Working on reduction of resync received in frontend.

This commit is contained in:
yflu 2022-11-29 12:49:49 +08:00
parent 9469b27348
commit 080a384ade
4 changed files with 33 additions and 26 deletions

View File

@ -154,7 +154,7 @@ type Room struct {
State int32
Index int
RenderFrameId int32
CurDynamicsRenderFrameId int32 // [WARNING] The dynamics of backend is ALWAYS MOVING FORWARD BY ALL-CONFIRMED INPUTFRAMES (either by upsync or forced), i.e. no rollback
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
EffectivePlayerCount int32
DismissalWaitGroup sync.WaitGroup
Barriers map[int32]*Barrier
@ -167,6 +167,7 @@ type Room struct {
JoinIndexBooleanArr []bool
BackendDynamicsEnabled bool
BackendDynamicsForceConfirmationEnabled bool
LastRenderFrameIdTriggeredAt int64
PlayerDefaultSpeed int32
@ -334,6 +335,10 @@ func (pR *Room) ConvertToGeneratingRenderFrameId(inputFrameId int32) int32 {
return (inputFrameId << pR.InputScaleFrames)
}
func (pR *Room) ConvertToJustBeforeNextGeneratingRenderFrameId(inputFrameId int32) int32 {
return (inputFrameId << pR.InputScaleFrames) + (1 << pR.InputScaleFrames) - 1
}
func (pR *Room) ConvertToFirstUsedRenderFrameId(inputFrameId int32, inputDelayFrames int32) int32 {
return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames)
}
@ -408,6 +413,7 @@ func (pR *Room) StartBattle() {
pR.onBattleStoppedForSettlement()
}()
battleStartedAtNanos := utils.UnixtimeNano()
pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
Logger.Info("The `battleMainLoop` is started for:", zap.Any("roomId", pR.Id))
@ -416,7 +422,10 @@ func (pR *Room) StartBattle() {
elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt
if elapsedNanosSinceLastFrameIdTriggered < pR.dilutedRollbackEstimatedDtNanos {
Logger.Debug(fmt.Sprintf("Avoiding too fast frame@roomId=%v, renderFrameId=%v: elapsedNanosSinceLastFrameIdTriggered=%v", pR.Id, pR.RenderFrameId, elapsedNanosSinceLastFrameIdTriggered))
totalElapsedNanos := (stCalculation - battleStartedAtNanos)
serverFpsByFar := float64(pR.RenderFrameId) * float64(1000000000) / float64(totalElapsedNanos)
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))
time.Sleep(time.Duration(pR.dilutedRollbackEstimatedDtNanos - elapsedNanosSinceLastFrameIdTriggered))
continue
}
@ -438,7 +447,7 @@ func (pR *Room) StartBattle() {
pR.markConfirmationIfApplicable()
unconfirmedMask := uint64(0)
if pR.BackendDynamicsEnabled {
if pR.BackendDynamicsForceConfirmationEnabled {
// Force setting all-confirmed of buffered inputFrames periodically
unconfirmedMask = pR.forceConfirmationIfApplicable()
}
@ -452,10 +461,7 @@ func (pR *Room) StartBattle() {
Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
*/
refRenderFrameId := pR.ConvertToGeneratingRenderFrameId(upperToSendInputFrameId) + (1 << pR.InputScaleFrames) - 1
if refRenderFrameId > pR.RenderFrameId {
refRenderFrameId = pR.RenderFrameId
}
refRenderFrameId := pR.ConvertToJustBeforeNextGeneratingRenderFrameId(upperToSendInputFrameId)
dynamicsDuration := int64(0)
if pR.BackendDynamicsEnabled {
@ -467,11 +473,10 @@ func (pR *Room) StartBattle() {
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
}
// [WARNING] The following inequality are seldom true, but just to avoid that in good network condition the frontend resyncs itself to a "too advanced frontend.renderFrameId", and then starts upsyncing "too advanced inputFrameId".
if refRenderFrameId > pR.CurDynamicsRenderFrameId {
refRenderFrameId = pR.CurDynamicsRenderFrameId
}
if refRenderFrameId > pR.RenderFrameId {
refRenderFrameId = pR.RenderFrameId
}
for playerId, player := range pR.Players {
@ -576,7 +581,8 @@ func (pR *Room) StartBattle() {
}
pR.RenderFrameId++
elapsedInCalculation := (utils.UnixtimeNano() - stCalculation)
pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
elapsedInCalculation := (pR.LastRenderFrameIdTriggeredAt - stCalculation)
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))
}
@ -792,7 +798,7 @@ func (pR *Room) OnDismissed() {
pR.RenderFrameId = 0
pR.CurDynamicsRenderFrameId = 0
pR.InputDelayFrames = 8
pR.NstDelayFrames = 4
pR.NstDelayFrames = pR.InputDelayFrames
pR.InputScaleFrames = uint32(2)
pR.ServerFps = 60
pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
@ -805,6 +811,7 @@ func (pR *Room) OnDismissed() {
pR.MaxChasingRenderFramesPerUpdate = 5
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
pR.BackendDynamicsForceConfirmationEnabled = (pR.BackendDynamicsEnabled && true)
punchSkillId := int32(1)
pR.MeleeSkillConfig = make(map[int32]*MeleeBullet, 0)
pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{

View File

@ -440,7 +440,7 @@
"array": [
0,
0,
210.5241291124452,
342.9460598986377,
0,
0,
0,

View File

@ -454,7 +454,7 @@
"array": [
0,
0,
210.5241291124452,
342.9460598986377,
0,
0,
0,

View File

@ -82,21 +82,21 @@ cc.Class({
// It turns out that "prevRdfPlayer.characterState" is not useful in this function :)
if (newAnimName == playingAnimName && window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
// No need to interrupt
// 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: ${JSON.stringify(rdfPlayer)}`);
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, not interrupting ${newAnimName} while the playing anim is also ${playingAnimName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, to: ${JSON.stringify(rdfPlayer)}`);
return;
}
if (this.animComp instanceof dragonBones.ArmatureDisplay) {
this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl);
this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName);
} else {
this._interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName);
this._interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName);
}
},
_interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl) {
if (ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState) {
_interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName) {
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
// No "framesToRecover"
// console.warn(`JoinIndex=${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: ${JSON.stringify(rdfPlayer)}`);
console.warn(`#DragonBones JoinIndex=${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: ${JSON.stringify(rdfPlayer)}`);
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1);
} else {
const animationData = underlyingAnimationCtrl._animations[newAnimName];
@ -109,10 +109,10 @@ cc.Class({
}
},
_interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName) {
_interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName) {
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
// No "framesToRecover"
// console.warn(`JoinIndex=${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: ${JSON.stringify(rdfPlayer)}`);
console.warn(`#FrameAnim JoinIndex=${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)}`);
this.animComp.play(newAnimName, 0);
return;
}