Completed frontend refactoring for more convenient unit testing.

This commit is contained in:
genxium
2022-11-11 13:27:48 +08:00
parent 3f4e49656a
commit 15a062af10
3 changed files with 65 additions and 53 deletions

View File

@@ -1195,7 +1195,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
// [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)
}
nextRenderFrame := pR.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, pR.CollisionSysMap)
// Update in the latest player pointers
for playerId, playerDownsync := range nextRenderFrame.Players {
@@ -1238,11 +1238,10 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
if nil != delayedInputFrame {
inputList := delayedInputFrame.InputList
// Ordered by joinIndex to guarantee determinism?
// Move players according to inputs
for joinIndex := 1; joinIndex <= pR.Capacity; joinIndex++ {
player := pR.PlayersArr[joinIndex-1]
playerId := player.Id
effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
for playerId, player := range pR.Players {
joinIndex := player.JoinIndex
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
currPlayerDownsync := currRenderFrame.Players[playerId]
encodedInput := inputList[joinIndex-1]
if 0 == encodedInput {
@@ -1252,42 +1251,42 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
newVx := (currPlayerDownsync.VirtualGridX + (decodedInput[0] + decodedInput[0]*currPlayerDownsync.Speed))
newVy := (currPlayerDownsync.VirtualGridY + (decodedInput[1] + decodedInput[1]*currPlayerDownsync.Speed))
// Reset playerCollider position from the "virtual grid position"
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + currPlayerDownsync.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
playerCollider.X, playerCollider.Y = pR.virtualGridToPlayerColliderPos(newVx, newVy, player)
// Update in the collision system
playerCollider.Update()
}
// handle pushbacks upon collision after all movements treated as simultaneous
for joinIndex := 1; joinIndex <= pR.Capacity; joinIndex++ {
player := pR.PlayersArr[joinIndex-1]
playerId := player.Id
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + player.JoinIndex
for _, player := range pR.Players {
joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
oldDx, oldDy := float64(0), float64(0)
dx, dy := oldDx, oldDy
if collision := playerCollider.Check(oldDx, oldDy); collision != nil {
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
for _, obj := range collision.Objects {
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
Logger.Debug(fmt.Sprintf("Collided & overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v, pushbackX=%v, pushbackY=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
dx -= pushbackX
dy -= pushbackY
effPushbacks[joinIndex-1].X += pushbackX
effPushbacks[joinIndex-1].Y += pushbackY
} else {
Logger.Debug(fmt.Sprintf("Collided BUT not overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape)))
}
}
}
}
playerCollider.X += dx
playerCollider.Y += dy
// Update again in "collision space"
playerCollider.Update()
for playerId, player := range pR.Players {
joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
// Update "virtual grid position"
newVx, newVy := pR.playerColliderAnchorToVirtualGridPos(playerCollider.X, playerCollider.Y, player)
newVx, newVy := pR.playerColliderAnchorToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, player)
nextRenderFramePlayers[playerId].VirtualGridX = newVx
nextRenderFramePlayers[playerId].VirtualGridY = newVy
}