Drafted backend handling of melee attack.

This commit is contained in:
genxium 2022-11-24 17:48:07 +08:00
parent fdc296531a
commit 24d5ad9dc8
9 changed files with 2197 additions and 2008 deletions

View File

@ -62,6 +62,13 @@ const (
MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED = -2
)
const (
ATK_CHARACTER_STATE_IDLE1 = 0
ATK_CHARACTER_STATE_WALKING = 1
ATK_CHARACTER_STATE_ATK1 = 2
ATK_CHARACTER_STATE_ATKED1 = 3
)
// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
var DIRECTION_DECODER = [][]int32{
{0, 0},
@ -166,6 +173,7 @@ type Room struct {
LastRenderFrameIdTriggeredAt int64
PlayerDefaultSpeed int32
BulletBattleLocalIdCounter int32
BattleColliderInfo // Compositing to send centralized magic numbers
}
@ -353,6 +361,7 @@ func (pR *Room) InputsBufferString(allDetails bool) string {
break
}
f := tmp.(*InputFrameDownsync)
//s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, &inputList: %p, confirmedList: %v}", f.InputFrameId, f.InputList, &(f.InputList), f.ConfirmedList))
s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, confirmedList: %v}", f.InputFrameId, f.InputList, f.ConfirmedList))
}
@ -618,7 +627,6 @@ func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue
}
bufIndex := pR.toDiscreteInputsBufferIndex(clientInputFrameId, pReq.JoinIndex)
pR.DiscreteInputsBuffer.Store(bufIndex, inputFrameUpsync)
@ -763,6 +771,7 @@ func (pR *Room) Dismiss() {
func (pR *Room) OnDismissed() {
// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
pR.BulletBattleLocalIdCounter = 0
pR.WorldToVirtualGridRatio = float64(1000)
pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
pR.SpAtkLookupFrames = 5
@ -774,7 +783,7 @@ func (pR *Room) OnDismissed() {
pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
pR.JoinIndexBooleanArr = make([]bool, pR.Capacity)
pR.Barriers = make(map[int32]*Barrier)
pR.RenderCacheSize = 256
pR.RenderCacheSize = 512
pR.RenderFrameBuffer = NewRingBuffer(pR.RenderCacheSize)
pR.DiscreteInputsBuffer = sync.Map{}
pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 2) + 1)
@ -797,6 +806,34 @@ func (pR *Room) OnDismissed() {
pR.MaxChasingRenderFramesPerUpdate = 8
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
punchSkillId := int32(1)
if _, existent := pR.MeleeSkillConfig[punchSkillId]; !existent {
pR.MeleeSkillConfig = make(map[int32]*MeleeBullet, 0)
pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{
// for offender
StartupFrames: int32(18),
ActiveFrames: int32(42),
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
RecoveryFramesOnBlock: int32(61),
RecoveryFramesOnHit: int32(61),
Moveforward: &Vec2D{
X: 0,
Y: 0,
},
HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider
HitboxSize: &Vec2D{
X: float64(45.0),
Y: float64(32.0),
},
// for defender
HitStunFrames: int32(18),
BlockStunFrames: int32(9),
Pushback: float64(22.0),
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
Damage: int32(5),
}
}
pR.ChooseStage()
pR.EffectivePlayerCount = 0
@ -1039,7 +1076,10 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync
panic(fmt.Sprintf("Error prefabbing inputFrameDownsync: roomId=%v, InputsBuffer=%v", pR.Id, pR.InputsBufferString(false)))
}
prevInputFrameDownsync := tmp.(*InputFrameDownsync)
currInputList := prevInputFrameDownsync.InputList // Would be a clone of the values
currInputList := make([]uint64, pR.Capacity) // Would be a clone of the values
for i, _ := range currInputList {
currInputList[i] = (prevInputFrameDownsync.InputList[i] & uint64(15)) // Don't predict attack input
}
currInputFrameDownsync = &InputFrameDownsync{
InputFrameId: inputFrameId,
InputList: currInputList,
@ -1216,38 +1256,52 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
if 0 > offender.DirX {
xfac = float64(-1.0)
}
offenderWx, offenderWy := PolygonColliderAnchorToWorldPos(offenderCollider.X, offenderCollider.Y, offender.ColliderRadius, offender.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy+yfac*meleeBullet.HitboxOffset
bulletCx, bulletCy := offenderCollider.X+xfac*meleeBullet.HitboxOffset, offenderCollider.Y+yfac*meleeBullet.HitboxOffset
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, xfac*meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet")
// newBulletCollider.collisionBulletIndex = collisionBulletIndex
// newBulletCollider.offenderPlayerId = meleeBullet.offenderPlayerId
// newBulletCollider.pushback = meleeBullet.pushback
// newBulletCollider.hitStunFrames = meleeBullet.hitStunFrames
newBulletCollider := GenerateRectCollider(bulletCx, bulletCy, xfac*meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet")
newBulletCollider.Data = meleeBullet
