeBullet . BlState ) ;
if ( isExploding ) {
let pqNode = self . cachedFireballs . popAny ( meleeBullet . BattleAttr . BulletLocalId ) ;
let speciesName = ` MeleeExplosion ` ;
let animName = ` MeleeExplosion ${ meleeBullet . Bullet . SpeciesId } ` ;
const offender = rdf . PlayersArr [ meleeBullet . BattleAttr . OffenderJoinIndex - 1 ] ;
let xfac = 1 ; // By now, straight Punch offset doesn't respect "y-axis"
if ( 0 > offender . DirX ) {
xfac = - 1 ;
}
const [ wx , wy ] = gopkgs . VirtualGridToWorldPos ( offender . VirtualGridX + xfac * meleeBullet . Bullet . HitboxOffsetX , offender . VirtualGridY ) ;
if ( null == pqNode ) {
pqNode = self . cachedFireballs . pop ( ) ;
//console.log(`@rdf.Id=${rdf.Id}, origRdfId=${meleeBullet.BattleAttr.OriginatedRenderFrameId}, startupFrames=${meleeBullet.Bullet.StartupFrames}, using a new fireball node for rendering for bulletLocalId=${meleeBullet.BattleAttr.BulletLocalId} at wpos=(${wx},${wy})`);
} else {
//console.log(`@rdf.Id=${rdf.Id}, origRdfId=${meleeBullet.BattleAttr.OriginatedRenderFrameId}, startupFrames=${meleeBullet.Bullet.StartupFrames}, using a cached fireball node for rendering for bulletLocalId=${meleeBullet.BattleAttr.BulletLocalId} at wpos=(${wx},${wy})`);
}
const cachedFireball = pqNode . value ;
cachedFireball . setSpecies ( speciesName , meleeBullet , rdf ) ;
const newAnimIdx = meleeBullet . Bullet . SpeciesId - 1 ;
cachedFireball . updateAnim ( animName , meleeBullet . FramesInBlState , offender . DirX , false , rdf , newAnimIdx ) ;
cachedFireball . lastUsed = self . renderFrameId ;
cachedFireball . bulletLocalId = meleeBullet . BattleAttr . BulletLocalId ;
cachedFireball . node . setPosition ( cc . v2 ( wx , wy ) ) ;
self . cachedFireballs . push ( cachedFireball . lastUsed , cachedFireball , meleeBullet . BattleAttr . BulletLocalId ) ;
} else {
//console.log(`@rdf.Id=${rdf.Id}, origRdfId=${meleeBullet.BattleAttr.OriginatedRenderFrameId}, startupFrames=${meleeBullet.Bullet.StartupFrames}, activeFrames=${meleeBullet.Bullet.ActiveFrames}, not rendering melee node for bulletLocalId=${meleeBullet.BattleAttr.BulletLocalId}`);
}
}
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for ( let k in rdf . FireballBullets ) {
const fireballBullet = rdf . FireballBullets [ k ] ;
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const isExploding = ( window . BULLET _STATE . Exploding == fireballBullet . BlState ) ;
if ( gopkgs . IsFireballBulletActive ( fireballBullet , rdf ) || isExploding ) {
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let pqNode = self . cachedFireballs . popAny ( fireballBullet . BattleAttr . BulletLocalId ) ;
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let speciesName = ` Fireball ${ fireballBullet . Bullet . SpeciesId } ` ;
let animName = ( BULLET _STATE . Exploding == fireballBullet . BlState ? ` Fireball ${ fireballBullet . Bullet . SpeciesId } Explosion ` : speciesName ) ;
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const [ wx , wy ] = gopkgs . VirtualGridToWorldPos ( fireballBullet . VirtualGridX , fireballBullet . VirtualGridY ) ;
if ( null == pqNode ) {
pqNode = self . cachedFireballs . pop ( ) ;
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//console.log(`@rdf.Id=${rdf.Id}, origRdfId=${fireballBullet.BattleAttr.OriginatedRenderFrameId}, startupFrames=${fireballBullet.Bullet.StartupFrames}, using a new fireball node for rendering for bulletLocalId=${fireballBullet.BattleAttr.BulletLocalId} at wpos=(${wx},${wy})`);
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} else {
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//console.log(`@rdf.Id=${rdf.Id}, origRdfId=${fireballBullet.BattleAttr.OriginatedRenderFrameId}, startupFrames=${fireballBullet.Bullet.StartupFrames}, using a cached fireball node for rendering for bulletLocalId=${fireballBullet.BattleAttr.BulletLocalId} at wpos=(${wx},${wy})`);
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}
