Merge pull request #11 from genxium/backend_locking_improvement

Improved backend implementation.
This commit is contained in:
Wing 2022-12-05 15:27:30 +08:00 committed by GitHub
commit 26bdd41285
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4 changed files with 307 additions and 246 deletions

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@ -13,6 +13,7 @@ import (
type PlayerBattleState struct { type PlayerBattleState struct {
ADDED_PENDING_BATTLE_COLLIDER_ACK int32 ADDED_PENDING_BATTLE_COLLIDER_ACK int32
READDED_PENDING_BATTLE_COLLIDER_ACK int32 READDED_PENDING_BATTLE_COLLIDER_ACK int32
READDED_BATTLE_COLLIDER_ACKED int32
ACTIVE int32 ACTIVE int32
DISCONNECTED int32 DISCONNECTED int32
LOST int32 LOST int32
@ -26,11 +27,12 @@ func InitPlayerBattleStateIns() {
PlayerBattleStateIns = PlayerBattleState{ PlayerBattleStateIns = PlayerBattleState{
ADDED_PENDING_BATTLE_COLLIDER_ACK: 0, ADDED_PENDING_BATTLE_COLLIDER_ACK: 0,
READDED_PENDING_BATTLE_COLLIDER_ACK: 1, READDED_PENDING_BATTLE_COLLIDER_ACK: 1,
ACTIVE: 2, READDED_BATTLE_COLLIDER_ACKED: 2,
DISCONNECTED: 3, ACTIVE: 3,
LOST: 4, DISCONNECTED: 4,
EXPELLED_DURING_GAME: 5, LOST: 5,
EXPELLED_IN_DISMISSAL: 6, EXPELLED_DURING_GAME: 6,
EXPELLED_IN_DISMISSAL: 7,
} }
} }

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@ -1,10 +1,5 @@
package models package models
import (
. "battle_srv/protos"
"sync"
)
type RingBuffer struct { type RingBuffer struct {
Ed int32 // write index, open index Ed int32 // write index, open index
St int32 // read index, closed index St int32 // read index, closed index
@ -83,42 +78,3 @@ func (rb *RingBuffer) GetByFrameId(frameId int32) interface{} {
} }
return rb.GetByOffset(frameId - rb.StFrameId) return rb.GetByOffset(frameId - rb.StFrameId)
} }
func (rb *RingBuffer) cloneInputFrameDownsyncsByFrameIdRange(stFrameId, edFrameId int32, mux *sync.Mutex) (int32, []*InputFrameDownsync) {
dst := make([]*InputFrameDownsync, 0, rb.Cnt)
if nil != mux {
mux.Lock()
defer func() {
mux.Unlock()
}()
}
prevFrameFound := true
j := stFrameId
for j < edFrameId {
tmp := rb.GetByFrameId(j)
if nil == tmp {
if false == prevFrameFound {
// The "id"s are always consecutive
break
} else {
prevFrameFound = false
continue
}
}
foo := tmp.(*InputFrameDownsync)
bar := &InputFrameDownsync{
InputFrameId: foo.InputFrameId,
InputList: make([]uint64, len(foo.InputList)),
ConfirmedList: foo.ConfirmedList,
}
for i, input := range foo.InputList {
bar.InputList[i] = input
}
dst = append(dst, bar)
j++
}
return j, dst
}

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@ -147,6 +147,7 @@ type Room struct {
* Moreover, during the invocation of `PlayerSignalToCloseDict`, the `Player` instance is supposed to be deallocated (though not synchronously). * Moreover, during the invocation of `PlayerSignalToCloseDict`, the `Player` instance is supposed to be deallocated (though not synchronously).
