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https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Working on reduction of resync received in frontend.
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9469b27348
commit
080a384ade
@ -154,7 +154,7 @@ type Room struct {
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State int32
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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
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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
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DismissalWaitGroup sync.WaitGroup
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Barriers map[int32]*Barrier
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@ -167,6 +167,7 @@ type Room struct {
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JoinIndexBooleanArr []bool
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BackendDynamicsEnabled bool
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BackendDynamicsForceConfirmationEnabled bool
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LastRenderFrameIdTriggeredAt int64
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PlayerDefaultSpeed int32
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@ -334,6 +335,10 @@ func (pR *Room) ConvertToGeneratingRenderFrameId(inputFrameId int32) int32 {
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return (inputFrameId << pR.InputScaleFrames)
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}
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func (pR *Room) ConvertToJustBeforeNextGeneratingRenderFrameId(inputFrameId int32) int32 {
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return (inputFrameId << pR.InputScaleFrames) + (1 << pR.InputScaleFrames) - 1
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}
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func (pR *Room) ConvertToFirstUsedRenderFrameId(inputFrameId int32, inputDelayFrames int32) int32 {
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return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames)
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}
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@ -408,6 +413,7 @@ func (pR *Room) StartBattle() {
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pR.onBattleStoppedForSettlement()
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}()
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battleStartedAtNanos := utils.UnixtimeNano()
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pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
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Logger.Info("The `battleMainLoop` is started for:", zap.Any("roomId", pR.Id))
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@ -416,7 +422,10 @@ func (pR *Room) StartBattle() {
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elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt
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if elapsedNanosSinceLastFrameIdTriggered < pR.dilutedRollbackEstimatedDtNanos {
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Logger.Debug(fmt.Sprintf("Avoiding too fast frame@roomId=%v, renderFrameId=%v: elapsedNanosSinceLastFrameIdTriggered=%v", pR.Id, pR.RenderFrameId, elapsedNanosSinceLastFrameIdTriggered))
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totalElapsedNanos := (stCalculation - battleStartedAtNanos)
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serverFpsByFar := float64(pR.RenderFrameId) * float64(1000000000) / float64(totalElapsedNanos)
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Logger.Info(fmt.Sprintf("Avoiding too fast frame@roomId=%v, renderFrameId=%v, totalElapsedNanos=%v, serverFpsByFar=%v: elapsedNanosSinceLastFrameIdTriggered=%v", pR.Id, pR.RenderFrameId, totalElapsedNanos, serverFpsByFar, elapsedNanosSinceLastFrameIdTriggered))
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time.Sleep(time.Duration(pR.dilutedRollbackEstimatedDtNanos - elapsedNanosSinceLastFrameIdTriggered))
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continue
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}
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@ -438,7 +447,7 @@ func (pR *Room) StartBattle() {
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pR.markConfirmationIfApplicable()
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unconfirmedMask := uint64(0)
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if pR.BackendDynamicsEnabled {
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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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}
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@ -452,10 +461,7 @@ func (pR *Room) StartBattle() {
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Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
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*/
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refRenderFrameId := pR.ConvertToGeneratingRenderFrameId(upperToSendInputFrameId) + (1 << pR.InputScaleFrames) - 1
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if refRenderFrameId > pR.RenderFrameId {
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refRenderFrameId = pR.RenderFrameId
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}
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refRenderFrameId := pR.ConvertToJustBeforeNextGeneratingRenderFrameId(upperToSendInputFrameId)
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dynamicsDuration := int64(0)
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if pR.BackendDynamicsEnabled {
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@ -467,11 +473,10 @@ func (pR *Room) StartBattle() {
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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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}
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// [WARNING] The following inequality are seldom true, but just to avoid that in good network condition the frontend resyncs itself to a "too advanced frontend.renderFrameId", and then starts upsyncing "too advanced inputFrameId".
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if refRenderFrameId > pR.CurDynamicsRenderFrameId {
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refRenderFrameId = pR.CurDynamicsRenderFrameId
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}
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if refRenderFrameId > pR.RenderFrameId {
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refRenderFrameId = pR.RenderFrameId
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}
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for playerId, player := range pR.Players {
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@ -576,7 +581,8 @@ func (pR *Room) StartBattle() {
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}
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pR.RenderFrameId++
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elapsedInCalculation := (utils.UnixtimeNano() - stCalculation)
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pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
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elapsedInCalculation := (pR.LastRenderFrameIdTriggeredAt - stCalculation)
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if elapsedInCalculation > pR.dilutedRollbackEstimatedDtNanos {
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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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@ -792,7 +798,7 @@ func (pR *Room) OnDismissed() {
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pR.RenderFrameId = 0
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pR.CurDynamicsRenderFrameId = 0
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pR.InputDelayFrames = 8
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pR.NstDelayFrames = 4
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pR.NstDelayFrames = pR.InputDelayFrames
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pR.InputScaleFrames = uint32(2)
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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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@ -805,6 +811,7 @@ func (pR *Room) OnDismissed() {
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pR.MaxChasingRenderFramesPerUpdate = 5
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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)
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pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{
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@ -440,7 +440,7 @@
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"array": [
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0,
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0,
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210.5241291124452,
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342.9460598986377,
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0,
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0,
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0,
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@ -454,7 +454,7 @@
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"array": [
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0,
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0,
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210.5241291124452,
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342.9460598986377,
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0,
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0,
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0,
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@ -82,21 +82,21 @@ cc.Class({
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// It turns out that "prevRdfPlayer.characterState" is not useful in this function :)
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if (newAnimName == playingAnimName && window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
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// No need to interrupt
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// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, not interrupting ${newAnimName} while the playing anim is also ${playingAnimName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`);
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// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, not interrupting ${newAnimName} while the playing anim is also ${playingAnimName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, to: ${JSON.stringify(rdfPlayer)}`);
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return;
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}
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if (this.animComp instanceof dragonBones.ArmatureDisplay) {
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this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl);
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this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName);
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} else {
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this._interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName);
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this._interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName);
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}
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},
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_interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl) {
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if (ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState) {
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_interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName) {
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if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
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// No "framesToRecover"
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// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, playing new ${newAnimName} from the beginning: while the playing anim is ${playAnimation}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`);
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console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, playing new ${newAnimName} from the beginning: while the playing anim is ${playingAnimName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, to: ${JSON.stringify(rdfPlayer)}`);
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underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1);
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} else {
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const animationData = underlyingAnimationCtrl._animations[newAnimName];
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@ -109,10 +109,10 @@ cc.Class({
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}
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},
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_interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName) {
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_interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName) {
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if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
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// No "framesToRecover"
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// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, playing new ${newAnimName} from the beginning: while the playing anim is ${playAnimation}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`);
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console.warn(`#FrameAnim JoinIndex=${rdfPlayer.joinIndex}, playing new ${newAnimName} from the beginning: while the playing anim is ${playingAnimName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, to: ${JSON.stringify(rdfPlayer)}`);
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this.animComp.play(newAnimName, 0);
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return;
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}
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