const cachedFireball = pqNode . value ;
cachedFireball . setSpecies ( speciesName , fireballBullet , rdf ) ;
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const spontaneousLooping = ! isExploding ;
const newAnimIdx = ( spontaneousLooping ? 0 : 1 ) ;
cachedFireball . updateAnim ( animName , fireballBullet . FramesInBlState , fireballBullet . DirX , spontaneousLooping , rdf , newAnimIdx ) ;
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cachedFireball . lastUsed = self . renderFrameId ;
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cachedFireball . bulletLocalId = fireballBullet . BattleAttr . BulletLocalId ;
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cachedFireball . node . setPosition ( cc . v2 ( wx , wy ) ) ;
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self . cachedFireballs . push ( cachedFireball . lastUsed , cachedFireball , fireballBullet . BattleAttr . BulletLocalId ) ;
} else {
//console.log(`@rdf.Id=${rdf.Id}, origRdfId=${fireballBullet.BattleAttr.OriginatedRenderFrameId}, startupFrames=${fireballBullet.Bullet.StartupFrames}, activeFrames=${fireballBullet.Bullet.ActiveFrames}, not rendering fireball node for bulletLocalId=${fireballBullet.BattleAttr.BulletLocalId}`);
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}
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}
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// Update countdown
self . countdownNanos = self . battleDurationNanos - self . renderFrameId * self . rollbackEstimatedDtNanos ;
if ( self . countdownNanos <= 0 ) {
self . onBattleStopped ( self . playerRichInfoDict ) ;
}
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} ,
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rollbackAndChase ( renderFrameIdSt , renderFrameIdEd , collisionSys , collisionSysMap , isChasing ) {
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const self = this ;
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let prevLatestRdf = null ,
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latestRdf = null ;
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for ( let i = renderFrameIdSt ; i < renderFrameIdEd ; i ++ ) {
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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 ` ;
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}
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const j = gopkgs . ConvertToDelayedInputFrameId ( i ) ;
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const delayedInputFrame = self . recentInputCache . GetByFrameId ( j ) ;
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if ( self . frameDataLoggingEnabled ) {
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const actuallyUsedInputClone = delayedInputFrame . InputList . slice ( ) ;
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const inputFrameDownsyncClone = {
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inputFrameId : delayedInputFrame . InputFrameId ,
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inputList : actuallyUsedInputClone ,
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confirmedList : delayedInputFrame . ConfirmedList ,
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} ;
self . rdfIdToActuallyUsedInput . set ( currRdf . Id , inputFrameDownsyncClone ) ;
}
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const nextRdf = gopkgs . ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs ( self . recentInputCache , currRdf , collisionSys , collisionSysMap , self . spaceOffsetX , self . spaceOffsetY , self . chConfigsOrderedByJoinIndex ) ;
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if ( true == isChasing ) {
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// [WARNING] Move the cursor "self.chaserRenderFrameId" when "true == isChasing", keep in mind that "self.chaserRenderFrameId" is not monotonic!