*/ */
PlayerDownsyncSessionDict map[int32]*websocket.Conn PlayerDownsyncSessionDict map[int32]*websocket.Conn
PlayerDownsyncSessionLock map[int32]*sync.Mutex // Guards [PlayerDownsyncSessionDict, each player.LastSentInputFrameId]
PlayerSignalToCloseDict map[int32]SignalToCloseConnCbType PlayerSignalToCloseDict map[int32]SignalToCloseConnCbType
Score float32 Score float32
State int32 State int32
@ -157,8 +158,8 @@ type Room struct {
DismissalWaitGroup sync.WaitGroup DismissalWaitGroup sync.WaitGroup
Barriers map[int32]*Barrier Barriers map[int32]*Barrier
InputsBuffer *RingBuffer // Indices are STRICTLY consecutive InputsBuffer *RingBuffer // Indices are STRICTLY consecutive
InputsBufferLock sync.Mutex InputsBufferLock sync.Mutex // Guards [InputsBuffer, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange]
RenderFrameBuffer *RingBuffer RenderFrameBuffer *RingBuffer // Indices are STRICTLY consecutive
LastAllConfirmedInputFrameId int32 LastAllConfirmedInputFrameId int32
LastAllConfirmedInputFrameIdWithChange int32 LastAllConfirmedInputFrameIdWithChange int32
LastAllConfirmedInputList []uint64 LastAllConfirmedInputList []uint64
@ -200,6 +201,7 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
pR.Players[playerId] = pPlayerFromDbInit pR.Players[playerId] = pPlayerFromDbInit
pR.PlayerDownsyncSessionDict[playerId] = session pR.PlayerDownsyncSessionDict[playerId] = session
pR.PlayerDownsyncSessionLock[playerId] = &sync.Mutex{}
pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
return true return true
} }
@ -230,6 +232,7 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
pR.PlayerDownsyncSessionDict[playerId] = session pR.PlayerDownsyncSessionDict[playerId] = session
pR.PlayerDownsyncSessionLock[playerId] = &sync.Mutex{}
pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
Logger.Warn("ReAddPlayerIfPossible finished.", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("joinIndex", pEffectiveInRoomPlayerInstance.JoinIndex), zap.Any("playerBattleState", pEffectiveInRoomPlayerInstance.BattleState), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount), zap.Any("AckingFrameId", pEffectiveInRoomPlayerInstance.AckingFrameId), zap.Any("AckingInputFrameId", pEffectiveInRoomPlayerInstance.AckingInputFrameId), zap.Any("LastSentInputFrameId", pEffectiveInRoomPlayerInstance.LastSentInputFrameId)) Logger.Warn("ReAddPlayerIfPossible finished.", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("joinIndex", pEffectiveInRoomPlayerInstance.JoinIndex), zap.Any("playerBattleState", pEffectiveInRoomPlayerInstance.BattleState), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount), zap.Any("AckingFrameId", pEffectiveInRoomPlayerInstance.AckingFrameId), zap.Any("AckingInputFrameId", pEffectiveInRoomPlayerInstance.AckingInputFrameId), zap.Any("LastSentInputFrameId", pEffectiveInRoomPlayerInstance.LastSentInputFrameId))
@ -325,7 +328,9 @@ func (pR *Room) ChooseStage() error {
} }
func (pR *Room) ConvertToInputFrameId(renderFrameId int32, inputDelayFrames int32) int32 { func (pR *Room) ConvertToInputFrameId(renderFrameId int32, inputDelayFrames int32) int32 {
// Specifically when "renderFrameId < inputDelayFrames", the result is 0. if renderFrameId < inputDelayFrames {
return 0
}
return ((renderFrameId - inputDelayFrames) >> pR.InputScaleFrames) return ((renderFrameId - inputDelayFrames) >> pR.InputScaleFrames)
} }
@ -342,7 +347,7 @@ func (pR *Room) ConvertToLastUsedRenderFrameId(inputFrameId int32, inputDelayFra
} }
func (pR *Room) RenderFrameBufferString() string { func (pR *Room) RenderFrameBufferString() string {
return fmt.Sprintf("{renderFrameId: %d, stRenderFrameId: %d, edRenderFrameId: %d, lastAllConfirmedRenderFrameId: %d}", pR.RenderFrameId, pR.RenderFrameBuffer.StFrameId, pR.RenderFrameBuffer.EdFrameId, pR.CurDynamicsRenderFrameId) return fmt.Sprintf("{renderFrameId: %d, stRenderFrameId: %d, edRenderFrameId: %d, curDynamicsRenderFrameId: %d}", pR.RenderFrameId, pR.RenderFrameBuffer.StFrameId, pR.RenderFrameBuffer.EdFrameId, pR.CurDynamicsRenderFrameId)
} }
func (pR *Room) InputsBufferString(allDetails bool) string { func (pR *Room) InputsBufferString(allDetails bool) string {
@ -350,7 +355,7 @@ func (pR *Room) InputsBufferString(allDetails bool) string {
// Appending of the array of strings can be very SLOW due to on-demand heap allocation! Use this printing with caution. // Appending of the array of strings can be very SLOW due to on-demand heap allocation! Use this printing with caution.
