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package models
import (
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. "battle_srv/common"
"battle_srv/common/utils"
. "battle_srv/protos"
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. "dnmshared"
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. "dnmshared/sharedprotos"
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"encoding/xml"
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"fmt"
"github.com/golang/protobuf/proto"
"github.com/gorilla/websocket"
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"github.com/solarlune/resolv"
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"go.uber.org/zap"
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"io/ioutil"
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"math/rand"
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"os"
"path/filepath"
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"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 )
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COLLISION_CATEGORY_BARRIER = ( 1 << 2 )
COLLISION_MASK_FOR_CONTROLLED_PLAYER = ( COLLISION_CATEGORY_BARRIER )
COLLISION_MASK_FOR_BARRIER = ( COLLISION_CATEGORY_CONTROLLED_PLAYER )
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COLLISION_PLAYER_INDEX_PREFIX = ( 1 << 17 )
COLLISION_BARRIER_INDEX_PREFIX = ( 1 << 16 )
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COLLISION_BULLET_INDEX_PREFIX = ( 1 << 15 )
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)
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const (
MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED = - 1
MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED = - 2
)
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const (
ATK_CHARACTER_STATE_IDLE1 = 0
ATK_CHARACTER_STATE_WALKING = 1
ATK_CHARACTER_STATE_ATK1 = 2
ATK_CHARACTER_STATE_ATKED1 = 3
)
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const (
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DEFAULT_PLAYER_RADIUS = float64 ( 12 )
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)
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// 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 } ,
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{ 0 , + 2 } ,
{ 0 , - 2 } ,
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{ + 2 , 0 } ,
{ - 2 , 0 } ,
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{ + 1 , + 1 } ,
{ - 1 , - 1 } ,
{ + 1 , - 1 } ,
{ - 1 , + 1 } ,
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}
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type RoomBattleState struct {
IDLE int32
WAITING int32
PREPARE int32
IN_BATTLE int32
STOPPING_BATTLE_FOR_SETTLEMENT int32
IN_SETTLEMENT int32
IN_DISMISSAL int32
}
type BattleStartCbType func ( )
type SignalToCloseConnCbType func ( customRetCode int , customRetMsg string )
// A single instance containing only "named constant integers" to be shared by all threads.
var RoomBattleStateIns RoomBattleState
func InitRoomBattleStateIns ( ) {
RoomBattleStateIns = RoomBattleState {
IDLE : 0 ,
WAITING : - 1 ,
PREPARE : 10000000 ,
IN_BATTLE : 10000001 ,
STOPPING_BATTLE_FOR_SETTLEMENT : 10000002 ,
IN_SETTLEMENT : 10000003 ,
IN_DISMISSAL : 10000004 ,
}
}
func calRoomScore ( inRoomPlayerCount int32 , roomPlayerCnt int , currentRoomBattleState int32 ) float32 {
x := float32 ( inRoomPlayerCount ) / float32 ( roomPlayerCnt )
d := ( x - 0.5 )
d2 := d * d
return - 7.8125 * d2 + 5.0 - float32 ( currentRoomBattleState )
}
type Room struct {
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Id int32
Capacity int
collisionSpaceOffsetX float64
collisionSpaceOffsetY float64
Players map [ int32 ] * Player
PlayersArr [ ] * Player // ordered by joinIndex
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Space * resolv . Space
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CollisionSysMap map [ int32 ] * resolv . Object
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/ * *
* The following ` PlayerDownsyncSessionDict ` is NOT individually put
* under ` type Player struct ` for a reason .
*
* Upon each connection establishment , a new instance ` player Player ` is created for the given ` playerId ` .
* To be specific , if
* - that ` playerId == 42 ` accidentally reconnects in just several milliseconds after a passive disconnection , e . g . due to bad wireless signal strength , and
* - that ` type Player struct ` contains a ` DownsyncSession ` field
*
* , then we might have to
* - clean up ` previousPlayerInstance.DownsyncSession `
* - initialize ` currentPlayerInstance.DownsyncSession `
*
* to avoid chaotic flaws .
*
* Moreover , during the invocation of ` PlayerSignalToCloseDict ` , the ` Player ` instance is supposed to be deallocated ( though not synchronously ) .
* /
PlayerDownsyncSessionDict map [ int32 ] * websocket . Conn
PlayerSignalToCloseDict map [ int32 ] SignalToCloseConnCbType
Score float32
State int32
Index int
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RenderFrameId int32
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CurDynamicsRenderFrameId int32 // [WARNING] The dynamics of backend is ALWAYS MOVING FORWARD BY ALL-CONFIRMED INPUTFRAMES (either by upsync or forced), i.e. no rollback; Moreover when "true == BackendDynamicsEnabled" we always have "Room.CurDynamicsRenderFrameId >= Room.RenderFrameId" because each "all-confirmed inputFrame" is applied on "all applicable renderFrames" in one-go hence often sees a future "renderFrame" earlier
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EffectivePlayerCount int32
DismissalWaitGroup sync . WaitGroup
Barriers map [ int32 ] * Barrier
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InputsBuffer * RingBuffer // Indices are STRICTLY consecutive
DiscreteInputsBuffer sync . Map // Indices are NOT NECESSARILY consecutive
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RenderFrameBuffer * RingBuffer
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LastAllConfirmedInputFrameId int32
LastAllConfirmedInputFrameIdWithChange int32
LastAllConfirmedInputList [ ] uint64
JoinIndexBooleanArr [ ] bool
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BackendDynamicsEnabled bool
BackendDynamicsForceConfirmationEnabled bool
LastRenderFrameIdTriggeredAt int64
PlayerDefaultSpeed int32
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BulletBattleLocalIdCounter int32
dilutedRollbackEstimatedDtNanos int64
BattleColliderInfo // Compositing to send centralized magic numbers
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}
func ( pR * Room ) updateScore ( ) {
pR . Score = calRoomScore ( pR . EffectivePlayerCount , pR . Capacity , pR . State )
}
func ( pR * Room ) AddPlayerIfPossible ( pPlayerFromDbInit * Player , session * websocket . Conn , signalToCloseConnOfThisPlayer SignalToCloseConnCbType ) bool {
playerId := pPlayerFromDbInit . Id
// TODO: Any thread-safety concern for accessing "pR" here?