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self . chaserRenderFrameId = nextRdf . Id ;
} else if ( nextRdf . Id == self . chaserRenderFrameId + 1 ) {
self . chaserRenderFrameId = nextRdf . Id ; // To avoid redundant calculation
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}
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self . recentRenderCache . setByFrameId ( nextRdf , nextRdf . Id ) ;
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prevLatestRdf = currRdf ;
latestRdf = nextRdf ;
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}
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return [ prevLatestRdf , latestRdf ] ;
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} ,
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_initPlayerRichInfoDict ( playersArr ) {
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const self = this ;
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for ( let k in playersArr ) {
const immediatePlayerInfo = playersArr [ k ] ;
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const playerId = immediatePlayerInfo . Id ;
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if ( self . playerRichInfoDict . has ( playerId ) ) continue ; // Skip already put keys
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self . playerRichInfoDict . set ( playerId , immediatePlayerInfo ) ;
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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 ) ;
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Object . assign ( self . playerRichInfoDict . get ( playerId ) , {
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node : nodeAndScriptIns [ 0 ] ,
scriptIns : nodeAndScriptIns [ 1 ] ,
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} ) ;
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const selfPlayerId = self . selfPlayerInfo . Id ;
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if ( selfPlayerId == playerId ) {
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self . selfPlayerInfo . JoinIndex = immediatePlayerInfo . JoinIndex ; // Update here in case of any change during WAITING phase
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nodeAndScriptIns [ 1 ] . showArrowTipNode ( ) ;
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}
}
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self . playerRichInfoArr = new Array ( self . playerRichInfoDict . size ) ;
self . playerRichInfoDict . forEach ( ( playerRichInfo , playerId ) => {
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self . playerRichInfoArr [ playerRichInfo . JoinIndex - 1 ] = playerRichInfo ;
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} ) ;
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} ,
_stringifyRecentInputCache ( usefullOutput ) {
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const self = this ;
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if ( true == usefullOutput ) {
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let s = [ ] ;
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for ( let i = self . recentInputCache . StFrameId ; i < self . recentInputCache . EdFrameId ; ++ i ) {
s . push ( JSON . stringify ( self . recentInputCache . GetByFrameId ( i ) ) ) ;
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}
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return s . join ( '\n' ) ;
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}
2022-12-28 10:06:05 +00:00
return ` [stInputFrameId= ${ self . recentInputCache . StFrameId } , edInputFrameId= ${ self . recentInputCache . EdFrameId } ) ` ;
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} ,
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_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" ) ;
} ,
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_stringifyRecentRenderCache ( usefullOutput ) {
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const self = this ;
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if ( true == usefullOutput ) {
let s = [ ] ;
for ( let i = self . recentRenderCache . stFrameId ; i < self . recentRenderCache . edFrameId ; ++ i ) {
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const rdf = self . recentRenderCache . getByFrameId ( i ) ;
s . push ( self . _stringifyGopkgRoomDownsyncFrame ( rdf ) ) ;
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}
