DelayNoMore/battle_srv/models/room.go

1323 lines
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package models
import (
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. "battle_srv/common"
"battle_srv/common/utils"
. "battle_srv/protos"
. "dnmshared"
"encoding/xml"
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"fmt"
"github.com/golang/protobuf/proto"
"github.com/gorilla/websocket"
"github.com/solarlune/resolv"
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"go.uber.org/zap"
"io/ioutil"
"math"
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"math/rand"
"os"
"path/filepath"
"strings"
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"sync"
"sync/atomic"
"time"
)
const (
UPSYNC_MSG_ACT_HB_PING = int32(1)
UPSYNC_MSG_ACT_PLAYER_CMD = int32(2)
UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK = int32(3)
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DOWNSYNC_MSG_ACT_HB_REQ = int32(1)
DOWNSYNC_MSG_ACT_INPUT_BATCH = int32(2)
DOWNSYNC_MSG_ACT_BATTLE_STOPPED = int32(3)
DOWNSYNC_MSG_ACT_FORCED_RESYNC = int32(4)
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DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START = int32(-1)
DOWNSYNC_MSG_ACT_BATTLE_START = int32(0)
DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED = int32(-98)
DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED = int32(-97)
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)
const (
MAGIC_JOIN_INDEX_DEFAULT = 0
MAGIC_JOIN_INDEX_INVALID = -1
)
const (
COLLISION_CATEGORY_CONTROLLED_PLAYER = (1 << 1)
COLLISION_CATEGORY_BARRIER = (1 << 2)
COLLISION_MASK_FOR_CONTROLLED_PLAYER = (COLLISION_CATEGORY_BARRIER)
COLLISION_MASK_FOR_BARRIER = (COLLISION_CATEGORY_CONTROLLED_PLAYER)
COLLISION_PLAYER_INDEX_PREFIX = (1 << 17)
COLLISION_BARRIER_INDEX_PREFIX = (1 << 16)
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)
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const (
MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED = -1
MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED = -2
)
// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
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var DIRECTION_DECODER = [][]int32{
{0, 0},
{0, +2},
{0, -2},
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{+2, 0},
{-2, 0},
{+1, +1},
{-1, -1},
{+1, -1},
{-1, +1},
}
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type RoomBattleState struct {
IDLE int32
WAITING int32
PREPARE int32
IN_BATTLE int32
STOPPING_BATTLE_FOR_SETTLEMENT int32
IN_SETTLEMENT int32
IN_DISMISSAL int32
}
type BattleStartCbType func()
type SignalToCloseConnCbType func(customRetCode int, customRetMsg string)
// A single instance containing only "named constant integers" to be shared by all threads.
var RoomBattleStateIns RoomBattleState
func InitRoomBattleStateIns() {
RoomBattleStateIns = RoomBattleState{
IDLE: 0,
WAITING: -1,
PREPARE: 10000000,
IN_BATTLE: 10000001,
STOPPING_BATTLE_FOR_SETTLEMENT: 10000002,
IN_SETTLEMENT: 10000003,
IN_DISMISSAL: 10000004,
}
}
func calRoomScore(inRoomPlayerCount int32, roomPlayerCnt int, currentRoomBattleState int32) float32 {
x := float32(inRoomPlayerCount) / float32(roomPlayerCnt)
d := (x - 0.5)
d2 := d * d
return -7.8125*d2 + 5.0 - float32(currentRoomBattleState)
}
type Room struct {
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Id int32
Capacity int
collisionSpaceOffsetX float64
collisionSpaceOffsetY float64
Players map[int32]*Player
PlayersArr []*Player // ordered by joinIndex
CollisionSysMap map[int32]*resolv.Object
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/**
* The following `PlayerDownsyncSessionDict` is NOT individually put
* under `type Player struct` for a reason.
*
* Upon each connection establishment, a new instance `player Player` is created for the given `playerId`.
* To be specific, if
* - that `playerId == 42` accidentally reconnects in just several milliseconds after a passive disconnection, e.g. due to bad wireless signal strength, and
* - that `type Player struct` contains a `DownsyncSession` field
*
* , then we might have to
* - clean up `previousPlayerInstance.DownsyncSession`
* - initialize `currentPlayerInstance.DownsyncSession`
*
* to avoid chaotic flaws.
*
* Moreover, during the invocation of `PlayerSignalToCloseDict`, the `Player` instance is supposed to be deallocated (though not synchronously).
*/
PlayerDownsyncSessionDict map[int32]*websocket.Conn
PlayerSignalToCloseDict map[int32]SignalToCloseConnCbType
Score float32
State int32
Index int
RenderFrameId int32
CurDynamicsRenderFrameId int32 // [WARNING] The dynamics of backend is ALWAYS MOVING FORWARD BY ALL-CONFIRMED INPUTFRAMES (either by upsync or forced), i.e. no rollback
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ServerFps int32
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BattleDurationFrames int32
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BattleDurationNanos int64
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InputFrameUpsyncDelayTolerance int32
MaxChasingRenderFramesPerUpdate int32
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EffectivePlayerCount int32
DismissalWaitGroup sync.WaitGroup
Barriers map[int32]*Barrier
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InputsBuffer *RingBuffer // Indices are STRICTLY consecutive
DiscreteInputsBuffer sync.Map // Indices are NOT NECESSARILY consecutive
RenderFrameBuffer *RingBuffer
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LastAllConfirmedInputFrameId int32
LastAllConfirmedInputFrameIdWithChange int32
LastAllConfirmedInputList []uint64
InputDelayFrames int32 // in the count of render frames
NstDelayFrames int32 // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames"
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InputScaleFrames uint32 // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
JoinIndexBooleanArr []bool
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RollbackEstimatedDtMillis float64
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RollbackEstimatedDtNanos int64
LastRenderFrameIdTriggeredAt int64
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WorldToVirtualGridRatio float64
VirtualGridToWorldRatio float64
PlayerDefaultSpeed int32
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StageName string
StageDiscreteW int32
StageDiscreteH int32
StageTileW int32
StageTileH int32
RawBattleStrToVec2DListMap StrToVec2DListMap
RawBattleStrToPolygon2DListMap StrToPolygon2DListMap
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BackendDynamicsEnabled bool
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}
func (pR *Room) updateScore() {
pR.Score = calRoomScore(pR.EffectivePlayerCount, pR.Capacity, pR.State)
}
func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocket.Conn, signalToCloseConnOfThisPlayer SignalToCloseConnCbType) bool {
playerId := pPlayerFromDbInit.Id
// TODO: Any thread-safety concern for accessing "pR" here?
if RoomBattleStateIns.IDLE != pR.State && RoomBattleStateIns.WAITING != pR.State {
Logger.Warn("AddPlayerIfPossible error, roomState:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
return false
}
if _, existent := pR.Players[playerId]; existent {
Logger.Warn("AddPlayerIfPossible error, existing in the room.PlayersDict:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
return false
}
defer pR.onPlayerAdded(playerId)
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pPlayerFromDbInit.AckingFrameId = -1
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pPlayerFromDbInit.AckingInputFrameId = -1
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pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
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pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
pPlayerFromDbInit.ColliderRadius = float64(12) // Hardcoded
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pR.Players[playerId] = pPlayerFromDbInit
pR.PlayerDownsyncSessionDict[playerId] = session
pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
return true
}
func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *websocket.Conn, signalToCloseConnOfThisPlayer SignalToCloseConnCbType) bool {
playerId := pTmpPlayerInstance.Id
// TODO: Any thread-safety concern for accessing "pR" and "pEffectiveInRoomPlayerInstance" here?
if RoomBattleStateIns.PREPARE != pR.State && RoomBattleStateIns.WAITING != pR.State && RoomBattleStateIns.IN_BATTLE != pR.State && RoomBattleStateIns.IN_SETTLEMENT != pR.State && RoomBattleStateIns.IN_DISMISSAL != pR.State {
Logger.Warn("ReAddPlayerIfPossible error due to roomState:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
return false
}
if _, existent := pR.Players[playerId]; !existent {
Logger.Warn("ReAddPlayerIfPossible error due to player nonexistent for room:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
return false
}
/*
* WARNING: The "pTmpPlayerInstance *Player" used here is a temporarily constructed
* instance from "<proj-root>/battle_srv/ws/serve.go", which is NOT the same as "pR.Players[pTmpPlayerInstance.Id]".