if RoomBattleStateIns . IDLE != pR . State && RoomBattleStateIns . WAITING != pR . State {
Logger . Warn ( "AddPlayerIfPossible error, roomState:" , zap . Any ( "playerId" , playerId ) , zap . Any ( "roomId" , pR . Id ) , zap . Any ( "roomState" , pR . State ) , zap . Any ( "roomEffectivePlayerCount" , pR . EffectivePlayerCount ) )
return false
}
if _ , existent := pR . Players [ playerId ] ; existent {
Logger . Warn ( "AddPlayerIfPossible error, existing in the room.PlayersDict:" , zap . Any ( "playerId" , playerId ) , zap . Any ( "roomId" , pR . Id ) , zap . Any ( "roomState" , pR . State ) , zap . Any ( "roomEffectivePlayerCount" , pR . EffectivePlayerCount ) )
return false
}
defer pR . onPlayerAdded ( playerId )
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pPlayerFromDbInit . AckingFrameId = - 1
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pPlayerFromDbInit . AckingInputFrameId = - 1
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pPlayerFromDbInit . LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pPlayerFromDbInit . BattleState = PlayerBattleStateIns . ADDED_PENDING_BATTLE_COLLIDER_ACK
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pPlayerFromDbInit . Speed = pR . PlayerDefaultSpeed // Hardcoded
pPlayerFromDbInit . ColliderRadius = DEFAULT_PLAYER_RADIUS // 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 )
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 = DEFAULT_PLAYER_RADIUS // Hardcoded
pR . PlayerDownsyncSessionDict [ playerId ] = session
pR . PlayerSignalToCloseDict [ playerId ] = signalToCloseConnOfThisPlayer
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Logger . Warn ( "ReAddPlayerIfPossible finished." , zap . Any ( "roomId" , pR . Id ) , zap . Any ( "playerId" , playerId ) , zap . Any ( "joinIndex" , pEffectiveInRoomPlayerInstance . JoinIndex ) , zap . Any ( "playerBattleState" , pEffectiveInRoomPlayerInstance . BattleState ) , zap . Any ( "roomState" , pR . State ) , zap . Any ( "roomEffectivePlayerCount" , pR . EffectivePlayerCount ) , zap . Any ( "AckingFrameId" , pEffectiveInRoomPlayerInstance . AckingFrameId ) , zap . Any ( "AckingInputFrameId" , pEffectiveInRoomPlayerInstance . AckingInputFrameId ) , zap . Any ( "LastSentInputFrameId" , pEffectiveInRoomPlayerInstance . LastSentInputFrameId ) )
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return true
}
func ( pR * Room ) ChooseStage ( ) error {
/ *
* We use the verb "refresh" here to imply that upon invocation of this function , all colliders will be recovered if they were destroyed in the previous battle .
*
* -- YFLu , 2019 - 0 9 - 04
* /
pwd , err := os . Getwd ( )
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if nil != err {
panic ( err )
}
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rand . Seed ( time . Now ( ) . Unix ( ) )
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stageNameList := [ ] string { "dungeon" /*"dungeon", "simple", "richsoil" */ }
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chosenStageIndex := rand . Int ( ) % len ( stageNameList ) // Hardcoded temporarily. -- YFLu
pR . StageName = stageNameList [ chosenStageIndex ]
relativePathForAllStages := "../frontend/assets/resources/map"
relativePathForChosenStage := fmt . Sprintf ( "%s/%s" , relativePathForAllStages , pR . StageName )
pTmxMapIns := & TmxMap { }
absDirPathContainingDirectlyTmxFile := filepath . Join ( pwd , relativePathForChosenStage )
absTmxFilePath := fmt . Sprintf ( "%s/map.tmx" , absDirPathContainingDirectlyTmxFile )
if ! filepath . IsAbs ( absTmxFilePath ) {
panic ( "Tmx filepath must be absolute!" )
}
byteArr , err := ioutil . ReadFile ( absTmxFilePath )
if nil != err {
panic ( err )
}
err = xml . Unmarshal ( byteArr , pTmxMapIns )
if nil != err {
panic ( err )
}
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// Obtain the content of `gidBoundariesMap`.
gidBoundariesMap := make ( map [ int ] StrToPolygon2DListMap , 0 )
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for _ , tileset := range pTmxMapIns . Tilesets {
relativeTsxFilePath := fmt . Sprintf ( "%s/%s" , filepath . Join ( pwd , relativePathForChosenStage ) , tileset . Source ) // Note that "TmxTileset.Source" can be a string of "relative path".
absTsxFilePath , err := filepath . Abs ( relativeTsxFilePath )
if nil != err {
panic ( err )
}
if ! filepath . IsAbs ( absTsxFilePath ) {
panic ( "Filepath must be absolute!" )
}
byteArrOfTsxFile , err := ioutil . ReadFile ( absTsxFilePath )
if nil != err {
panic ( err )
}
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DeserializeTsxToColliderDict ( pTmxMapIns , byteArrOfTsxFile , int ( tileset . FirstGid ) , gidBoundariesMap )
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}
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stageDiscreteW , stageDiscreteH , stageTileW , stageTileH , strToVec2DListMap , strToPolygon2DListMap , err := ParseTmxLayersAndGroups ( pTmxMapIns , gidBoundariesMap )
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if nil != err {
panic ( err )
}
pR . StageDiscreteW = stageDiscreteW
pR . StageDiscreteH = stageDiscreteH
pR . StageTileW = stageTileW
pR . StageTileH = stageTileH
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pR . StrToVec2DListMap = strToVec2DListMap
pR . StrToPolygon2DListMap = strToPolygon2DListMap
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barrierPolygon2DList := * ( strToPolygon2DListMap [ "Barrier" ] )
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var barrierLocalIdInBattle int32 = 0
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for _ , polygon2DUnaligned := range barrierPolygon2DList . Eles {
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polygon2D := AlignPolygon2DToBoundingBox ( polygon2DUnaligned )
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/ *
// For debug-printing only.
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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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* /
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pR . Barriers [ barrierLocalIdInBattle ] = & Barrier {
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Boundary : polygon2D ,
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}
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barrierLocalIdInBattle ++
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}
return nil
}
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func ( pR * Room ) ConvertToInputFrameId ( renderFrameId int32 , inputDelayFrames int32 ) int32 {
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// Specifically when "renderFrameId < inputDelayFrames", the result is 0.