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return s . join ( "\n" ) ;
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}
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return ` [stRenderFrameId= ${ self . recentRenderCache . stFrameId } , edRenderFrameId= ${ self . recentRenderCache . edFrameId } ) ` ;
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} ,
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playerDownsyncStr ( playerDownsync ) {
if ( null == playerDownsync ) return "" ;
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return ` { ${ playerDownsync . JoinIndex } , ${ playerDownsync . VirtualGridX } , ${ playerDownsync . VirtualGridY } , ${ playerDownsync . VelX } , ${ playerDownsync . VelY } , ${ playerDownsync . FramesToRecover } , ${ playerDownsync . InAir ? 1 : 0 } , ${ playerDownsync . OnWall ? 1 : 0 } } ` ;
} ,
fireballDownsyncStr ( fireball ) {
if ( null == fireball ) return "" ;
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return ` { ${ fireball . BattleAttr . BulletLocalId } , ${ fireball . BattleAttr . OriginatedRenderFrameId } , ${ fireball . BattleAttr . OffenderJoinIndex } , ${ fireball . VirtualGridX } , ${ fireball . VirtualGridY } , ${ fireball . VelX } , ${ fireball . VelY } , ${ fireball . DirX } , ${ fireball . DirY } , ${ fireball . Bullet . HitboxSizeX } , ${ fireball . Bullet . HitboxSizeY } } ` ;
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} ,
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inputFrameDownsyncStr ( inputFrameDownsync ) {
if ( null == inputFrameDownsync ) return "" ;
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const self = this ;
let s = [ ] ;
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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}`);
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return s . join ( ',' ) ;
} ,
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gopkgsInputFrameDownsyncStr ( inputFrameDownsync ) {
if ( null == inputFrameDownsync ) return "{}" ;
const self = this ;
let s = [ ] ;
s . push ( ` InputFrameId: ${ inputFrameDownsync . InputFrameId } ` ) ;
let ss = [ ] ;
for ( let k = 0 ; k < window . boundRoomCapacity ; ++ k ) {
ss . push ( ` " ${ inputFrameDownsync . InputList [ k ] } " ` ) ;
}
s . push ( ` InputList:[ ${ ss . join ( ',' ) } ] ` ) ;
s . push ( ` ConfirmedList: ${ inputFrameDownsync . ConfirmedList } ` ) ;
return ` { ${ s . join ( ',' ) } } ` ;
} ,
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_stringifyRdfIdToActuallyUsedInput ( ) {
const self = this ;
let s = [ ] ;
for ( let i = self . recentRenderCache . stFrameId ; i < self . recentRenderCache . edFrameId ; i ++ ) {
const actuallyUsedInputClone = self . rdfIdToActuallyUsedInput . get ( i ) ;
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const rdf = self . recentRenderCache . getByFrameId ( i ) ;
const playersStrBldr = [ ] ;
for ( let k in rdf . PlayersArr ) {
playersStrBldr . push ( self . playerDownsyncStr ( rdf . PlayersArr [ k ] ) ) ;
}
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const fireballsStrBldr = [ ] ;
for ( let k in rdf . FireballBullets ) {
fireballsStrBldr . push ( self . fireballDownsyncStr ( rdf . FireballBullets [ k ] ) ) ;
}
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s . push ( ` rdfId: ${ i }
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players : [ $ { playersStrBldr . join ( ',' ) } ]
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fireballs : [ $ { fireballsStrBldr . join ( ',' ) } ]
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actuallyUsedinputList : { $ { self . inputFrameDownsyncStr ( actuallyUsedInputClone ) } } ` );
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}
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return s . join ( '\n' ) ;
} ,
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stringifyColliderCenterInWorld ( playerCollider , halfBoundingW , halfBoundingH , topPadding , bottomPadding , leftPadding , rightPadding ) {
return ` { ${ ( playerCollider . x + leftPadding + halfBoundingW ) . toFixed ( 2 ) } , ${ ( playerCollider . y + bottomPadding + halfBoundingH ) . toFixed ( 2 ) } } ` ;
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} ,
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showDebugBoundaries ( rdf ) {
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const self = this ;