* -- YFLu
*/
defer pR.onPlayerReAdded(playerId)
pR.PlayerDownsyncSessionDict[playerId] = session
pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
pEffectiveInRoomPlayerInstance := pR.Players[playerId]
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pEffectiveInRoomPlayerInstance.AckingFrameId = -1
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pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
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pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
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pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
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pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded
pEffectiveInRoomPlayerInstance.ColliderRadius = float64(12) // Hardcoded
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Logger.Warn("ReAddPlayerIfPossible finished.", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("joinIndex", pEffectiveInRoomPlayerInstance.JoinIndex), zap.Any("playerBattleState", pEffectiveInRoomPlayerInstance.BattleState), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount), zap.Any("AckingFrameId", pEffectiveInRoomPlayerInstance.AckingFrameId), zap.Any("AckingInputFrameId", pEffectiveInRoomPlayerInstance.AckingInputFrameId), zap.Any("LastSentInputFrameId", pEffectiveInRoomPlayerInstance.LastSentInputFrameId))
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return true
}
func (pR *Room) ChooseStage() error {
/*
* We use the verb "refresh" here to imply that upon invocation of this function, all colliders will be recovered if they were destroyed in the previous battle.
*
* -- YFLu, 2019-09-04
*/
pwd, err := os.Getwd()
if nil != err {
panic(err)
}
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rand.Seed(time.Now().Unix())
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stageNameList := []string{ /*"simple" ,*/ "richsoil"}
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chosenStageIndex := rand.Int() % len(stageNameList) // Hardcoded temporarily. -- YFLu
pR.StageName = stageNameList[chosenStageIndex]
relativePathForAllStages := "../frontend/assets/resources/map"
relativePathForChosenStage := fmt.Sprintf("%s/%s", relativePathForAllStages, pR.StageName)
pTmxMapIns := &TmxMap{}
absDirPathContainingDirectlyTmxFile := filepath.Join(pwd, relativePathForChosenStage)
absTmxFilePath := fmt.Sprintf("%s/map.tmx", absDirPathContainingDirectlyTmxFile)
if !filepath.IsAbs(absTmxFilePath) {
panic("Tmx filepath must be absolute!")
}
byteArr, err := ioutil.ReadFile(absTmxFilePath)
if nil != err {
panic(err)
}
err = xml.Unmarshal(byteArr, pTmxMapIns)
if nil != err {
panic(err)
}
// Obtain the content of `gidBoundariesMapInB2World`.
gidBoundariesMapInB2World := make(map[int]StrToPolygon2DListMap, 0)
for _, tileset := range pTmxMapIns.Tilesets {
relativeTsxFilePath := fmt.Sprintf("%s/%s", filepath.Join(pwd, relativePathForChosenStage), tileset.Source) // Note that "TmxTileset.Source" can be a string of "relative path".
absTsxFilePath, err := filepath.Abs(relativeTsxFilePath)
if nil != err {
panic(err)
}
if !filepath.IsAbs(absTsxFilePath) {
panic("Filepath must be absolute!")
}
byteArrOfTsxFile, err := ioutil.ReadFile(absTsxFilePath)
if nil != err {
panic(err)
}
DeserializeTsxToColliderDict(pTmxMapIns, byteArrOfTsxFile, int(tileset.FirstGid), gidBoundariesMapInB2World)
}
stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, toRetStrToVec2DListMap, toRetStrToPolygon2DListMap, err := ParseTmxLayersAndGroups(pTmxMapIns, gidBoundariesMapInB2World)
if nil != err {
panic(err)
}
pR.StageDiscreteW = stageDiscreteW
pR.StageDiscreteH = stageDiscreteH
pR.StageTileW = stageTileW
pR.StageTileH = stageTileH
pR.RawBattleStrToVec2DListMap = toRetStrToVec2DListMap
pR.RawBattleStrToPolygon2DListMap = toRetStrToPolygon2DListMap
barrierPolygon2DList := *(toRetStrToPolygon2DListMap["Barrier"])
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var barrierLocalIdInBattle int32 = 0
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for _, polygon2DUnaligned := range barrierPolygon2DList.Eles {
polygon2D := AlignPolygon2DToBoundingBox(polygon2DUnaligned)
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/*
// For debug-printing only.
Logger.Info("ChooseStage printing polygon2D for barrierPolygon2DList", zap.Any("barrierLocalIdInBattle", barrierLocalIdInBattle), zap.Any("polygon2D.Anchor", polygon2D.Anchor), zap.Any("polygon2D.Points", polygon2D.Points))
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*/
pR.Barriers[barrierLocalIdInBattle] = &Barrier{
Boundary: polygon2D,
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}
barrierLocalIdInBattle++
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}
return nil
}
func (pR *Room) ConvertToInputFrameId(renderFrameId int32, inputDelayFrames int32) int32 {
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// Specifically when "renderFrameId < inputDelayFrames", the result is 0.
return ((renderFrameId - inputDelayFrames) >> pR.InputScaleFrames)
}
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func (pR *Room) ConvertToGeneratingRenderFrameId(inputFrameId int32) int32 {
return (inputFrameId << pR.InputScaleFrames)
}
func (pR *Room) ConvertToFirstUsedRenderFrameId(inputFrameId int32, inputDelayFrames int32) int32 {
return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames)
}
func (pR *Room) ConvertToLastUsedRenderFrameId(inputFrameId int32, inputDelayFrames int32) int32 {
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return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames + (1 << pR.InputScaleFrames) - 1)
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}
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func (pR *Room) EncodeUpsyncCmd(upsyncCmd *InputFrameUpsync) uint64 {
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var ret uint64 = 0
// There're 13 possible directions, occupying the first 4 bits, no need to shift
ret += uint64(upsyncCmd.EncodedDir)
return ret
}
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func (pR *Room) RenderFrameBufferString() string {
return fmt.Sprintf("{renderFrameId: %d, stRenderFrameId: %d, edRenderFrameId: %d, lastAllConfirmedRenderFrameId: %d}", pR.RenderFrameId, pR.RenderFrameBuffer.StFrameId, pR.RenderFrameBuffer.EdFrameId, pR.CurDynamicsRenderFrameId)
}
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func (pR *Room) InputsBufferString(allDetails bool) string {
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if allDetails {
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// Appending of the array of strings can be very SLOW due to on-demand heap allocation! Use this printing with caution.