collisionSysMap[collisionBulletIndex] = newBulletCollider
bulletColliders[collisionBulletIndex] = newBulletCollider
newBulletCollider.Update()
}
}
// for _, bulletCollider := range bulletColliders {
// shouldRemove := false
// if collision := bulletCollider.Check(0, 0); collision != nil {
// bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
// for _, obj := range collision.Objects {
// bShape := obj.Shape.(*resolv.ConvexPolygon)
// if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, bulletShape, bShape); overlapped {
// bulletPushbacks[joinIndex-1].X += pushbackX
// bulletPushbacks[joinIndex-1].Y += pushbackY
// }
// }
// shouldRemove = true
// }
// if shouldRemove {
// removedBulletsAtCurrFrame[bulletCollider.CollisionBulletIndex] = 1
// }
// }
for _, bulletCollider := range bulletColliders {
shouldRemove := false
meleeBullet := bulletCollider.Data.(*MeleeBullet)
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
if collision := bulletCollider.Check(0, 0); collision != nil {
offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
for _, obj := range collision.Objects {
switch t := obj.Data.(type) {
case Player:
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
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
}
}
}
default:
Logger.Debug(fmt.Sprintf("Bullet collided with non-player: roomId=%v, currRenderFrame.Id=%v, delayedInputFrame.Id=%v", pR.Id, currRenderFrame.Id, delayedInputFrame.InputFrameId))
}
}
shouldRemove = true
}
if shouldRemove {
removedBulletsAtCurrFrame[collisionBulletIndex] = 1
}
}
for _, meleeBullet := range currRenderFrame.MeleeBullets {
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
@ -1262,27 +1316,59 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
}
if nil != delayedInputFrame {
var delayedInputFrameForPrevRenderFrame *InputFrameDownsync = nil
tmp := pR.InputsBuffer.GetByFrameId(pR.ConvertToInputFrameId(currRenderFrame.Id-1, pR.InputDelayFrames))
if nil != tmp {
delayedInputFrameForPrevRenderFrame = tmp.(*InputFrameDownsync)
}
inputList := delayedInputFrame.InputList
// Process player inputs
for playerId, player := range pR.Players {
joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
if 0 < nextRenderFramePlayers[playerId].FramesToRecover {
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
if 0 < thatPlayerInNextFrame.FramesToRecover {
// No need to process inputs for this player, but there might be bullet pushbacks on this player
playerCollider.X += bulletPushbacks[joinIndex-1].X
playerCollider.Y += bulletPushbacks[joinIndex-1].Y
// Update in the collision system
playerCollider.Update()
continue
}
currPlayerDownsync := currRenderFrame.Players[playerId]
decodedInput := pR.decodeInput(inputList[joinIndex-1])
prevBtnALevel := int32(0)
if nil != delayedInputFrameForPrevRenderFrame {
prevDecodedInput := pR.decodeInput(delayedInputFrameForPrevRenderFrame.InputList[joinIndex-1])
prevBtnALevel = prevDecodedInput.BtnALevel
}
if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
nextRenderFramePlayers[playerId].DirX = decodedInput.Dx
nextRenderFramePlayers[playerId].DirY = decodedInput.Dy
nextRenderFramePlayers[playerId].CharacterState = 1
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 {
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))
} else {
nextRenderFramePlayers[playerId].CharacterState = 0
// No bullet trigger, process movement inputs
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
}
}
movementX, movementY := VirtualGridToWorldPos(decodedInput.Dx+decodedInput.Dx*currPlayerDownsync.Speed, decodedInput.Dy+decodedInput.Dy*currPlayerDownsync.Speed, pR.VirtualGridToWorldRatio)
@ -1320,8 +1406,8 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
// Update "virtual grid position"
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)
nextRenderFramePlayers[playerId].VirtualGridX = newVx
nextRenderFramePlayers[playerId].VirtualGridY = newVy
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = newVx, newVy
}
Logger.Debug(fmt.Sprintf("After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v", currRenderFrame.Id, inputList, currRenderFrame.Players, nextRenderFramePlayers))
@ -1352,6 +1438,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
for _, player := range pR.Players {
wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
playerCollider := GenerateRectCollider(wx, wy, player.ColliderRadius*2, player.ColliderRadius*2, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
playerCollider.Data = player
space.Add(playerCollider)
// Keep track of the collider in "pR.CollisionSysMap"
joinIndex := player.JoinIndex