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// Hardcoded paddings for now
const leftPadding = 0.1 ,
rightPadding = 0.1 ,
topPadding = 0.1 ,
bottomPadding = 0.1 ;
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if ( self . showCriticalCoordinateLabels && self . g2 ) {
let g2 = self . g2 ;
g2 . clear ( ) ;
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for ( let k in rdf . PlayersArr ) {
const player = rdf . PlayersArr [ k ] ;
if ( 1 == player . JoinIndex ) {
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g2 . strokeColor = cc . Color . BLUE ;
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} else {
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g2 . strokeColor = cc . Color . RED ;
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}
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let [ colliderWidth , colliderHeight ] = [ player . ColliderRadius * 2 , player . ColliderRadius * 4 ] ;
switch ( player . CharacterState ) {
case ATK _CHARACTER _STATE . LayDown1 [ 0 ] :
[ colliderWidth , colliderHeight ] = [ player . ColliderRadius * 4 , player . ColliderRadius * 2 ] ;
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break ;
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case ATK _CHARACTER _STATE . BlownUp1 [ 0 ] :
case ATK _CHARACTER _STATE . InAirIdle1NoJump [ 0 ] :
case ATK _CHARACTER _STATE . InAirIdle1ByJump [ 0 ] :
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case ATK _CHARACTER _STATE . OnWall [ 0 ] :
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[ colliderWidth , colliderHeight ] = [ player . ColliderRadius * 2 , player . ColliderRadius * 2 ] ;
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break ;
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}
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const [ halfColliderWidth , halfColliderHeight ] = gopkgs . VirtualGridToWorldPos ( ( colliderWidth >> 1 ) , ( colliderHeight >> 1 ) ) ;
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const [ wx , wy ] = gopkgs . VirtualGridToWorldPos ( player . VirtualGridX , player . VirtualGridY ) ;
const [ cx , cy ] = gopkgs . WorldToPolygonColliderBLPos ( wx , wy , halfColliderWidth , halfColliderHeight , topPadding , bottomPadding , leftPadding , rightPadding , 0 , 0 ) ;
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const pts = [ [ 0 , 0 ] , [ leftPadding + halfColliderWidth * 2 + rightPadding , 0 ] , [ leftPadding + halfColliderWidth * 2 + rightPadding , bottomPadding + halfColliderHeight * 2 + topPadding ] , [ 0 , bottomPadding + halfColliderHeight * 2 + topPadding ] ] ;
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g2 . moveTo ( cx , cy ) ;
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for ( let j = 0 ; j < pts . length ; j += 1 ) {
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g2 . lineTo ( pts [ j ] [ 0 ] + cx , pts [ j ] [ 1 ] + cy ) ;
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}
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g2 . lineTo ( cx , cy ) ;
g2 . stroke ( ) ;
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}
for ( let k in rdf . MeleeBullets ) {
const meleeBullet = rdf . MeleeBullets [ k ] ;
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if ( gopkgs . IsMeleeBulletActive ( meleeBullet , rdf ) ) {
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const offender = rdf . PlayersArr [ meleeBullet . BattleAttr . OffenderJoinIndex - 1 ] ;
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if ( 1 == offender . JoinIndex ) {
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g2 . strokeColor = cc . Color . BLUE ;
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} else {
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g2 . strokeColor = cc . Color . RED ;
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}
let xfac = 1 ; // By now, straight Punch offset doesn't respect "y-axis"
if ( 0 > offender . DirX ) {
xfac = - 1 ;
}
const [ bulletWx , bulletWy ] = gopkgs . VirtualGridToWorldPos ( offender . VirtualGridX + xfac * meleeBullet . Bullet . HitboxOffsetX , offender . VirtualGridY ) ;
const [ halfColliderWidth , halfColliderHeight ] = gopkgs . VirtualGridToWorldPos ( ( meleeBullet . Bullet . HitboxSizeX >> 1 ) , ( meleeBullet . Bullet . HitboxSizeY >> 1 ) ) ;
const [ bulletCx , bulletCy ] = gopkgs . WorldToPolygonColliderBLPos ( bulletWx , bulletWy , halfColliderWidth , halfColliderHeight , topPadding , bottomPadding , leftPadding , rightPadding , 0 , 0 ) ;