s := make([]string, 0)
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s = append(s, fmt.Sprintf("{renderFrameId: %v, stInputFrameId: %v, edInputFrameId: %v, lastAllConfirmedInputFrameIdWithChange: %v, lastAllConfirmedInputFrameId: %v}", pR.RenderFrameId, pR.InputsBuffer.StFrameId, pR.InputsBuffer.EdFrameId, pR.LastAllConfirmedInputFrameIdWithChange, pR.LastAllConfirmedInputFrameId))
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for playerId, player := range pR.Players {
s = append(s, fmt.Sprintf("{playerId: %v, ackingFrameId: %v, ackingInputFrameId: %v, lastSentInputFrameId: %v}", playerId, player.AckingFrameId, player.AckingInputFrameId, player.LastSentInputFrameId))
}
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for i := pR.InputsBuffer.StFrameId; i < pR.InputsBuffer.EdFrameId; i++ {
tmp := pR.InputsBuffer.GetByFrameId(i)
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if nil == tmp {
break
}
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f := tmp.(*InputFrameDownsync)
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s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, confirmedList: %v}", f.InputFrameId, f.InputList, f.ConfirmedList))
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}
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return strings.Join(s, "; ")
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} else {
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return fmt.Sprintf("{renderFrameId: %d, stInputFrameId: %d, edInputFrameId: %d, lastAllConfirmedInputFrameIdWithChange: %d, lastAllConfirmedInputFrameId: %d}", pR.RenderFrameId, pR.InputsBuffer.StFrameId, pR.InputsBuffer.EdFrameId, pR.LastAllConfirmedInputFrameIdWithChange, pR.LastAllConfirmedInputFrameId)
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}
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}
func (pR *Room) StartBattle() {
if RoomBattleStateIns.WAITING != pR.State {
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Logger.Warn("[StartBattle] Battle not started due to not being WAITING!", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State))
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return
}
// Always instantiates a new channel and let the old one die out due to not being retained by any root reference.
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nanosPerFrame := 1000000000 / int64(pR.ServerFps)
pR.RenderFrameId = 0
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// Initialize the "collisionSys" as well as "RenderFrameBuffer"
pR.CurDynamicsRenderFrameId = 0
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kickoffFrame := &RoomDownsyncFrame{
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Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
CountdownNanos: pR.BattleDurationNanos,
}
pR.RenderFrameBuffer.Put(kickoffFrame)
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// Refresh "Colliders"
spaceW := pR.StageDiscreteW * pR.StageTileW
spaceH := pR.StageDiscreteH * pR.StageTileH
spaceOffsetX := float64(spaceW) * 0.5
spaceOffsetY := float64(spaceH) * 0.5
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pR.refreshColliders(spaceW, spaceH)
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/**
* Will be triggered from a goroutine which executes the critical `Room.AddPlayerIfPossible`, thus the `battleMainLoop` should be detached.
* All of the consecutive stages, e.g. settlement, dismissal, should share the same goroutine with `battleMainLoop`.
*/
battleMainLoop := func() {
defer func() {
if r := recover(); r != nil {
Logger.Error("battleMainLoop, recovery spot#1, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("panic", r))
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pR.StopBattleForSettlement()
}
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Logger.Info("The `battleMainLoop` is stopped for:", zap.Any("roomId", pR.Id))
pR.onBattleStoppedForSettlement()
}()
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pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
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Logger.Info("The `battleMainLoop` is started for:", zap.Any("roomId", pR.Id))
for {
stCalculation := utils.UnixtimeNano()
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elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt
if elapsedNanosSinceLastFrameIdTriggered < pR.RollbackEstimatedDtNanos {
Logger.Debug(fmt.Sprintf("Avoiding too fast frame@roomId=%v, renderFrameId=%v: elapsedNanosSinceLastFrameIdTriggered=%v", pR.Id, pR.RenderFrameId, elapsedNanosSinceLastFrameIdTriggered))
continue
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}
if pR.RenderFrameId > pR.BattleDurationFrames {
Logger.Info(fmt.Sprintf("The `battleMainLoop` for roomId=%v is stopped@renderFrameId=%v, with battleDurationFrames=%v:\n%v", pR.Id, pR.RenderFrameId, pR.BattleDurationFrames, pR.InputsBufferString(true)))
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pR.StopBattleForSettlement()
return
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}
if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped {
return
}
// Prefab and buffer backend inputFrameDownsync
if pR.shouldPrefabInputFrameDownsync(pR.RenderFrameId) {
noDelayInputFrameId := pR.ConvertToInputFrameId(pR.RenderFrameId, 0)
pR.prefabInputFrameDownsync(noDelayInputFrameId)
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}
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unconfirmedMask := uint64(0)
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if pR.BackendDynamicsEnabled {
// Force setting all-confirmed of buffered inputFrames periodically
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unconfirmedMask = pR.forceConfirmationIfApplicable()
} else {
pR.markConfirmationIfApplicable()
}
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upperToSendInputFrameId := atomic.LoadInt32(&(pR.LastAllConfirmedInputFrameId))
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/*
[WARNING]
Upon resynced on frontend, "refRenderFrameId" MUST BE CAPPED somehow by "upperToSendInputFrameId", if frontend resyncs itself to a more advanced value than given below, upon the next renderFrame tick on the frontend it might generate non-consecutive "nextInputFrameId > frontend.recentInputCache.edFrameId+1".
If "NstDelayFrames" becomes larger, "pR.RenderFrameId - refRenderFrameId" possibly becomes larger because the force confirmation is delayed more.
Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
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*/
refRenderFrameId := pR.ConvertToGeneratingRenderFrameId(upperToSendInputFrameId) + (1 << pR.InputScaleFrames) - 1
if refRenderFrameId > pR.RenderFrameId {
refRenderFrameId = pR.RenderFrameId
}
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dynamicsDuration := int64(0)
if pR.BackendDynamicsEnabled {
if 0 <= pR.LastAllConfirmedInputFrameId {
dynamicsStartedAt := utils.UnixtimeNano()
// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, spaceOffsetX, spaceOffsetY)
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dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
}
// [WARNING] The following inequality are seldom true, but just to avoid that in good network condition the frontend resyncs itself to a "too advanced frontend.renderFrameId", and then starts upsyncing "too advanced inputFrameId".
if refRenderFrameId > pR.CurDynamicsRenderFrameId {
refRenderFrameId = pR.CurDynamicsRenderFrameId
}
}
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for playerId, player := range pR.Players {
if swapped := atomic.CompareAndSwapInt32(&player.BattleState, PlayerBattleStateIns.ACTIVE, PlayerBattleStateIns.ACTIVE); !swapped {
// [WARNING] DON'T send anything if the player is disconnected, because it could jam the channel and cause significant delay upon "battle recovery for reconnected player".
continue
}
if 0 == pR.RenderFrameId {
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kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame)
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pR.sendSafely(kickoffFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId)
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} else {
// [WARNING] Websocket is TCP-based, thus no need to re-send a previously sent inputFrame to a same player!
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toSendInputFrames := make([]*InputFrameDownsync, 0, pR.InputsBuffer.Cnt)
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candidateToSendInputFrameId := pR.Players[playerId].LastSentInputFrameId + 1
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if candidateToSendInputFrameId < pR.InputsBuffer.StFrameId {
// [WARNING] As "player.LastSentInputFrameId <= lastAllConfirmedInputFrameIdWithChange" for each iteration, and "lastAllConfirmedInputFrameIdWithChange <= lastAllConfirmedInputFrameId" where the latter is used to "applyInputFrameDownsyncDynamics" and then evict "pR.InputsBuffer", thus there's a very high possibility that "player.LastSentInputFrameId" is already evicted.