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return ( ( renderFrameId - inputDelayFrames ) >> pR . InputScaleFrames )
}
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func ( pR * Room ) ConvertToGeneratingRenderFrameId ( inputFrameId int32 ) int32 {
return ( inputFrameId << pR . InputScaleFrames )
}
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func ( pR * Room ) ConvertToFirstUsedRenderFrameId ( inputFrameId int32 , inputDelayFrames int32 ) int32 {
return ( ( inputFrameId << pR . InputScaleFrames ) + inputDelayFrames )
}
func ( pR * Room ) ConvertToLastUsedRenderFrameId ( inputFrameId int32 , inputDelayFrames int32 ) int32 {
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return ( ( inputFrameId << pR . InputScaleFrames ) + inputDelayFrames + ( 1 << pR . InputScaleFrames ) - 1 )
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}
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func ( pR * Room ) RenderFrameBufferString ( ) string {
return fmt . Sprintf ( "{renderFrameId: %d, stRenderFrameId: %d, edRenderFrameId: %d, 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, &inputList: %p, confirmedList: %v}", f.InputFrameId, f.InputList, &(f.InputList), f.ConfirmedList))
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s = append ( s , fmt . Sprintf ( "{inputFrameId: %v, inputList: %v, confirmedList: %v}" , f . InputFrameId , f . InputList , f . ConfirmedList ) )
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}
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return strings . Join ( s , "; " )
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} else {
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return fmt . Sprintf ( "{renderFrameId: %d, stInputFrameId: %d, edInputFrameId: %d, lastAllConfirmedInputFrameIdWithChange: %d, lastAllConfirmedInputFrameId: %d}" , pR . RenderFrameId , pR . InputsBuffer . StFrameId , pR . InputsBuffer . EdFrameId , pR . LastAllConfirmedInputFrameIdWithChange , pR . LastAllConfirmedInputFrameId )
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}
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}
func ( pR * Room ) StartBattle ( ) {
if RoomBattleStateIns . WAITING != pR . State {
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Logger . 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
}
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pR . RenderFrameId = 0
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// Initialize the "collisionSys" as well as "RenderFrameBuffer"
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pR . CurDynamicsRenderFrameId = 0
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kickoffFrame := & RoomDownsyncFrame {
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Id : pR . RenderFrameId ,
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Players : toPbPlayers ( pR . Players , false ) ,
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CountdownNanos : pR . BattleDurationNanos ,
}
pR . RenderFrameBuffer . Put ( kickoffFrame )
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// Refresh "Colliders"
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spaceW := pR . StageDiscreteW * pR . StageTileW
spaceH := pR . StageDiscreteH * pR . StageTileH
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pR . collisionSpaceOffsetX , pR . collisionSpaceOffsetY = float64 ( spaceW ) * 0.5 , float64 ( spaceH ) * 0.5
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pR . refreshColliders ( spaceW , spaceH )
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/ * *
* 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 ( ) {
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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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}
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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 {
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pR . markConfirmationIfApplicable ( )
unconfirmedMask := uint64 ( 0 )
// [WARNING] Downsync the all-confirmed inputFrames asap!
upperToSendInputFrameId := pR . LastAllConfirmedInputFrameId
for playerId , player := range pR . Players {
pR . downsyncToSinglePlayer ( playerId , player , upperToSendInputFrameId , unconfirmedMask )
}
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stCalculation := utils . UnixtimeNano ( )
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elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR . LastRenderFrameIdTriggeredAt
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if elapsedNanosSinceLastFrameIdTriggered < pR . dilutedRollbackEstimatedDtNanos {
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Logger . Info ( fmt . Sprintf ( "renderFrameId=%v@roomId=%v: Is backend running too fast? elapsedNanosSinceLastFrameIdTriggered=%v" , pR . RenderFrameId , pR . Id , elapsedNanosSinceLastFrameIdTriggered ) )
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}
if pR . RenderFrameId > pR . BattleDurationFrames {
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 ( )
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return
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}
if swapped := atomic . CompareAndSwapInt32 ( & pR . State , RoomBattleStateIns . IN_BATTLE , RoomBattleStateIns . IN_BATTLE ) ; ! swapped {
return
}
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// 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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if pR . BackendDynamicsForceConfirmationEnabled {
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// Force setting all-confirmed of buffered inputFrames periodically
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unconfirmedMask = pR . forceConfirmationIfApplicable ( )
}
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upperToSendInputFrameId = pR . LastAllConfirmedInputFrameId
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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 ) )
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pR . applyInputFrameDownsyncDynamics ( pR . CurDynamicsRenderFrameId , nextDynamicsRenderFrameId , pR . collisionSpaceOffsetX , pR . collisionSpaceOffsetY )
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dynamicsDuration = utils . UnixtimeNano ( ) - dynamicsStartedAt
}
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if 0 < unconfirmedMask {
// Otherwise no need to downsync immediately
for playerId , player := range pR . Players {
pR . downsyncToSinglePlayer ( playerId , player , upperToSendInputFrameId , unconfirmedMask )
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}
}
}
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pR . RenderFrameId ++
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pR . LastRenderFrameIdTriggeredAt = utils . UnixtimeNano ( )
elapsedInCalculation := ( pR . LastRenderFrameIdTriggeredAt - stCalculation )
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if elapsedInCalculation > pR . dilutedRollbackEstimatedDtNanos {
Logger . Warn ( fmt . Sprintf ( "SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, dilutedRollbackEstimatedDtNanos=%v" , pR . Id , pR . RenderFrameId , elapsedInCalculation , dynamicsDuration , pR . dilutedRollbackEstimatedDtNanos ) )
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}
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time . Sleep ( time . Duration ( pR . dilutedRollbackEstimatedDtNanos - elapsedInCalculation ) )
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}
}
pR . onBattlePrepare ( func ( ) {
pR . onBattleStarted ( ) // NOTE: Deliberately not using `defer`.
go battleMainLoop ( )
} )
}
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func ( pR * Room ) toDiscreteInputsBufferIndex ( inputFrameId int32 , joinIndex int32 ) int32 {
return ( inputFrameId << 2 ) + joinIndex // allowing joinIndex upto 15
}
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func ( pR * Room ) OnBattleCmdReceived ( pReq * WsReq ) {
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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
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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 ) )
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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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}
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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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}
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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!
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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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}
}
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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 ) )
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pR . RenderFrameId ++
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for playerId , _ := range pR . Players {
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assembledFrame := RoomDownsyncFrame {
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Id : pR . RenderFrameId ,
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Players : toPbPlayers ( pR . Players , false ) ,
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CountdownNanos : - 1 , // TODO: Replace this magic constant!
}
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pR . sendSafely ( & assembledFrame , nil , DOWNSYNC_MSG_ACT_BATTLE_STOPPED , playerId )
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}
// Note that `pR.onBattleStoppedForSettlement` will be called by `battleMainLoop`.