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const pts = [ [ 0 , 0 ] , [ leftPadding + halfColliderWidth * 2 + rightPadding , 0 ] , [ leftPadding + halfColliderWidth * 2 + rightPadding , bottomPadding + halfColliderHeight * 2 + topPadding ] , [ 0 , bottomPadding + halfColliderHeight * 2 + topPadding ] ] ;
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g2 . moveTo ( bulletCx , bulletCy ) ;
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for ( let j = 0 ; j < pts . length ; j += 1 ) {
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g2 . lineTo ( pts [ j ] [ 0 ] + bulletCx , pts [ j ] [ 1 ] + bulletCy ) ;
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}
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g2 . lineTo ( bulletCx , bulletCy ) ;
g2 . stroke ( ) ;
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}
}
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for ( let k in rdf . FireballBullets ) {
const fireballBullet = rdf . FireballBullets [ k ] ;
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if ( gopkgs . IsFireballBulletActive ( fireballBullet , rdf ) ) {
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const offender = rdf . PlayersArr [ fireballBullet . BattleAttr . OffenderJoinIndex - 1 ] ;
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if ( 1 == offender . JoinIndex ) {
g2 . strokeColor = cc . Color . BLUE ;
} else {
g2 . strokeColor = cc . Color . RED ;
}
const [ bulletWx , bulletWy ] = gopkgs . VirtualGridToWorldPos ( fireballBullet . VirtualGridX , fireballBullet . VirtualGridY ) ;
const [ halfColliderWidth , halfColliderHeight ] = gopkgs . VirtualGridToWorldPos ( ( fireballBullet . Bullet . HitboxSizeX >> 1 ) , ( fireballBullet . Bullet . HitboxSizeY >> 1 ) ) ;
const [ bulletCx , bulletCy ] = gopkgs . WorldToPolygonColliderBLPos ( bulletWx , bulletWy , halfColliderWidth , halfColliderHeight , topPadding , bottomPadding , leftPadding , rightPadding , 0 , 0 ) ;
const pts = [ [ 0 , 0 ] , [ leftPadding + halfColliderWidth * 2 + rightPadding , 0 ] , [ leftPadding + halfColliderWidth * 2 + rightPadding , bottomPadding + halfColliderHeight * 2 + topPadding ] , [ 0 , bottomPadding + halfColliderHeight * 2 + topPadding ] ] ;
g2 . moveTo ( bulletCx , bulletCy ) ;
for ( let j = 0 ; j < pts . length ; j += 1 ) {
g2 . lineTo ( pts [ j ] [ 0 ] + bulletCx , pts [ j ] [ 1 ] + bulletCy ) ;
}
g2 . lineTo ( bulletCx , bulletCy ) ;
g2 . stroke ( ) ;
}
}
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}
} ,
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showNetworkDoctorLabels ( ) {
const self = this ;
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const [ sendingFps , srvDownsyncFps , peerUpsyncFps , rollbackFrames , skippedRenderFrameCnt ] = self . networkDoctor . stats ( ) ;
if ( self . sendingQLabel ) {
self . sendingQLabel . string = ` ${ sendingFps } fps sending ` ;
if ( sendingFps < self . networkDoctor . inputRateThreshold ) {
self . sendingQLabel . node . color = cc . Color . RED ;
} else {
self . sendingQLabel . node . color = cc . Color . WHITE ;
}
}
if ( self . inputFrameDownsyncQLabel ) {
self . inputFrameDownsyncQLabel . string = ` ${ srvDownsyncFps } fps srv-downsync ` ;
if ( srvDownsyncFps < self . networkDoctor . inputRateThreshold ) {
self . inputFrameDownsyncQLabel . node . color = cc . Color . RED ;
} else {
self . inputFrameDownsyncQLabel . node . color = cc . Color . WHITE ;
}
}
if ( self . peerInputFrameUpsyncQLabel ) {
self . peerInputFrameUpsyncQLabel . string = ` ${ peerUpsyncFps } fps peer-upsync ` ;
if ( peerUpsyncFps > self . networkDoctor . peerUpsyncFps ) {
self . peerInputFrameUpsyncQLabel . node . color = cc . Color . RED ;
} else {
self . peerInputFrameUpsyncQLabel . node . color = cc . Color . WHITE ;
}
}
if ( self . rollbackFramesLabel ) {
self . rollbackFramesLabel . string = ` rollbackFrames: ${ rollbackFrames } `
if ( rollbackFrames > self . networkDoctor . rollbackFramesThreshold ) {
self . rollbackFramesLabel . node . color = cc . Color . RED ;
} else {
self . rollbackFramesLabel . node . color = cc . Color . WHITE ;
}
}
if ( self . skippedRenderFrameCntLabel ) {
self . skippedRenderFrameCntLabel . string = ` ${ skippedRenderFrameCnt } frames skipped `
}
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} ,
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} ) ;