// Logger.Debug(fmt.Sprintf("LastSentInputFrameId already popped: roomId=%v, playerId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, candidateToSendInputFrameId-1, player.AckingInputFrameId, pR.InputsBufferString(false)))
candidateToSendInputFrameId = pR.InputsBuffer.StFrameId
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}
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if MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId {
// A rejoined player, should guarantee that when it resyncs to "refRenderFrameId" a matching inputFrame to apply exists
candidateToSendInputFrameId = pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames)
Logger.Warn(fmt.Sprintf("Resetting refRenderFrame for rejoined player: roomId=%v, playerId=%v, refRenderFrameId=%v, candidateToSendInputFrameId=%v, upperToSendInputFrameId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, refRenderFrameId, candidateToSendInputFrameId, upperToSendInputFrameId, player.LastSentInputFrameId, player.AckingInputFrameId))
}
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// [WARNING] EDGE CASE HERE: Upon initialization, all of "lastAllConfirmedInputFrameId", "lastAllConfirmedInputFrameIdWithChange" and "anchorInputFrameId" are "-1", thus "candidateToSendInputFrameId" starts with "0", however "inputFrameId: 0" might not have been all confirmed!
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for candidateToSendInputFrameId <= upperToSendInputFrameId {
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tmp := pR.InputsBuffer.GetByFrameId(candidateToSendInputFrameId)
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if nil == tmp {
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panic(fmt.Sprintf("Required inputFrameId=%v for roomId=%v, playerId=%v doesn't exist! InputsBuffer=%v", candidateToSendInputFrameId, pR.Id, playerId, pR.InputsBufferString(false)))
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}
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f := tmp.(*InputFrameDownsync)
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if pR.inputFrameIdDebuggable(candidateToSendInputFrameId) {
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Logger.Debug("inputFrame lifecycle#3[sending]:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("playerAckingInputFrameId", player.AckingInputFrameId), zap.Any("inputFrameId", candidateToSendInputFrameId), zap.Any("inputFrameId-doublecheck", f.InputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false)), zap.Any("ConfirmedList", f.ConfirmedList))
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}
toSendInputFrames = append(toSendInputFrames, f)
candidateToSendInputFrameId++
}
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if 0 >= len(toSendInputFrames) {
// [WARNING] When sending DOWNSYNC_MSG_ACT_FORCED_RESYNC, there MUST BE accompanying "toSendInputFrames" for calculating "refRenderFrameId"!
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if MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId {
Logger.Warn(fmt.Sprintf("Not sending due to empty toSendInputFrames: roomId=%v, playerId=%v, refRenderFrameId=%v, upperToSendInputFrameId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, refRenderFrameId, upperToSendInputFrameId, player.LastSentInputFrameId, player.AckingInputFrameId))
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}
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continue
}
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indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
var joinMask uint64 = (1 << indiceInJoinIndexBooleanArr)
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if pR.BackendDynamicsEnabled && (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId || 0 < (unconfirmedMask&joinMask)) {
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// [WARNING] Even upon "MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED", it could be true that "0 == (unconfirmedMask & joinMask)"!
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tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
if nil == tmp {
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panic(fmt.Sprintf("Required refRenderFrameId=%v for roomId=%v, playerId=%v, candidateToSendInputFrameId=%v doesn't exist! InputsBuffer=%v, RenderFrameBuffer=%v", refRenderFrameId, pR.Id, playerId, candidateToSendInputFrameId, pR.InputsBufferString(false), pR.RenderFrameBufferString()))
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}
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refRenderFrame := tmp.(*RoomDownsyncFrame)
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pR.sendSafely(refRenderFrame, toSendInputFrames, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId)
} else {
pR.sendSafely(nil, toSendInputFrames, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId)
}
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pR.Players[playerId].LastSentInputFrameId = candidateToSendInputFrameId - 1
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}
}
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// Evict no longer required "RenderFrameBuffer"
for pR.RenderFrameBuffer.N < pR.RenderFrameBuffer.Cnt || (0 < pR.RenderFrameBuffer.Cnt && pR.RenderFrameBuffer.StFrameId < refRenderFrameId) {
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_ = pR.RenderFrameBuffer.Pop()
}
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toApplyInputFrameId := pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames)
if false == pR.BackendDynamicsEnabled {
// When "false == pR.BackendDynamicsEnabled", the variable "refRenderFrameId" is not well defined
minLastSentInputFrameId := int32(math.MaxInt32)
for _, player := range pR.Players {
if player.LastSentInputFrameId >= minLastSentInputFrameId {
continue
}
minLastSentInputFrameId = player.LastSentInputFrameId
}
toApplyInputFrameId = minLastSentInputFrameId
}
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for pR.InputsBuffer.N < pR.InputsBuffer.Cnt || (0 < pR.InputsBuffer.Cnt && pR.InputsBuffer.StFrameId < toApplyInputFrameId) {
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f := pR.InputsBuffer.Pop().(*InputFrameDownsync)
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if pR.inputFrameIdDebuggable(f.InputFrameId) {
// Popping of an "inputFrame" would be AFTER its being all being confirmed, because it requires the "inputFrame" to be all acked
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Logger.Debug("inputFrame lifecycle#4[popped]:", zap.Any("roomId", pR.Id), zap.Any("inputFrameId", f.InputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false)))
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}
}
pR.RenderFrameId++
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elapsedInCalculation := (utils.UnixtimeNano() - stCalculation)
if elapsedInCalculation > nanosPerFrame {
Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v, dynamicsDuration=%v, nanosPerFrame=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, nanosPerFrame))
}
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time.Sleep(time.Duration(nanosPerFrame - elapsedInCalculation))
}
}
pR.onBattlePrepare(func() {
pR.onBattleStarted() // NOTE: Deliberately not using `defer`.
go battleMainLoop()
})
}
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func (pR *Room) toDiscreteInputsBufferIndex(inputFrameId int32, joinIndex int32) int32 {
return (inputFrameId << 2) + joinIndex // allowing joinIndex upto 15
}
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func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
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if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped {
return
}
playerId := pReq.PlayerId
inputFrameUpsyncBatch := pReq.InputFrameUpsyncBatch
ackingFrameId := pReq.AckingFrameId
ackingInputFrameId := pReq.AckingInputFrameId
if _, existent := pR.Players[playerId]; !existent {
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Logger.Warn(fmt.Sprintf("upcmd player doesn't exist: roomId=%v, playerId=%v", pR.Id, playerId))
return
}
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if swapped := atomic.CompareAndSwapInt32(&(pR.Players[playerId].AckingFrameId), pR.Players[playerId].AckingFrameId, ackingFrameId); !swapped {
panic(fmt.Sprintf("Failed to update AckingFrameId to %v for roomId=%v, playerId=%v", ackingFrameId, pR.Id, playerId))
}
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if swapped := atomic.CompareAndSwapInt32(&(pR.Players[playerId].AckingInputFrameId), pR.Players[playerId].AckingInputFrameId, ackingInputFrameId); !swapped {
panic(fmt.Sprintf("Failed to update AckingInputFrameId to %v for roomId=%v, playerId=%v", ackingInputFrameId, pR.Id, playerId))
}
for _, inputFrameUpsync := range inputFrameUpsyncBatch {
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clientInputFrameId := inputFrameUpsync.InputFrameId
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if clientInputFrameId < pR.InputsBuffer.StFrameId {
// The updates to "pR.InputsBuffer.StFrameId" is monotonically increasing, thus if "clientInputFrameId < pR.InputsBuffer.StFrameId" at any moment of time, it is obsolete in the future.