}
func ( pR * Room ) onBattleStarted ( ) {
if RoomBattleStateIns . PREPARE != pR . State {
return
}
pR . State = RoomBattleStateIns . IN_BATTLE
pR . updateScore ( )
}
func ( pR * Room ) onBattlePrepare ( cb BattleStartCbType ) {
if RoomBattleStateIns . WAITING != pR . State {
Logger . Warn ( "[onBattlePrepare] Battle not started after all players' battle state checked!" , zap . Any ( "roomId" , pR . Id ) , zap . Any ( "roomState" , pR . State ) )
return
}
pR . State = RoomBattleStateIns . PREPARE
Logger . Info ( "Battle state transitted to RoomBattleStateIns.PREPARE for:" , zap . Any ( "roomId" , pR . Id ) )
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battleReadyToStartFrame := & RoomDownsyncFrame {
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Id : DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START ,
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Players : toPbPlayers ( pR . Players , true ) ,
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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 . BulletBattleLocalIdCounter = 0
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pR . WorldToVirtualGridRatio = float64 ( 1000 )
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pR . VirtualGridToWorldRatio = float64 ( 1.0 ) / pR . WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
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pR . SpAtkLookupFrames = 5
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pR . PlayerDefaultSpeed = int32 ( float64 ( 1 ) * pR . WorldToVirtualGridRatio ) // in virtual grids per frame
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pR . Players = make ( map [ int32 ] * Player )
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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 . RenderCacheSize = 1024
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pR . RenderFrameBuffer = NewRingBuffer ( pR . RenderCacheSize )
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pR . DiscreteInputsBuffer = sync . Map { }
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pR . InputsBuffer = NewRingBuffer ( ( pR . RenderCacheSize >> 2 ) + 1 )
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pR . LastAllConfirmedInputFrameId = - 1
pR . LastAllConfirmedInputFrameIdWithChange = - 1
pR . LastAllConfirmedInputList = make ( [ ] uint64 , pR . Capacity )
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pR . RenderFrameId = 0
pR . CurDynamicsRenderFrameId = 0
pR . InputDelayFrames = 8
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pR . NstDelayFrames = 4
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pR . InputScaleFrames = uint32 ( 2 )
pR . ServerFps = 60
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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
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dilutionFactor := 24
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pR . dilutedRollbackEstimatedDtNanos = int64 ( 16666666 * ( dilutionFactor ) / ( dilutionFactor - 1 ) ) // [WARNING] Only used in controlling "battleMainLoop" to be keep a frame rate lower than that of the frontends, such that upon resync(i.e. BackendDynamicsEnabled=true), the frontends would have bigger chances to keep up with or even surpass the backend calculation
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pR . BattleDurationFrames = 30 * pR . ServerFps
pR . BattleDurationNanos = int64 ( pR . BattleDurationFrames ) * ( pR . RollbackEstimatedDtNanos + 1 )
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pR . InputFrameUpsyncDelayTolerance = 2
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pR . MaxChasingRenderFramesPerUpdate = 8
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pR . BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
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pR . BackendDynamicsForceConfirmationEnabled = ( pR . BackendDynamicsEnabled && true )
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punchSkillId := int32 ( 1 )
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pR . MeleeSkillConfig = make ( map [ int32 ] * MeleeBullet , 0 )
pR . MeleeSkillConfig [ punchSkillId ] = & MeleeBullet {
// for offender
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StartupFrames : int32 ( 10 ) ,
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ActiveFrames : int32 ( 3 ) ,
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RecoveryFrames : int32 ( 34 ) ,
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RecoveryFramesOnBlock : int32 ( 34 ) ,
RecoveryFramesOnHit : int32 ( 34 ) ,
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Moveforward : & Vec2D {
X : 0 ,
Y : 0 ,
} ,
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HitboxOffset : float64 ( 12.0 ) , // should be about the radius of the PlayerCollider
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HitboxSize : & Vec2D {
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X : float64 ( 23.0 ) ,
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Y : float64 ( 32.0 ) ,
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} ,
// for defender
HitStunFrames : int32 ( 18 ) ,
BlockStunFrames : int32 ( 9 ) ,
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Pushback : float64 ( 8.0 ) ,
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ReleaseTriggerType : int32 ( 1 ) , // 1: rising-edge, 2: falling-edge
Damage : int32 ( 5 ) ,
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}
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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 ) )
}
} ( )
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if player , existent := pR . Players [ playerId ] ; existent {
currPlayerBattleState := atomic . LoadInt32 ( & ( player . BattleState ) )
switch currPlayerBattleState {
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case PlayerBattleStateIns . DISCONNECTED :
case PlayerBattleStateIns . LOST :
case PlayerBattleStateIns . EXPELLED_DURING_GAME :
case PlayerBattleStateIns . EXPELLED_IN_DISMISSAL :
Logger . Info ( "Room OnPlayerDisconnected[early return #1]:" , zap . Any ( "playerId" , playerId ) , zap . Any ( "playerBattleState" , pR . Players [ playerId ] . BattleState ) , zap . Any ( "roomId" , pR . Id ) , zap . Any ( "nowRoomBattleState" , pR . State ) , zap . Any ( "nowRoomEffectivePlayerCount" , pR . EffectivePlayerCount ) )
return
}
} else {
// Not even the "pR.Players[playerId]" exists.
Logger . Info ( "Room OnPlayerDisconnected[early return #2]:" , zap . Any ( "playerId" , playerId ) , zap . Any ( "roomId" , pR . Id ) , zap . Any ( "nowRoomBattleState" , pR . State ) , zap . Any ( "nowRoomEffectivePlayerCount" , pR . EffectivePlayerCount ) )
return
}
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currRoomBattleState := atomic . LoadInt32 ( & ( pR . State ) )
switch currRoomBattleState {
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case RoomBattleStateIns . WAITING :
pR . onPlayerLost ( playerId )
delete ( pR . Players , playerId ) // Note that this statement MUST be put AFTER `pR.onPlayerLost(...)` to avoid nil pointer exception.
if 0 == pR . EffectivePlayerCount {
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atomic . StoreInt32 ( & ( pR . State ) , RoomBattleStateIns . IDLE )
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}
pR . updateScore ( )
Logger . Info ( "Player disconnected while room is at RoomBattleStateIns.WAITING:" , zap . Any ( "playerId" , playerId ) , zap . Any ( "roomId" , pR . Id ) , zap . Any ( "nowRoomBattleState" , pR . State ) , zap . Any ( "nowRoomEffectivePlayerCount" , pR . EffectivePlayerCount ) )
default :
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atomic . StoreInt32 ( & ( pR . Players [ playerId ] . BattleState ) , PlayerBattleStateIns . DISCONNECTED )
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pR . clearPlayerNetworkSession ( playerId ) // Still need clear the network session pointers, because "OnPlayerDisconnected" is only triggered from "signalToCloseConnOfThisPlayer" in "ws/serve.go", when the same player reconnects the network session pointers will be re-assigned
Logger . 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 {
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atomic . StoreInt32 ( & ( player . BattleState ) , PlayerBattleStateIns . LOST )
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pR . clearPlayerNetworkSession ( playerId )
pR . EffectivePlayerCount --
indiceInJoinIndexBooleanArr := int ( player . JoinIndex - 1 )
if ( 0 <= indiceInJoinIndexBooleanArr ) && ( indiceInJoinIndexBooleanArr < len ( pR . JoinIndexBooleanArr ) ) {
pR . JoinIndexBooleanArr [ indiceInJoinIndexBooleanArr ] = false
} else {
Logger . Warn ( "Room OnPlayerLost, pR.JoinIndexBooleanArr is out of range: " , zap . Any ( "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".