s := make([]string, 0) s := make([]string, 0)
s = append(s, fmt.Sprintf("{renderFrameId: %v, stInputFrameId: %v, edInputFrameId: %v, lastAllConfirmedInputFrameIdWithChange: %v, lastAllConfirmedInputFrameId: %v}", pR.RenderFrameId, pR.InputsBuffer.StFrameId, pR.InputsBuffer.EdFrameId, pR.LastAllConfirmedInputFrameIdWithChange, pR.LastAllConfirmedInputFrameId)) s = append(s, fmt.Sprintf("{renderFrameId: %v, stInputFrameId: %v, edInputFrameId: %v, lastAllConfirmedInputFrameIdWithChange: %v, lastAllConfirmedInputFrameId: %v}", pR.RenderFrameId, pR.InputsBuffer.StFrameId, pR.InputsBuffer.EdFrameId, pR.LastAllConfirmedInputFrameIdWithChange, pR.LastAllConfirmedInputFrameId))
for playerId, player := range pR.Players { for playerId, player := range pR.PlayersArr {
s = append(s, fmt.Sprintf("{playerId: %v, ackingFrameId: %v, ackingInputFrameId: %v, lastSentInputFrameId: %v}", playerId, player.AckingFrameId, player.AckingInputFrameId, player.LastSentInputFrameId)) s = append(s, fmt.Sprintf("{playerId: %v, ackingFrameId: %v, ackingInputFrameId: %v, lastSentInputFrameId: %v}", playerId, player.AckingFrameId, player.AckingInputFrameId, player.LastSentInputFrameId))
} }
for i := pR.InputsBuffer.StFrameId; i < pR.InputsBuffer.EdFrameId; i++ { for i := pR.InputsBuffer.StFrameId; i < pR.InputsBuffer.EdFrameId; i++ {
@ -410,13 +415,13 @@ func (pR *Room) StartBattle() {
}() }()
pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano() pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
battleStartedAt := utils.UnixtimeNano()
Logger.Info("The `battleMainLoop` is started for:", zap.Any("roomId", pR.Id)) Logger.Info("The `battleMainLoop` is started for:", zap.Any("roomId", pR.Id))
for { for {
stCalculation := utils.UnixtimeNano() stCalculation := utils.UnixtimeNano()
elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt
if elapsedNanosSinceLastFrameIdTriggered < pR.RollbackEstimatedDtNanos { if elapsedNanosSinceLastFrameIdTriggered < pR.RollbackEstimatedDtNanos {
Logger.Debug(fmt.Sprintf("renderFrameId=%v@roomId=%v: Is backend running too fast? elapsedNanosSinceLastFrameIdTriggered=%v", pR.RenderFrameId, pR.Id, elapsedNanosSinceLastFrameIdTriggered)) Logger.Warn(fmt.Sprintf("renderFrameId=%v@roomId=%v: Is backend running too fast? elapsedNanosSinceLastFrameIdTriggered=%v", pR.RenderFrameId, pR.Id, elapsedNanosSinceLastFrameIdTriggered))
} }
if pR.RenderFrameId > pR.BattleDurationFrames { if pR.RenderFrameId > pR.BattleDurationFrames {
@ -428,7 +433,8 @@ func (pR *Room) StartBattle() {
} }
if 0 == pR.RenderFrameId { if 0 == pR.RenderFrameId {
for playerId, player := range pR.Players { for _, player := range pR.PlayersArr {
playerId := player.Id
thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) // Might be changed in "OnPlayerDisconnected/OnPlayerLost" from other threads thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) // Might be changed in "OnPlayerDisconnected/OnPlayerLost" from other threads
// [WARNING] DON'T try to send any message to an inactive player! // [WARNING] DON'T try to send any message to an inactive player!