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue
}
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bufIndex := pR.toDiscreteInputsBufferIndex(clientInputFrameId, pReq.JoinIndex)
pR.DiscreteInputsBuffer.Store(bufIndex, inputFrameUpsync)
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// TODO: "pR.DiscreteInputsBuffer" might become too large with outdated "inputFrameUpsync" items, maintain another queue orderd by timestamp to evict them
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}
}
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func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *InputFrameDownsync, playerId int32) {
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inputFrameId := inputFrameDownsync.InputFrameId
if -1 == pR.LastAllConfirmedInputFrameIdWithChange || false == pR.equalInputLists(inputFrameDownsync.InputList, pR.LastAllConfirmedInputList) {
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if -1 == playerId {
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Logger.Debug(fmt.Sprintf("Key inputFrame change: roomId=%v, newInputFrameId=%v, lastInputFrameId=%v, newInputList=%v, lastInputList=%v, InputsBuffer=%v", pR.Id, inputFrameId, pR.LastAllConfirmedInputFrameId, inputFrameDownsync.InputList, pR.LastAllConfirmedInputList, pR.InputsBufferString(false)))
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} else {
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Logger.Debug(fmt.Sprintf("Key inputFrame change: roomId=%v, playerId=%v, newInputFrameId=%v, lastInputFrameId=%v, newInputList=%v, lastInputList=%v, InputsBuffer=%v", pR.Id, playerId, inputFrameId, pR.LastAllConfirmedInputFrameId, inputFrameDownsync.InputList, pR.LastAllConfirmedInputList, pR.InputsBufferString(false)))
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}
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atomic.StoreInt32(&(pR.LastAllConfirmedInputFrameIdWithChange), inputFrameId)
}
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atomic.StoreInt32(&(pR.LastAllConfirmedInputFrameId), inputFrameId) // [WARNING] It's IMPORTANT that "pR.LastAllConfirmedInputFrameId" is NOT NECESSARILY CONSECUTIVE, i.e. if one of the players disconnects and reconnects within a considerable amount of frame delays!
for i, v := range inputFrameDownsync.InputList {
// To avoid potential misuse of pointers
pR.LastAllConfirmedInputList[i] = v
}
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if -1 == playerId {
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Logger.Debug(fmt.Sprintf("inputFrame lifecycle#2[forced-allconfirmed]: roomId=%v, InputsBuffer=%v", pR.Id, pR.InputsBufferString(false)))
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} else {
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Logger.Debug(fmt.Sprintf("inputFrame lifecycle#2[allconfirmed]: roomId=%v, playerId=%v, InputsBuffer=%v", pR.Id, playerId, pR.InputsBufferString(false)))
}
}
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func (pR *Room) equalInputLists(lhs []uint64, rhs []uint64) bool {
if len(lhs) != len(rhs) {
return false
}
for i, _ := range lhs {
if lhs[i] != rhs[i] {
return false
}
}
return true
}
func (pR *Room) StopBattleForSettlement() {
if RoomBattleStateIns.IN_BATTLE != pR.State {
return
}
pR.State = RoomBattleStateIns.STOPPING_BATTLE_FOR_SETTLEMENT
Logger.Info("Stopping the `battleMainLoop` for:", zap.Any("roomId", pR.Id))
pR.RenderFrameId++
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for playerId, _ := range pR.Players {
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assembledFrame := RoomDownsyncFrame{
Id: pR.RenderFrameId,
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Players: toPbPlayers(pR.Players),
CountdownNanos: -1, // TODO: Replace this magic constant!
}
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pR.sendSafely(&assembledFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_STOPPED, playerId)
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}
// Note that `pR.onBattleStoppedForSettlement` will be called by `battleMainLoop`.
}
func (pR *Room) onBattleStarted() {
if RoomBattleStateIns.PREPARE != pR.State {
return
}
pR.State = RoomBattleStateIns.IN_BATTLE
pR.updateScore()
}
func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
if RoomBattleStateIns.WAITING != pR.State {
Logger.Warn("[onBattlePrepare] Battle not started after all players' battle state checked!", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State))
return
}
pR.State = RoomBattleStateIns.PREPARE
Logger.Info("Battle state transitted to RoomBattleStateIns.PREPARE for:", zap.Any("roomId", pR.Id))
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playerMetas := make(map[int32]*PlayerDownsyncMeta, 0)
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for _, player := range pR.Players {
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playerMetas[player.Id] = &PlayerDownsyncMeta{
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Id: player.Id,
Name: player.Name,
DisplayName: player.DisplayName,
Avatar: player.Avatar,
ColliderRadius: player.ColliderRadius, // hardcoded for now
JoinIndex: player.JoinIndex,
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}
}
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battleReadyToStartFrame := &RoomDownsyncFrame{
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Id: DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START,
Players: toPbPlayers(pR.Players),
PlayerMetas: playerMetas,
CountdownNanos: pR.BattleDurationNanos,
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}
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Logger.Info("Sending out frame for RoomBattleState.PREPARE:", zap.Any("battleReadyToStartFrame", battleReadyToStartFrame))
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for _, player := range pR.Players {
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pR.sendSafely(battleReadyToStartFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START, player.Id)
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}
battlePreparationNanos := int64(6000000000)
preparationLoop := func() {
defer func() {
Logger.Info("The `preparationLoop` is stopped for:", zap.Any("roomId", pR.Id))
cb()
}()
preparationLoopStartedNanos := utils.UnixtimeNano()
totalElapsedNanos := int64(0)
for {
if totalElapsedNanos > battlePreparationNanos {
break
}
now := utils.UnixtimeNano()
totalElapsedNanos = (now - preparationLoopStartedNanos)
time.Sleep(time.Duration(battlePreparationNanos - totalElapsedNanos))
}
}
go preparationLoop()
}
func (pR *Room) onBattleStoppedForSettlement() {
if RoomBattleStateIns.STOPPING_BATTLE_FOR_SETTLEMENT != pR.State {
return
}
defer func() {
pR.onSettlementCompleted()
}()
pR.State = RoomBattleStateIns.IN_SETTLEMENT
Logger.Info("The room is in settlement:", zap.Any("roomId", pR.Id))
// TODO: Some settlement labor.
}
func (pR *Room) onSettlementCompleted() {
pR.Dismiss()
}
func (pR *Room) Dismiss() {
if RoomBattleStateIns.IN_SETTLEMENT != pR.State {
return
}
pR.State = RoomBattleStateIns.IN_DISMISSAL
if 0 < len(pR.Players) {
Logger.Info("The room is in dismissal:", zap.Any("roomId", pR.Id))
for playerId, _ := range pR.Players {
Logger.Info("Adding 1 to pR.DismissalWaitGroup:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId))
pR.DismissalWaitGroup.Add(1)
pR.expelPlayerForDismissal(playerId)
pR.DismissalWaitGroup.Done()
Logger.Info("Decremented 1 to pR.DismissalWaitGroup:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId))
}
pR.DismissalWaitGroup.Wait()
}
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pR.OnDismissed()
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}
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func (pR *Room) OnDismissed() {
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// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
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pR.WorldToVirtualGridRatio = float64(10)
pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
pR.PlayerDefaultSpeed = 10 // Hardcoded in virtual grids per frame
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pR.Players = make(map[int32]*Player)
pR.PlayersArr = make([]*Player, pR.Capacity)
pR.CollisionSysMap = make(map[int32]*resolv.Object)
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pR.PlayerDownsyncSessionDict = make(map[int32]*websocket.Conn)
pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
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pR.JoinIndexBooleanArr = make([]bool, pR.Capacity)
pR.Barriers = make(map[int32]*Barrier)
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pR.InputsBuffer = NewRingBuffer(1024)
pR.DiscreteInputsBuffer = sync.Map{}
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pR.RenderFrameBuffer = NewRingBuffer(1024)
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pR.LastAllConfirmedInputFrameId = -1
pR.LastAllConfirmedInputFrameIdWithChange = -1
pR.LastAllConfirmedInputList = make([]uint64, pR.Capacity)
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pR.RenderFrameId = 0
pR.CurDynamicsRenderFrameId = 0
pR.InputDelayFrames = 8
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pR.NstDelayFrames = 8
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pR.InputScaleFrames = uint32(2)
pR.ServerFps = 60
pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
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pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for preventing FAST FRAME
pR.BattleDurationFrames = 30 * pR.ServerFps
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
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pR.InputFrameUpsyncDelayTolerance = 2
pR.MaxChasingRenderFramesPerUpdate = 10
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pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
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pR.ChooseStage()
pR.EffectivePlayerCount = 0
// [WARNING] It's deliberately ordered such that "pR.State = RoomBattleStateIns.IDLE" is put AFTER all the refreshing operations above.