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playerPosList := * ( pR . StrToVec2DListMap [ "PlayerStartingPos" ] )
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if index > len ( playerPosList . Eles ) {
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panic ( fmt . Sprintf ( "onPlayerAdded error, index >= len(playerPosList), roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v" , pR . Id , playerId , pR . State , pR . EffectivePlayerCount ) )
}
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playerPos := playerPosList . Eles [ index ]
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if nil == playerPos {
panic ( fmt . Sprintf ( "onPlayerAdded error, nil == playerPos, roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v" , pR . Id , playerId , pR . State , pR . EffectivePlayerCount ) )
}
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pR . Players [ playerId ] . VirtualGridX , pR . Players [ playerId ] . VirtualGridY = WorldToVirtualGridPos ( playerPos . X , playerPos . Y , pR . WorldToVirtualGridRatio )
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// Hardcoded initial character orientation/facing
if 0 == ( pR . Players [ playerId ] . JoinIndex % 2 ) {
pR . Players [ playerId ] . DirX = - 2
pR . Players [ playerId ] . DirY = 0
} else {
pR . Players [ playerId ] . DirX = + 2
pR . Players [ playerId ] . DirY = 0
}
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break
}
}
pR . updateScore ( )
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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// 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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currPlayerBattleState := atomic . LoadInt32 ( & ( eachPlayer . BattleState ) )
if PlayerBattleStateIns . DISCONNECTED == currPlayerBattleState || PlayerBattleStateIns . LOST == currPlayerBattleState {
// [WARNING] DON'T try to send any message to an inactive player!
continue
}
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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 , true ) ,
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}
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 , true ) ,
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}
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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}
}
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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 {
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/ *
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 {
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InputFrameId : 0 ,
InputList : make ( [ ] uint64 , pR . Capacity ) ,
ConfirmedList : uint64 ( 0 ) ,
}
} else {
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tmp := pR . InputsBuffer . GetByFrameId ( inputFrameId - 1 ) // There's no need for the backend to find the "lastAllConfirmed inputs" for prefabbing, either "BackendDynamicsEnabled" is true or false
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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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}
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prevInputFrameDownsync := tmp . ( * InputFrameDownsync )
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currInputList := make ( [ ] uint64 , pR . Capacity ) // Would be a clone of the values
for i , _ := range currInputList {
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currInputList [ i ] = ( prevInputFrameDownsync . InputList [ i ] & uint64 ( 15 ) ) // Don't predict attack input!
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}
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currInputFrameDownsync = & InputFrameDownsync {
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InputFrameId : inputFrameId ,
InputList : currInputList ,
ConfirmedList : uint64 ( 0 ) ,
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}
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}
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pR . InputsBuffer . Put ( currInputFrameDownsync )
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return currInputFrameDownsync
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}
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func ( pR * Room ) markConfirmationIfApplicable ( ) {
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inputFrameId1 := pR . LastAllConfirmedInputFrameId + 1
totPlayerCnt := uint32 ( pR . Capacity )
allConfirmedMask := uint64 ( ( 1 << totPlayerCnt ) - 1 )
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for inputFrameId := inputFrameId1 ; inputFrameId < pR . InputsBuffer . EdFrameId ; inputFrameId ++ {
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tmp := pR . InputsBuffer . GetByFrameId ( inputFrameId )
if nil == tmp {
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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 (Or maybe you're having a 'Room.RenderCacheSize' too small)! InputsBuffer=%v" , inputFrameId , pR . Id , pR . InputsBufferString ( false ) ) )
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}
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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 )
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inputFrameDownsync . InputList [ indiceInJoinIndexBooleanArr ] = inputFrameUpsync . Encoded
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inputFrameDownsync . ConfirmedList |= ( 1 << indiceInJoinIndexBooleanArr )
}
if allConfirmedMask == inputFrameDownsync . ConfirmedList {
pR . onInputFrameDownsyncAllConfirmed ( inputFrameDownsync , - 1 )
} else {
break
}
}
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}
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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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}
totPlayerCnt := uint32 ( pR . Capacity )
allConfirmedMask := uint64 ( ( 1 << totPlayerCnt ) - 1 )
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// Force confirmation of "inputFrame2"
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inputFrame2 := tmp . ( * InputFrameDownsync )
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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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}
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func ( pR * Room ) applyInputFrameDownsyncDynamics ( fromRenderFrameId int32 , toRenderFrameId int32 , spaceOffsetX , spaceOffsetY float64 ) {
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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 )
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for collisionSysRenderFrameId := fromRenderFrameId ; collisionSysRenderFrameId < toRenderFrameId ; collisionSysRenderFrameId ++ {
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currRenderFrameTmp := pR . RenderFrameBuffer . GetByFrameId ( collisionSysRenderFrameId )
if nil == currRenderFrameTmp {
panic ( fmt . Sprintf ( "collisionSysRenderFrameId=%v doesn't exist for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v)! RenderFrameBuffer=%v" , collisionSysRenderFrameId , pR . Id , fromRenderFrameId , toRenderFrameId , pR . RenderFrameBufferString ( ) ) )
}
currRenderFrame := currRenderFrameTmp . ( * RoomDownsyncFrame )
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delayedInputFrameId := pR . ConvertToInputFrameId ( collisionSysRenderFrameId , pR . InputDelayFrames )
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var delayedInputFrame * InputFrameDownsync = nil
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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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}
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nextRenderFrame := pR . applyInputFrameDownsyncDynamicsOnSingleRenderFrame ( delayedInputFrame , currRenderFrame , pR . CollisionSysMap )
pR . RenderFrameBuffer . Put ( nextRenderFrame )
pR . CurDynamicsRenderFrameId ++
}
}
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// TODO: Write unit-test for this function to compare with its frontend counter part
func ( pR * Room ) applyInputFrameDownsyncDynamicsOnSingleRenderFrame ( delayedInputFrame * InputFrameDownsync , currRenderFrame * RoomDownsyncFrame , collisionSysMap map [ int32 ] * resolv . Object ) * RoomDownsyncFrame {
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// TODO: Derive "nextRenderFramePlayers[*].CharacterState" as the frontend counter-part!