File diff suppressed because it is too large Load Diff

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@ -20,6 +20,10 @@ func ConvexPolygonStr(body *resolv.ConvexPolygon) string {
func GenerateRectCollider(origX, origY, w, h, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {
cx, cy := WorldToPolygonColliderAnchorPos(origX, origY, w*0.5, h*0.5, spaceOffsetX, spaceOffsetY)
return GenerateRectColliderInCollisionSpace(cx, cy, w, h, tag)
}
func GenerateRectColliderInCollisionSpace(cx, cy, w, h float64, tag string) *resolv.Object {
collider := resolv.NewObject(cx, cy, w, h, tag)
shape := resolv.NewRectangle(0, 0, w, h)
collider.SetShape(shape)

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@ -4,36 +4,6 @@ option go_package = "battle_srv/protos"; // here "./" corresponds to the "--go_o
package protos;
import "geometry.proto"; // The import path here is only w.r.t. the proto file, not the Go package.
message BattleColliderInfo {
string stageName = 1;
map<string, sharedprotos.Vec2DList> strToVec2DListMap = 2;
map<string, sharedprotos.Polygon2DList> strToPolygon2DListMap = 3;
int32 stageDiscreteW = 4;
int32 stageDiscreteH = 5;
int32 stageTileW = 6;
int32 stageTileH = 7;
int32 intervalToPing = 8;
int32 willKickIfInactiveFor = 9;
int32 boundRoomId = 10;
int64 battleDurationNanos = 11;
int32 serverFps = 12;
int32 inputDelayFrames = 13;
uint32 inputScaleFrames = 14;
int32 nstDelayFrames = 15;
int32 inputFrameUpsyncDelayTolerance = 16;
int32 maxChasingRenderFramesPerUpdate = 17;
int32 playerBattleState = 18;
double rollbackEstimatedDtMillis = 19;
int64 rollbackEstimatedDtNanos = 20;
double worldToVirtualGridRatio = 21;
double virtualGridToWorldRatio = 22;
int32 spAtkLookupFrames = 23;
int32 renderCacheSize = 24;
}
message PlayerDownsync {
int32 id = 1;
int32 virtualGridX = 2;
@ -126,6 +96,38 @@ message MeleeBullet {
int32 offenderPlayerId = 17;
}
message BattleColliderInfo {
string stageName = 1;
map<string, sharedprotos.Vec2DList> strToVec2DListMap = 2;
map<string, sharedprotos.Polygon2DList> strToPolygon2DListMap = 3;
int32 stageDiscreteW = 4;
int32 stageDiscreteH = 5;
int32 stageTileW = 6;
int32 stageTileH = 7;
int32 intervalToPing = 8;
int32 willKickIfInactiveFor = 9;
int32 boundRoomId = 10;
int64 battleDurationNanos = 11;
int32 serverFps = 12;
int32 inputDelayFrames = 13;
uint32 inputScaleFrames = 14;
int32 nstDelayFrames = 15;
int32 inputFrameUpsyncDelayTolerance = 16;
int32 maxChasingRenderFramesPerUpdate = 17;
int32 playerBattleState = 18;
double rollbackEstimatedDtMillis = 19;
int64 rollbackEstimatedDtNanos = 20;
double worldToVirtualGridRatio = 21;
double virtualGridToWorldRatio = 22;
int32 spAtkLookupFrames = 23;
int32 renderCacheSize = 24;
map<int32, MeleeBullet> meleeSkillConfig = 25; // skillId -> skill
}
message RoomDownsyncFrame {
int32 id = 1;
map<int32, PlayerDownsync> players = 2;