pR.State = RoomBattleStateIns.IDLE
pR.updateScore()
Logger.Info("The room is completely dismissed:", zap.Any("roomId", pR.Id))
}
func (pR *Room) expelPlayerDuringGame(playerId int32) {
defer pR.onPlayerExpelledDuringGame(playerId)
}
func (pR *Room) expelPlayerForDismissal(playerId int32) {
pR.onPlayerExpelledForDismissal(playerId)
}
func (pR *Room) onPlayerExpelledDuringGame(playerId int32) {
pR.onPlayerLost(playerId)
}
func (pR *Room) onPlayerExpelledForDismissal(playerId int32) {
pR.onPlayerLost(playerId)
Logger.Info("onPlayerExpelledForDismissal:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount))
}
func (pR *Room) OnPlayerDisconnected(playerId int32) {
defer func() {
if r := recover(); r != nil {
Logger.Error("Room OnPlayerDisconnected, recovery spot#1, recovered from: ", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("panic", r))
}
}()
if _, existent := pR.Players[playerId]; existent {
switch pR.Players[playerId].BattleState {
case PlayerBattleStateIns.DISCONNECTED:
case PlayerBattleStateIns.LOST:
case PlayerBattleStateIns.EXPELLED_DURING_GAME:
case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
Logger.Info("Room OnPlayerDisconnected[early return #1]:", zap.Any("playerId", playerId), zap.Any("playerBattleState", pR.Players[playerId].BattleState), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount))
return
}
} else {
// Not even the "pR.Players[playerId]" exists.
Logger.Info("Room OnPlayerDisconnected[early return #2]:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount))
return
}
switch pR.State {
case RoomBattleStateIns.WAITING:
pR.onPlayerLost(playerId)
delete(pR.Players, playerId) // Note that this statement MUST be put AFTER `pR.onPlayerLost(...)` to avoid nil pointer exception.
if 0 == pR.EffectivePlayerCount {
pR.State = RoomBattleStateIns.IDLE
}
pR.updateScore()
Logger.Info("Player disconnected while room is at RoomBattleStateIns.WAITING:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount))
default:
pR.Players[playerId].BattleState = PlayerBattleStateIns.DISCONNECTED
pR.clearPlayerNetworkSession(playerId) // Still need clear the network session pointers, because "OnPlayerDisconnected" is only triggered from "signalToCloseConnOfThisPlayer" in "ws/serve.go", when the same player reconnects the network session pointers will be re-assigned
Logger.Info("Player disconnected from room:", zap.Any("playerId", playerId), zap.Any("playerBattleState", pR.Players[playerId].BattleState), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount))
}
}
func (pR *Room) onPlayerLost(playerId int32) {
defer func() {
if r := recover(); r != nil {
Logger.Error("Room OnPlayerLost, recovery spot, recovered from: ", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("panic", r))
}
}()
if player, existent := pR.Players[playerId]; existent {
player.BattleState = PlayerBattleStateIns.LOST
pR.clearPlayerNetworkSession(playerId)
pR.EffectivePlayerCount--
indiceInJoinIndexBooleanArr := int(player.JoinIndex - 1)
if (0 <= indiceInJoinIndexBooleanArr) && (indiceInJoinIndexBooleanArr < len(pR.JoinIndexBooleanArr)) {
pR.JoinIndexBooleanArr[indiceInJoinIndexBooleanArr] = false
} else {
Logger.Warn("Room OnPlayerLost, pR.JoinIndexBooleanArr is out of range: ", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("indiceInJoinIndexBooleanArr", indiceInJoinIndexBooleanArr), zap.Any("len(pR.JoinIndexBooleanArr)", len(pR.JoinIndexBooleanArr)))
}
player.JoinIndex = MAGIC_JOIN_INDEX_INVALID
Logger.Info("Room OnPlayerLost: ", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("resulted pR.JoinIndexBooleanArr", pR.JoinIndexBooleanArr))
}
}
func (pR *Room) clearPlayerNetworkSession(playerId int32) {
if _, y := pR.PlayerDownsyncSessionDict[playerId]; y {
Logger.Info("sending termination symbol for:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id))
delete(pR.PlayerDownsyncSessionDict, playerId)
delete(pR.PlayerSignalToCloseDict, playerId)
}
}
func (pR *Room) onPlayerAdded(playerId int32) {
pR.EffectivePlayerCount++
if 1 == pR.EffectivePlayerCount {
pR.State = RoomBattleStateIns.WAITING
}
for index, value := range pR.JoinIndexBooleanArr {
if false == value {
pR.Players[playerId].JoinIndex = int32(index) + 1
pR.JoinIndexBooleanArr[index] = true
// Lazily assign the initial position of "Player" for "RoomDownsyncFrame".
playerPosList := *(pR.RawBattleStrToVec2DListMap["PlayerStartingPos"])
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if index > len(playerPosList.Eles) {
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panic(fmt.Sprintf("onPlayerAdded error, index >= len(playerPosList), roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
}
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playerPos := playerPosList.Eles[index]
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if nil == playerPos {
panic(fmt.Sprintf("onPlayerAdded error, nil == playerPos, roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
}
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pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = pR.worldToVirtualGridPos(playerPos.X, playerPos.Y)
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break
}
}
pR.updateScore()
Logger.Info("onPlayerAdded:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("joinIndex", pR.Players[playerId].JoinIndex), zap.Any("EffectivePlayerCount", pR.EffectivePlayerCount), zap.Any("resulted pR.JoinIndexBooleanArr", pR.JoinIndexBooleanArr), zap.Any("RoomBattleState", pR.State))
}
func (pR *Room) onPlayerReAdded(playerId int32) {
/*
* [WARNING]
*
* If a player quits at "RoomBattleState.WAITING", then his/her re-joining will always invoke `AddPlayerIfPossible(...)`. Therefore, this
* function will only be invoked for players who quit the battle at ">RoomBattleState.WAITING" and re-join at "RoomBattleState.IN_BATTLE", during which the `pR.JoinIndexBooleanArr` doesn't change.
*/
Logger.Info("Room got `onPlayerReAdded` invoked,", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("resulted pR.JoinIndexBooleanArr", pR.JoinIndexBooleanArr))
pR.updateScore()
}
func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
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targetPlayer, existing := pR.Players[playerId]
if false == existing {
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return false
}
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playerMetas := make(map[int32]*PlayerDownsyncMeta, 0)
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for _, eachPlayer := range pR.Players {
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playerMetas[eachPlayer.Id] = &PlayerDownsyncMeta{
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Id: eachPlayer.Id,
Name: eachPlayer.Name,
DisplayName: eachPlayer.DisplayName,
Avatar: eachPlayer.Avatar,
JoinIndex: eachPlayer.JoinIndex,
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}
}
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// Broadcast added or readded player info to all players in the same room
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for _, eachPlayer := range pR.Players {
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/*
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[WARNING]
This `playerAckedFrame` is the first ever "RoomDownsyncFrame" for every "PersistentSessionClient on the frontend", and it goes right after each "BattleColliderInfo".