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nextRenderFramePlayers := make ( map [ int32 ] * PlayerDownsync , pR . Capacity )
// Make a copy first
for playerId , currPlayerDownsync := range currRenderFrame . Players {
nextRenderFramePlayers [ playerId ] = & PlayerDownsync {
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Id : playerId ,
VirtualGridX : currPlayerDownsync . VirtualGridX ,
VirtualGridY : currPlayerDownsync . VirtualGridY ,
DirX : currPlayerDownsync . DirX ,
DirY : currPlayerDownsync . DirY ,
CharacterState : currPlayerDownsync . CharacterState ,
Speed : currPlayerDownsync . Speed ,
BattleState : currPlayerDownsync . BattleState ,
Score : currPlayerDownsync . Score ,
Removed : currPlayerDownsync . Removed ,
JoinIndex : currPlayerDownsync . JoinIndex ,
FramesToRecover : currPlayerDownsync . FramesToRecover - 1 ,
Hp : currPlayerDownsync . Hp ,
MaxHp : currPlayerDownsync . MaxHp ,
}
if nextRenderFramePlayers [ playerId ] . FramesToRecover < 0 {
nextRenderFramePlayers [ playerId ] . FramesToRecover = 0
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}
}
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toRet := & RoomDownsyncFrame {
Id : currRenderFrame . Id + 1 ,
Players : nextRenderFramePlayers ,
CountdownNanos : ( pR . BattleDurationNanos - int64 ( currRenderFrame . Id ) * pR . RollbackEstimatedDtNanos ) ,
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MeleeBullets : make ( [ ] * MeleeBullet , 0 ) , // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
}
bulletPushbacks := make ( [ ] Vec2D , pR . Capacity ) // Guaranteed determinism regardless of traversal order
effPushbacks := make ( [ ] Vec2D , pR . Capacity ) // Guaranteed determinism regardless of traversal order
// Reset playerCollider position from the "virtual grid position"
for playerId , player := range pR . Players {
joinIndex := player . JoinIndex
bulletPushbacks [ joinIndex - 1 ] . X , bulletPushbacks [ joinIndex - 1 ] . Y = float64 ( 0 ) , float64 ( 0 )
effPushbacks [ joinIndex - 1 ] . X , effPushbacks [ joinIndex - 1 ] . Y = float64 ( 0 ) , float64 ( 0 )
currPlayerDownsync := currRenderFrame . Players [ playerId ]
newVx , newVy := currPlayerDownsync . VirtualGridX , currPlayerDownsync . VirtualGridY
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap [ collisionPlayerIndex ]
playerCollider . X , playerCollider . Y = VirtualGridToPolygonColliderAnchorPos ( newVx , newVy , player . ColliderRadius , player . ColliderRadius , pR . collisionSpaceOffsetX , pR . collisionSpaceOffsetY , pR . VirtualGridToWorldRatio )
}
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
bulletColliders := make ( map [ int32 ] * resolv . Object , 0 ) // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
removedBulletsAtCurrFrame := make ( map [ int32 ] int32 , 0 )
for _ , meleeBullet := range currRenderFrame . MeleeBullets {
if ( meleeBullet . OriginatedRenderFrameId + meleeBullet . StartupFrames <= currRenderFrame . Id ) && ( meleeBullet . OriginatedRenderFrameId + meleeBullet . StartupFrames + meleeBullet . ActiveFrames > currRenderFrame . Id ) {
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet . BattleLocalId
collisionOffenderIndex := COLLISION_PLAYER_INDEX_PREFIX + meleeBullet . OffenderJoinIndex
offenderCollider := collisionSysMap [ collisionOffenderIndex ]
offender := currRenderFrame . Players [ meleeBullet . OffenderPlayerId ]
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xfac := float64 ( 1.0 ) // By now, straight Punch offset doesn't respect "y-axis"
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if 0 > offender . DirX {
xfac = float64 ( - 1.0 )
}
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offenderWx , offenderWy := VirtualGridToWorldPos ( offender . VirtualGridX , offender . VirtualGridY , pR . VirtualGridToWorldRatio )
bulletWx , bulletWy := offenderWx + xfac * meleeBullet . HitboxOffset , offenderWy
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newBulletCollider := GenerateRectCollider ( bulletWx , bulletWy , meleeBullet . HitboxSize . X , meleeBullet . HitboxSize . Y , pR . collisionSpaceOffsetX , pR . collisionSpaceOffsetY , "MeleeBullet" )
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newBulletCollider . Data = meleeBullet
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pR . Space . Add ( newBulletCollider )
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collisionSysMap [ collisionBulletIndex ] = newBulletCollider
bulletColliders [ collisionBulletIndex ] = newBulletCollider
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Logger . Debug ( fmt . Sprintf ( "roomId=%v, a meleeBullet is added to collisionSys at currRenderFrame.id=%v as start-up frames ended and active frame is not yet ended: %v, from offenderCollider=%v, xfac=%v" , pR . Id , currRenderFrame . Id , ConvexPolygonStr ( newBulletCollider . Shape . ( * resolv . ConvexPolygon ) ) , ConvexPolygonStr ( offenderCollider . Shape . ( * resolv . ConvexPolygon ) ) , xfac ) )
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}
}
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for _ , bulletCollider := range bulletColliders {
shouldRemove := false
meleeBullet := bulletCollider . Data . ( * MeleeBullet )
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet . BattleLocalId
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bulletShape := bulletCollider . Shape . ( * resolv . ConvexPolygon )
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if collision := bulletCollider . Check ( 0 , 0 ) ; collision != nil {
offender := currRenderFrame . Players [ meleeBullet . OffenderPlayerId ]
for _ , obj := range collision . Objects {
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defenderShape := obj . Shape . ( * resolv . ConvexPolygon )
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switch t := obj . Data . ( type ) {
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case * Player :
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if meleeBullet . OffenderPlayerId != t . Id {
if overlapped , _ , _ , _ := CalcPushbacks ( 0 , 0 , bulletShape , defenderShape ) ; overlapped {
xfac := float64 ( 1.0 ) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender . DirX {
xfac = float64 ( - 1.0 )
}
bulletPushbacks [ t . JoinIndex - 1 ] . X += xfac * meleeBullet . Pushback
nextRenderFramePlayers [ t . Id ] . CharacterState = ATK_CHARACTER_STATE_ATKED1
oldFramesToRecover := nextRenderFramePlayers [ t . Id ] . FramesToRecover
if meleeBullet . HitStunFrames > oldFramesToRecover {
nextRenderFramePlayers [ t . Id ] . FramesToRecover = meleeBullet . HitStunFrames
}
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Logger . Debug ( fmt . Sprintf ( "roomId=%v, a meleeBullet collides w/ player at currRenderFrame.id=%v: b=%v, p=%v" , pR . Id , currRenderFrame . Id , ConvexPolygonStr ( bulletShape ) , ConvexPolygonStr ( defenderShape ) ) )
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}
}
default :
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Logger . Debug ( fmt . Sprintf ( "Bullet %v collided with non-player %v: roomId=%v, currRenderFrame.Id=%v, delayedInputFrame.Id=%v, objDataType=%t, objData=%v" , ConvexPolygonStr ( bulletShape ) , ConvexPolygonStr ( defenderShape ) , pR . Id , currRenderFrame . Id , delayedInputFrame . InputFrameId , obj . Data , obj . Data ) )
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}
}
shouldRemove = true
}
if shouldRemove {
removedBulletsAtCurrFrame [ collisionBulletIndex ] = 1
}
}
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for _ , meleeBullet := range currRenderFrame . MeleeBullets {
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet . BattleLocalId
if bulletCollider , existent := collisionSysMap [ collisionBulletIndex ] ; existent {
bulletCollider . Space . Remove ( bulletCollider )
delete ( collisionSysMap , collisionBulletIndex )
}
if _ , existent := removedBulletsAtCurrFrame [ collisionBulletIndex ] ; existent {
continue
}
toRet . MeleeBullets = append ( toRet . MeleeBullets , meleeBullet )
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}
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if nil != delayedInputFrame {
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var delayedInputFrameForPrevRenderFrame * InputFrameDownsync = nil
tmp := pR . InputsBuffer . GetByFrameId ( pR . ConvertToInputFrameId ( currRenderFrame . Id - 1 , pR . InputDelayFrames ) )
if nil != tmp {
delayedInputFrameForPrevRenderFrame = tmp . ( * InputFrameDownsync )
}
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inputList := delayedInputFrame . InputList
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// Process player inputs
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for playerId , player := range pR . Players {
joinIndex := player . JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := collisionSysMap [ collisionPlayerIndex ]
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thatPlayerInNextFrame := nextRenderFramePlayers [ playerId ]
if 0 < thatPlayerInNextFrame . FramesToRecover {
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// No need to process inputs for this player, but there might be bullet pushbacks on this player
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// Also note that in this case we keep "CharacterState" of this player from last render frame
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playerCollider . X += bulletPushbacks [ joinIndex - 1 ] . X
