mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Fixed backend bullet collision handling.
This commit is contained in:
@@ -193,7 +193,7 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
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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
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pPlayerFromDbInit.ColliderRadius = float64(24) // Hardcoded
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pPlayerFromDbInit.ColliderRadius = float64(12) // Hardcoded
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pR.Players[playerId] = pPlayerFromDbInit
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pR.PlayerDownsyncSessionDict[playerId] = session
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@@ -787,26 +787,26 @@ 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 = 8
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pR.NstDelayFrames = 4
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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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pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for preventing FAST FRAME
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dilutionFactor := 8
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dilutionFactor := 12
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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
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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.MaxChasingRenderFramesPerUpdate = 5
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pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
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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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// for offender
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StartupFrames: int32(18),
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ActiveFrames: int32(42),
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RecoveryFrames: int32(61), // usually but not always "startupFrames+activeFrames", I hereby set it to be 1 frame more than the actual animation to avoid critical transition, i.e. when the animation is 1 frame from ending but "rdfPlayer.framesToRecover" is already counted 0 and the player triggers an other same attack, making an effective bullet trigger but no animation is played due to same animName is still playing
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StartupFrames: int32(23),
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ActiveFrames: int32(3),
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RecoveryFrames: int32(61), // I hereby set it to be 1 frame more than the actual animation to avoid critical transition, i.e. when the animation is 1 frame from ending but "rdfPlayer.framesToRecover" is already counted 0 and the player triggers an other same attack, making an effective bullet trigger but no animation is played due to same animName is still playing
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RecoveryFramesOnBlock: int32(61),
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RecoveryFramesOnHit: int32(61),
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Moveforward: &Vec2D{
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@@ -822,7 +822,7 @@ func (pR *Room) OnDismissed() {
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// for defender
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HitStunFrames: int32(18),
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BlockStunFrames: int32(9),
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Pushback: float64(22.0),
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Pushback: float64(11.0),
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ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
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Damage: int32(5),
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}
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@@ -1244,20 +1244,20 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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offenderCollider := collisionSysMap[collisionOffenderIndex]
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offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
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xfac, yfac := float64(1.0), float64(0) // By now, straight Punch offset doesn't respect "y-axis"
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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 {
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xfac = float64(-1.0)
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}
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offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, pR.VirtualGridToWorldRatio)
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bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
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bulletCx, bulletCy := offenderCollider.X+xfac*meleeBullet.HitboxOffset, offenderCollider.Y+yfac*meleeBullet.HitboxOffset
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newBulletCollider := GenerateRectColliderInCollisionSpace(bulletCx, bulletCy, xfac*meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, "MeleeBullet")
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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
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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", pR.Id, currRenderFrame.Id, ConvexPolygonStr(newBulletCollider.Shape.(*resolv.ConvexPolygon)), ConvexPolygonStr(offenderCollider.Shape.(*resolv.ConvexPolygon))))
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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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}
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@@ -1267,13 +1267,11 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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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 {
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// FIXME: A bullet going to the "right" can hit a wall or a player (though couldn't identify the player), but if it goes to the "left" then it couldn't hit anything, why?
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offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
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Logger.Info(fmt.Sprintf("roomId=%v, a meleeBullet collides w/ sth at currRenderFrame.id=%v: %v", pR.Id, currRenderFrame.Id, ConvexPolygonStr(bulletShape)))
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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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defenderShape := obj.Shape.(*resolv.ConvexPolygon)
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case *Player:
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if meleeBullet.OffenderPlayerId != t.Id {
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if overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape); overlapped {
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xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
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@@ -1286,15 +1284,14 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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if meleeBullet.HitStunFrames > oldFramesToRecover {
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nextRenderFramePlayers[t.Id].FramesToRecover = meleeBullet.HitStunFrames
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}
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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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}
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}
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default:
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Logger.Debug(fmt.Sprintf("Bullet %v collided with non-player: roomId=%v, currRenderFrame.Id=%v, delayedInputFrame.Id=%v", bulletShape, pR.Id, currRenderFrame.Id, delayedInputFrame.InputFrameId))
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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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}
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}
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shouldRemove = true
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} else {
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Logger.Info(fmt.Sprintf("roomId=%v, meleeBullet doesn't collider w/ anything at currRenderFrame.id=%v: %v; p1=%v, p2=%v; bulletSpace=%p, p1Space=%p, p2Space=%p", pR.Id, currRenderFrame.Id, ConvexPolygonStr(bulletShape), ConvexPolygonStr(collisionSysMap[COLLISION_PLAYER_INDEX_PREFIX+1].Shape.(*resolv.ConvexPolygon)), ConvexPolygonStr(collisionSysMap[COLLISION_PLAYER_INDEX_PREFIX+2].Shape.(*resolv.ConvexPolygon)), bulletCollider.Space, collisionSysMap[COLLISION_PLAYER_INDEX_PREFIX+1].Space, collisionSysMap[COLLISION_PLAYER_INDEX_PREFIX+2].Space))
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}
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if shouldRemove {
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removedBulletsAtCurrFrame[collisionBulletIndex] = 1
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@@ -1360,7 +1357,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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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))
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} else if decodedInput.BtnALevel < prevBtnALevel {
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Logger.Info(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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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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if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
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@@ -1434,7 +1431,7 @@ func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {
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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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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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