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By making use of the sequential nature of each ws session, all later "RoomDownsyncFrame"s generated after `pRoom.StartBattle()` will be put behind this `playerAckedFrame`.
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This function is triggered by an upsync message via WebSocket, thus downsync sending is also available by now.
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*/
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switch targetPlayer.BattleState {
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
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playerAckedFrame := &RoomDownsyncFrame{
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Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
PlayerMetas: playerMetas,
}
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, eachPlayer.Id)
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
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playerAckedFrame := &RoomDownsyncFrame{
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Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
PlayerMetas: playerMetas,
}
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED, eachPlayer.Id)
default:
}
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}
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targetPlayer.BattleState = PlayerBattleStateIns.ACTIVE
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Logger.Info(fmt.Sprintf("OnPlayerBattleColliderAcked: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount))
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if pR.Capacity == int(pR.EffectivePlayerCount) {
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allAcked := true
for _, p := range pR.Players {
if PlayerBattleStateIns.ACTIVE != p.BattleState {
Logger.Info("unexpectedly got an inactive player", zap.Any("roomId", pR.Id), zap.Any("playerId", p.Id), zap.Any("battleState", p.BattleState))
allAcked = false
break
}
}
if true == allAcked {
pR.StartBattle() // WON'T run if the battle state is not in WAITING.
}
}
pR.updateScore()
return true
}
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func (pR *Room) sendSafely(roomDownsyncFrame *RoomDownsyncFrame, toSendFrames []*InputFrameDownsync, act int32, playerId int32) {
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defer func() {
if r := recover(); r != nil {
pR.PlayerSignalToCloseDict[playerId](Constants.RetCode.UnknownError, fmt.Sprintf("%v", r))
}
}()
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pResp := &WsResp{
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Ret: int32(Constants.RetCode.Ok),
Act: act,
Rdf: roomDownsyncFrame,
InputFrameDownsyncBatch: toSendFrames,
}
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theBytes, marshalErr := proto.Marshal(pResp)
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if nil != marshalErr {
panic(fmt.Sprintf("Error marshaling downsync message: roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
}
if err := pR.PlayerDownsyncSessionDict[playerId].WriteMessage(websocket.BinaryMessage, theBytes); nil != err {
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panic(fmt.Sprintf("Error sending downsync message: roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v, err=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount, err))
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}
}
func (pR *Room) shouldPrefabInputFrameDownsync(renderFrameId int32) bool {
return ((renderFrameId & ((1 << pR.InputScaleFrames) - 1)) == 0)
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}
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func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync {
/*
Kindly note that on backend the prefab is much simpler than its frontend counterpart, because frontend will upsync its latest command immediately if there's any change w.r.t. its own prev cmd, thus if no upsync received from a frontend,
- EITHER it's due to local lag and bad network,
- OR there's no change w.r.t. to its prev cmd.
*/
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var currInputFrameDownsync *InputFrameDownsync = nil
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if 0 == inputFrameId && 0 == pR.InputsBuffer.Cnt {
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currInputFrameDownsync = &InputFrameDownsync{
InputFrameId: 0,
InputList: make([]uint64, pR.Capacity),
ConfirmedList: uint64(0),
}
} else {
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tmp := pR.InputsBuffer.GetByFrameId(inputFrameId - 1)
if nil == tmp {
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panic(fmt.Sprintf("Error prefabbing inputFrameDownsync: roomId=%v, InputsBuffer=%v", pR.Id, pR.InputsBufferString(false)))
}
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prevInputFrameDownsync := tmp.(*InputFrameDownsync)
currInputList := prevInputFrameDownsync.InputList // Would be a clone of the values
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currInputFrameDownsync = &InputFrameDownsync{
InputFrameId: inputFrameId,
InputList: currInputList,
ConfirmedList: uint64(0),
}
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}
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pR.InputsBuffer.Put(currInputFrameDownsync)
return currInputFrameDownsync
}
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func (pR *Room) markConfirmationIfApplicable() {
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inputFrameId1 := pR.LastAllConfirmedInputFrameId + 1
gap := int32(4) // This value is hardcoded and doesn't need be much bigger, because the backend side is supposed to never lag when "false == BackendDynamicsEnabled".
inputFrameId2 := inputFrameId1 + gap
if inputFrameId2 > pR.InputsBuffer.EdFrameId {
inputFrameId2 = pR.InputsBuffer.EdFrameId
}
totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
for inputFrameId := inputFrameId1; inputFrameId < inputFrameId2; inputFrameId++ {
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId)
if nil == tmp {
panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false)))
}
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inputFrameDownsync := tmp.(*InputFrameDownsync)
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for _, player := range pR.Players {
bufIndex := pR.toDiscreteInputsBufferIndex(inputFrameId, player.JoinIndex)
tmp, loaded := pR.DiscreteInputsBuffer.LoadAndDelete(bufIndex) // It's safe to "LoadAndDelete" here because the "inputFrameUpsync" of this player is already remembered by the corresponding "inputFrameDown".
if !loaded {
continue
}
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inputFrameUpsync := tmp.(*InputFrameUpsync)
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indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync)
inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
}
// Force confirmation of "inputFrame2"
if allConfirmedMask == inputFrameDownsync.ConfirmedList {
pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
} else {
break
}
}
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}
func (pR *Room) forceConfirmationIfApplicable() uint64 {
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// Force confirmation of non-all-confirmed inputFrame EXACTLY ONE AT A TIME, returns the non-confirmed mask of players, e.g. in a 4-player-battle returning 1001 means that players with JoinIndex=1 and JoinIndex=4 are non-confirmed for inputFrameId2
renderFrameId1 := (pR.RenderFrameId - pR.NstDelayFrames) // the renderFrameId which should've been rendered on frontend
if 0 > renderFrameId1 || !pR.shouldPrefabInputFrameDownsync(renderFrameId1) {
/*
The backend "shouldPrefabInputFrameDownsync" shares the same rule as frontend "shouldGenerateInputFrameUpsync".
It's also important that "forceConfirmationIfApplicable" is NOT EXECUTED for every renderFrame, such that when a player is forced to resync, it has some time, i.e. (1 << InputScaleFrames) renderFrames, to upsync again.