playerCollider . Y += bulletPushbacks [ joinIndex - 1 ] . Y
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// Update in the collision system
playerCollider . Update ( )
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if 0 != bulletPushbacks [ joinIndex - 1 ] . X || 0 != bulletPushbacks [ joinIndex - 1 ] . Y {
Logger . Info ( fmt . Sprintf ( "roomId=%v, playerId=%v is pushed back by (%.2f, %.2f) by bullet impacts, now its framesToRecover is %d at currRenderFrame.id=%v" , pR . Id , playerId , bulletPushbacks [ joinIndex - 1 ] . X , bulletPushbacks [ joinIndex - 1 ] . Y , thatPlayerInNextFrame . FramesToRecover , currRenderFrame . Id ) )
}
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continue
}
currPlayerDownsync := currRenderFrame . Players [ playerId ]
decodedInput := pR . decodeInput ( inputList [ joinIndex - 1 ] )
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prevBtnALevel := int32 ( 0 )
if nil != delayedInputFrameForPrevRenderFrame {
prevDecodedInput := pR . decodeInput ( delayedInputFrameForPrevRenderFrame . InputList [ joinIndex - 1 ] )
prevBtnALevel = prevDecodedInput . BtnALevel
}
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if decodedInput . BtnALevel > prevBtnALevel {
punchSkillId := int32 ( 1 )
punchConfig := pR . MeleeSkillConfig [ punchSkillId ]
var newMeleeBullet MeleeBullet = * punchConfig
newMeleeBullet . BattleLocalId = pR . BulletBattleLocalIdCounter
pR . BulletBattleLocalIdCounter += 1
newMeleeBullet . OffenderJoinIndex = joinIndex
newMeleeBullet . OffenderPlayerId = playerId
newMeleeBullet . OriginatedRenderFrameId = currRenderFrame . Id
toRet . MeleeBullets = append ( toRet . MeleeBullets , & newMeleeBullet )
thatPlayerInNextFrame . FramesToRecover = newMeleeBullet . RecoveryFrames
thatPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_ATK1
Logger . Info ( fmt . Sprintf ( "roomId=%v, playerId=%v triggered a rising-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v" , pR . Id , playerId , currRenderFrame . Id , delayedInputFrame . InputFrameId ) )
} else if decodedInput . BtnALevel < prevBtnALevel {
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Logger . Debug ( fmt . Sprintf ( "roomId=%v, playerId=%v triggered a falling-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v" , pR . Id , playerId , currRenderFrame . Id , delayedInputFrame . InputFrameId ) )
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} else {
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// No bullet trigger, process movement inputs
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// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
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if 0 != decodedInput . Dx || 0 != decodedInput . Dy {
thatPlayerInNextFrame . DirX = decodedInput . Dx
thatPlayerInNextFrame . DirY = decodedInput . Dy
thatPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_WALKING
} else {
thatPlayerInNextFrame . CharacterState = ATK_CHARACTER_STATE_IDLE1
}
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}
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movementX , movementY := VirtualGridToWorldPos ( decodedInput . Dx + decodedInput . Dx * currPlayerDownsync . Speed , decodedInput . Dy + decodedInput . Dy * currPlayerDownsync . Speed , pR . VirtualGridToWorldRatio )
playerCollider . X += movementX
playerCollider . Y += movementY
// Update in the collision system
playerCollider . Update ( )
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}
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// handle pushbacks upon collision after all movements treated as simultaneous
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for _ , player := range pR . Players {
joinIndex := player . JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := collisionSysMap [ collisionPlayerIndex ]
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if collision := playerCollider . Check ( 0 , 0 ) ; collision != nil {
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playerShape := playerCollider . Shape . ( * resolv . ConvexPolygon )
for _ , obj := range collision . Objects {
barrierShape := obj . Shape . ( * resolv . ConvexPolygon )
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if overlapped , pushbackX , pushbackY , overlapResult := CalcPushbacks ( 0 , 0 , playerShape , barrierShape ) ; overlapped {
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Logger . Debug ( fmt . Sprintf ( "Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v" , ConvexPolygonStr ( playerShape ) , ConvexPolygonStr ( barrierShape ) , pushbackX , pushbackY ) )
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effPushbacks [ joinIndex - 1 ] . X += pushbackX
effPushbacks [ joinIndex - 1 ] . Y += pushbackY
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} else {
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Logger . Debug ( fmt . Sprintf ( "Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v" , ConvexPolygonStr ( playerShape ) , ConvexPolygonStr ( barrierShape ) , overlapResult ) )
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}
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}
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}
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}
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for playerId , player := range pR . Players {
joinIndex := player . JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap [ collisionPlayerIndex ]
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// Update "virtual grid position"
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newVx , newVy := PolygonColliderAnchorToVirtualGridPos ( playerCollider . X - effPushbacks [ joinIndex - 1 ] . X , playerCollider . Y - effPushbacks [ joinIndex - 1 ] . Y , player . ColliderRadius , player . ColliderRadius , pR . collisionSpaceOffsetX , pR . collisionSpaceOffsetY , pR . WorldToVirtualGridRatio )
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thatPlayerInNextFrame := nextRenderFramePlayers [ playerId ]
thatPlayerInNextFrame . VirtualGridX , thatPlayerInNextFrame . VirtualGridY = newVx , newVy
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}
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Logger . Debug ( fmt . Sprintf ( "After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v" , currRenderFrame . Id , inputList , currRenderFrame . Players , nextRenderFramePlayers ) )
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}
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return toRet
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}
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func ( pR * Room ) decodeInput ( encodedInput uint64 ) * InputFrameDecoded {
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encodedDirection := ( encodedInput & uint64 ( 15 ) )
btnALevel := int32 ( ( encodedInput >> 4 ) & 1 )
return & InputFrameDecoded {
Dx : DIRECTION_DECODER [ encodedDirection ] [ 0 ] ,
Dy : DIRECTION_DECODER [ encodedDirection ] [ 1 ] ,
BtnALevel : btnALevel ,
}
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}
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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 ( float64 ( pR . PlayerDefaultSpeed ) * pR . VirtualGridToWorldRatio ) << 1 ) // the approx minimum distance a player can move per frame in world coordinate
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pR . Space = resolv . NewSpace ( int ( spaceW ) , int ( spaceH ) , minStep , minStep ) // allocate a new collision space everytime after a battle is settled
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for _ , player := range pR . Players {
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wx , wy := VirtualGridToWorldPos ( player . VirtualGridX , player . VirtualGridY , pR . VirtualGridToWorldRatio )
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colliderWidth , colliderHeight := player . ColliderRadius * 2 , player . ColliderRadius * 3
playerCollider := GenerateRectCollider ( wx , wy , colliderWidth , colliderHeight , pR . collisionSpaceOffsetX , pR . collisionSpaceOffsetY , "Player" )
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playerCollider . Data = player
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pR . Space . Add ( playerCollider )
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// Keep track of the collider in "pR.CollisionSysMap"
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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 {
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boundaryUnaligned := barrier . Boundary
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barrierCollider := GenerateConvexPolygonCollider ( boundaryUnaligned , pR . collisionSpaceOffsetX , pR . collisionSpaceOffsetY , "Barrier" )
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pR . Space . Add ( barrierCollider )
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}
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}
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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 ) downsyncToSinglePlayer ( playerId int32 , player * Player , upperToSendInputFrameId int32 , unconfirmedMask uint64 ) {
// [WARNING] "pR.InputsBuffer" isn't thread-safe, thus it's critical to guarantee that "pR.InputsBuffer.Put/Pop/GetByFrameId" are all executed by "battleMainLoop" only, i.e. this function should also be executed by "battleMainLoop" only!