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@ -343,6 +343,7 @@
"forceBigEndianFloatingNumDecoding": false,
"renderFrameIdLagTolerance": 4,
"jigglingEps1D": 0.001,
"bulletTriggerEnabled": true,
"_id": "d12gkAmppNlIzqcRDELa91"
},
{
@ -522,7 +523,7 @@
"array": [
0,
0,
239.32248305180272,
210.23252687912068,
0,
0,
0,
@ -1482,7 +1483,6 @@
"zoomingListenerNode": {
"__id__": 5
},
"actionBtnListenerNode": null,
"stickhead": {
"__id__": 25
},

View File

@ -440,7 +440,7 @@
"array": [
0,
0,
210.4441731196186,
210.23252687912068,
0,
0,
0,

View File

@ -454,7 +454,7 @@
"array": [
0,
0,
210.4441731196186,
210.23252687912068,
0,
0,
0,

View File

@ -1085,18 +1085,23 @@ cc.Class({
bulletColliders.forEach((bulletCollider, collisionBulletIndex) => {
const potentials = bulletCollider.potentials();
const offender = currRenderFrame.players[bulletCollider.data.offenderPlayerId];
let shouldRemove = false;
for (const potential of potentials) {
if (null != potential.data && potential.data.joinIndex == bulletCollider.data.offenderJoinIndex) continue;
if (!bulletCollider.collides(potential, result1)) continue;
if (null != potential.data && null !== potential.data.joinIndex) {
const joinIndex = potential.data.joinIndex;
bulletPushbacks[joinIndex - 1][0] += bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback
let xfac = 1;
if (0 > offender.dirX) {
xfac = -1;
}
bulletPushbacks[joinIndex - 1][0] += xfac * bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback
bulletPushbacks[joinIndex - 1][1] += 0;
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.data.id];
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
const oldFrameToRecover = thatAckedPlayerInNextFrame.framesToRecover;
thatAckedPlayerInNextFrame.framesToRecover = (oldFrameToRecover > bulletCollider.data.hitStunFrames ? oldFrameToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
const oldFramesToRecover = thatAckedPlayerInNextFrame.framesToRecover;
thatAckedPlayerInNextFrame.framesToRecover = (oldFramesToRecover > bulletCollider.data.hitStunFrames ? oldFramesToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
}
shouldRemove = true;
}
@ -1156,14 +1161,14 @@ cc.Class({
punch.offenderPlayerId = playerId;
punch.originatedRenderFrameId = currRenderFrame.id;
toRet.meleeBullets.push(punch);
console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${JSON.stringify(punch)}`);
console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${self._stringifyRecentInputCache(true)}`);
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
}
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
} else {
// No trigger, process movement inputs
// No bullet trigger, process movement inputs
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
// Update directions and thus would eventually update moving animation accordingly
thatPlayerInNextFrame.dirX = decodedInput.dx;