*/
return 0
}
inputFrameId2 := pR.ConvertToInputFrameId(renderFrameId1, 0) // The inputFrame to force confirmation (if necessary)
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if inputFrameId2 < pR.LastAllConfirmedInputFrameId {
// No need to force confirmation, the inputFrames already arrived
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Logger.Debug(fmt.Sprintf("inputFrameId2=%v is already all-confirmed for roomId=%v[type#1], no need to force confirmation of it", inputFrameId2, pR.Id))
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return 0
}
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tmp := pR.InputsBuffer.GetByFrameId(inputFrameId2)
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if nil == tmp {
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panic(fmt.Sprintf("inputFrameId2=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId2, pR.Id, pR.InputsBufferString(false)))
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}
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inputFrame2 := tmp.(*InputFrameDownsync)
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for _, player := range pR.Players {
// Enrich by already arrived player upsync commands
bufIndex := pR.toDiscreteInputsBufferIndex(inputFrame2.InputFrameId, player.JoinIndex)
tmp, loaded := pR.DiscreteInputsBuffer.LoadAndDelete(bufIndex)
if !loaded {
continue
}
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inputFrameUpsync := tmp.(*InputFrameUpsync)
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
inputFrame2.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync)
inputFrame2.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
}
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totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
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// Force confirmation of "inputFrame2"
oldConfirmedList := inputFrame2.ConfirmedList
unconfirmedMask := (oldConfirmedList ^ allConfirmedMask)
inputFrame2.ConfirmedList = allConfirmedMask
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pR.onInputFrameDownsyncAllConfirmed(inputFrame2, -1)
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return unconfirmedMask
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}
func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRenderFrameId int32, spaceOffsetX, spaceOffsetY float64) {
if fromRenderFrameId >= toRenderFrameId {
return
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}
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Logger.Debug(fmt.Sprintf("Applying inputFrame dynamics: roomId=%v, room.RenderFrameId=%v, fromRenderFrameId=%v, toRenderFrameId=%v", pR.Id, pR.RenderFrameId, fromRenderFrameId, toRenderFrameId))
totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
for collisionSysRenderFrameId := fromRenderFrameId; collisionSysRenderFrameId < toRenderFrameId; collisionSysRenderFrameId++ {
delayedInputFrameId := pR.ConvertToInputFrameId(collisionSysRenderFrameId, pR.InputDelayFrames)
if 0 <= delayedInputFrameId {
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if delayedInputFrameId > pR.LastAllConfirmedInputFrameId {
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panic(fmt.Sprintf("delayedInputFrameId=%v is not yet all-confirmed for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId=%v! InputsBuffer=%v", delayedInputFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId, pR.InputsBufferString(false)))
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}
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tmp := pR.InputsBuffer.GetByFrameId(delayedInputFrameId)
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if nil == tmp {
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panic(fmt.Sprintf("delayedInputFrameId=%v doesn't exist for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId=%v! InputsBuffer=%v", delayedInputFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId, pR.InputsBufferString(false)))
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}
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delayedInputFrame := tmp.(*InputFrameDownsync)
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// [WARNING] It's possible that by now "allConfirmedMask != delayedInputFrame.ConfirmedList && delayedInputFrameId <= pR.LastAllConfirmedInputFrameId", we trust "pR.LastAllConfirmedInputFrameId" as the TOP AUTHORITY.
atomic.StoreUint64(&(delayedInputFrame.ConfirmedList), allConfirmedMask)
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inputList := delayedInputFrame.InputList
// Ordered by joinIndex to guarantee determinism
// Move players according to inputs
for _, player := range pR.PlayersArr {
joinIndex := player.JoinIndex
encodedInput := inputList[joinIndex-1]
decodedInput := DIRECTION_DECODER[encodedInput]
player.Dir.Dx = decodedInput[0]
player.Dir.Dy = decodedInput[1]
if 0 == decodedInput[0] && 0 == decodedInput[1] {
continue
}
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
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// Reset playerCollider position from the "virtual grid position"
newVx := (player.VirtualGridX + (decodedInput[0] + decodedInput[0]*player.Speed))
newVy := (player.VirtualGridY + (decodedInput[1] + decodedInput[1]*player.Speed))
playerCollider.X, playerCollider.Y = pR.virtualGridToPlayerColliderPos(newVx, newVy, player)
// Update in "collision space"
playerCollider.Update()
}
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// handle pushbacks upon collision
for _, player := range pR.PlayersArr {
joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
oldDx, oldDy := float64(0), float64(0)
dx, dy := oldDx, oldDy
if collision := playerCollider.Check(oldDx, oldDy); collision != nil {
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
for _, obj := range collision.Objects {
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
Logger.Debug(fmt.Sprintf("Collided & overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v, pushbackX=%v, pushbackY=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
dx -= pushbackX
dy -= pushbackY
} else {
Logger.Debug(fmt.Sprintf("Collided BUT not overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape)))
}
}
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}
playerCollider.X += dx
playerCollider.Y += dy
// Update again in "collision space"
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playerCollider.Update()
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// Update "virtual grid position"
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player.VirtualGridX, player.VirtualGridY = pR.playerColliderAnchorToVirtualGridPos(playerCollider.X, playerCollider.Y, player)
}
}
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pbPlayers := toPbPlayers(pR.Players)
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newRenderFrame := RoomDownsyncFrame{
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Id: collisionSysRenderFrameId + 1,
Players: pbPlayers,
CountdownNanos: (pR.BattleDurationNanos - int64(collisionSysRenderFrameId)*pR.RollbackEstimatedDtNanos),
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}
pR.RenderFrameBuffer.Put(&newRenderFrame)
pR.CurDynamicsRenderFrameId++
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}
}
func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {
return 0 == (inputFrameId % 10)
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}
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func (pR *Room) refreshColliders(spaceW, spaceH int32) {
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// Kindly note that by now, we've already got all the shapes in the tmx file into "pR.(Players | Barriers)" from "ParseTmxLayersAndGroups"
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minStep := int(3) // the approx minimum distance a player can move per frame in world coordinate
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space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
for _, player := range pR.Players {
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wx, wy := pR.virtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY)
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playerCollider := GenerateRectCollider(wx, wy, player.ColliderRadius*2, player.ColliderRadius*2, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
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space.Add(playerCollider)
// Keep track of the collider in "pR.CollisionSysMap"
joinIndex := player.JoinIndex
pR.PlayersArr[joinIndex-1] = player
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
pR.CollisionSysMap[collisionPlayerIndex] = playerCollider
}
for _, barrier := range pR.Barriers {
boundaryUnaligned := barrier.Boundary
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barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Barrier")
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space.Add(barrierCollider)
}
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}
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func (pR *Room) printBarrier(barrierCollider *resolv.Object) {
Logger.Info(fmt.Sprintf("Barrier in roomId=%v: w=%v, h=%v, shape=%v", pR.Id, barrierCollider.W, barrierCollider.H, barrierCollider.Shape))
}
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func (pR *Room) worldToVirtualGridPos(wx, wy float64) (int32, int32) {
// [WARNING] Introduces loss of precision!
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// In JavaScript floating numbers suffer from seemingly non-deterministic arithmetics, and even if certain libs solved this issue by approaches such as fixed-point-number, they might not be used in other libs -- e.g. the "collision libs" we're interested in -- thus couldn't kill all pains.
var virtualGridX int32 = int32(math.Round(wx * pR.WorldToVirtualGridRatio))
var virtualGridY int32 = int32(math.Round(wy * pR.WorldToVirtualGridRatio))
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return virtualGridX, virtualGridY
}
func (pR *Room) virtualGridToWorldPos(vx, vy int32) (float64, float64) {
// No loss of precision
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var wx float64 = float64(vx) * pR.VirtualGridToWorldRatio
var wy float64 = float64(vy) * pR.VirtualGridToWorldRatio
return wx, wy
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}
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func (pR *Room) playerWorldToCollisionPos(wx, wy float64, player *Player) (float64, float64) {
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// TODO: remove this duplicate code w.r.t. "dnmshared/resolv_helper.go"
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return wx - player.ColliderRadius + pR.collisionSpaceOffsetX, wy - player.ColliderRadius + pR.collisionSpaceOffsetY
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}
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func (pR *Room) playerColliderAnchorToWorldPos(cx, cy float64, player *Player) (float64, float64) {
return cx + player.ColliderRadius - pR.collisionSpaceOffsetX, cy + player.ColliderRadius - pR.collisionSpaceOffsetY
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}
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func (pR *Room) playerColliderAnchorToVirtualGridPos(cx, cy float64, player *Player) (int32, int32) {
wx, wy := pR.playerColliderAnchorToWorldPos(cx, cy, player)
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return pR.worldToVirtualGridPos(wx, wy)
}
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func (pR *Room) virtualGridToPlayerColliderPos(vx, vy int32, player *Player) (float64, float64) {
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wx, wy := pR.virtualGridToWorldPos(vx, vy)
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return pR.playerWorldToCollisionPos(wx, wy, player)
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}