currPlayerBattleState := atomic . LoadInt32 ( & ( player . BattleState ) ) // Might be changed in "OnPlayerDisconnected/OnPlayerLost" from other threads
// [WARNING] DON'T try to send any message to an inactive player!
switch currPlayerBattleState {
case PlayerBattleStateIns . DISCONNECTED :
case PlayerBattleStateIns . LOST :
return
}
if 0 == pR . RenderFrameId {
kickoffFrame := pR . RenderFrameBuffer . GetByFrameId ( 0 ) . ( * RoomDownsyncFrame )
pR . sendSafely ( kickoffFrame , nil , DOWNSYNC_MSG_ACT_BATTLE_START , playerId )
return
}
// [WARNING] Websocket is TCP-based, thus no need to re-send a previously sent inputFrame to a same player!
toSendInputFrames := make ( [ ] * InputFrameDownsync , 0 , pR . InputsBuffer . Cnt )
j := player . LastSentInputFrameId + 1
/ *
[ 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 .
* /
refRenderFrameId := pR . ConvertToGeneratingRenderFrameId ( upperToSendInputFrameId + 1 ) // for the frontend to jump immediately into generating & upsyncing the next input frame, thus getting rid of "resync avalanche"
if refRenderFrameId > pR . RenderFrameId {
refRenderFrameId = pR . RenderFrameId
}
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
j = pR . ConvertToInputFrameId ( refRenderFrameId , pR . InputDelayFrames )
Logger . Warn ( fmt . Sprintf ( "Resetting refRenderFrame for rejoined player: roomId=%v, playerId=%v, refRenderFrameId=%v, j=%v, upperToSendInputFrameId=%v" , pR . Id , playerId , refRenderFrameId , j , upperToSendInputFrameId ) )
}
// [WARNING] EDGE CASE HERE: Upon initialization, all of "lastAllConfirmedInputFrameId", "lastAllConfirmedInputFrameIdWithChange" and "anchorInputFrameId" are "-1", thus "j" starts with "0", however "inputFrameId: 0" might not have been all confirmed!
for j <= upperToSendInputFrameId {
tmp := pR . InputsBuffer . GetByFrameId ( j )
if nil == tmp {
Logger . Warn ( fmt . Sprintf ( "Required inputFrameId=%v for roomId=%v, playerId=%v doesn't exist! InputsBuffer=%v" , j , pR . Id , playerId , pR . InputsBufferString ( false ) ) )
continue
}
f := tmp . ( * InputFrameDownsync )
if pR . inputFrameIdDebuggable ( j ) {
Logger . Debug ( "inputFrame lifecycle#3[sending]:" , zap . Any ( "roomId" , pR . Id ) , zap . Any ( "playerId" , playerId ) , zap . Any ( "playerAckingInputFrameId" , player . AckingInputFrameId ) , zap . Any ( "inputFrameId" , j ) , zap . Any ( "inputFrameId-doublecheck" , f . InputFrameId ) , zap . Any ( "InputsBuffer" , pR . InputsBufferString ( false ) ) , zap . Any ( "ConfirmedList" , f . ConfirmedList ) )
}
toSendInputFrames = append ( toSendInputFrames , f )
j ++
}
if 0 >= len ( toSendInputFrames ) {
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 ) )
return
}
/ *
Resync helps
1. when player with a slower frontend clock lags significantly behind and thus wouldn ' t get its inputUpsync recognized due to faster "forceConfirmation"
2. reconnection
* /
shouldResync1 := ( MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player . LastSentInputFrameId )
// shouldResync2 := (0 < (unconfirmedMask & uint64(1<<uint32(player.JoinIndex-1)))) // This condition is critical, if we don't send resync upon this condition, the "reconnected or slowly-clocking player" might never get its input synced
shouldResync2 := ( 0 < unconfirmedMask ) // An easier version of the above, might keep sending "refRenderFrame"s to still connected players when any player is disconnected
if pR . BackendDynamicsEnabled && ( shouldResync1 || shouldResync2 ) {
tmp := pR . RenderFrameBuffer . GetByFrameId ( refRenderFrameId )
if nil == tmp {
panic ( fmt . Sprintf ( "Required refRenderFrameId=%v for roomId=%v, playerId=%v, j=%v doesn't exist! InputsBuffer=%v, RenderFrameBuffer=%v" , refRenderFrameId , pR . Id , playerId , j , pR . InputsBufferString ( false ) , pR . RenderFrameBufferString ( ) ) )
}
refRenderFrame := tmp . ( * RoomDownsyncFrame )
refRenderFrame . BackendUnconfirmedMask = unconfirmedMask
pR . sendSafely ( refRenderFrame , toSendInputFrames , DOWNSYNC_MSG_ACT_FORCED_RESYNC , playerId )
} else {
pR . sendSafely ( nil , toSendInputFrames , DOWNSYNC_MSG_ACT_INPUT_BATCH , playerId )
}
player . LastSentInputFrameId = j - 1
}