switch thatPlayerBattleState { switch thatPlayerBattleState {
@ -439,48 +445,44 @@ func (pR *Room) StartBattle() {
continue continue
} }
kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame) kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame)
pR.sendSafely(kickoffFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId) pR.sendSafely(kickoffFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId, true)
} }
Logger.Info(fmt.Sprintf("In `battleMainLoop` for roomId=%v sent out kickoffFrame", pR.Id)) Logger.Info(fmt.Sprintf("In `battleMainLoop` for roomId=%v sent out kickoffFrame", pR.Id))
} }
dynamicsDuration := int64(0) /*
unconfirmedMask := uint64(0) [WARNING]
Golang "time.Sleep" is known to be taking longer than specified time to wake up at millisecond granularity, as discussed in https://github.com/golang/go/issues/44343
However, we assume that while "time.Sleep(16.67 ms)" might wake up after ~30ms, it still only covers at most 1 inputFrame generation.
*/
totalElapsedNanos := utils.UnixtimeNano() - battleStartedAt
nextRenderFrameId := int32((totalElapsedNanos + pR.dilutedRollbackEstimatedDtNanos - 1) / pR.dilutedRollbackEstimatedDtNanos) // fast ceiling
toSleepNanos := int64(0)
if nextRenderFrameId > pR.RenderFrameId {
prevRenderFrameId := pR.RenderFrameId
pR.RenderFrameId = nextRenderFrameId
// Prefab and buffer backend inputFrameDownsync dynamicsDuration := int64(0)
if pR.BackendDynamicsEnabled {
if pR.shouldPrefabInputFrameDownsync(pR.RenderFrameId) { // Prefab and buffer backend inputFrameDownsync
noDelayInputFrameId := pR.ConvertToInputFrameId(pR.RenderFrameId, 0) if pR.BackendDynamicsEnabled {
if existingInputFrame := pR.InputsBuffer.GetByFrameId(noDelayInputFrameId); nil == existingInputFrame { unconfirmedMask, refRenderFrameId, inputsBufferSnapshot := pR.doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRenderFrameId, &dynamicsDuration)
pR.prefabInputFrameDownsync(noDelayInputFrameId, true) if 0 < unconfirmedMask {
Logger.Warn(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, unconfirmedMask))
pR.downsyncToAllPlayers(refRenderFrameId, unconfirmedMask, inputsBufferSnapshot)
} }
} }
// Force setting all-confirmed of buffered inputFrames periodically, kindly note that if "pR.BackendDynamicsEnabled", what we want to achieve is "recovery upon reconnection", which certainly requires "forceConfirmationIfApplicable" to move "pR.LastAllConfirmedInputFrameId" forward as much as possible pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
unconfirmedMask = pR.forceConfirmationIfApplicable()
if 0 <= pR.LastAllConfirmedInputFrameId { elapsedInCalculation := (utils.UnixtimeNano() - stCalculation)
dynamicsStartedAt := utils.UnixtimeNano() toSleepNanos = pR.dilutedRollbackEstimatedDtNanos - elapsedInCalculation // don't sleep if "nextRenderFrame == pR.RenderFrameId"
// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId" if elapsedInCalculation > pR.RollbackEstimatedDtNanos {
nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames) Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, RollbackEstimatedDtNanos=%v, dilutedRollbackEstimatedDtNanos=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, pR.RollbackEstimatedDtNanos, pR.dilutedRollbackEstimatedDtNanos))
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
}
if 0 < unconfirmedMask {
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, unconfirmedMask))
// Otherwise no need to downsync immediately
pR.downsyncToAllPlayers(pR.LastAllConfirmedInputFrameId, unconfirmedMask, false)
} }
} }
pR.RenderFrameId++ time.Sleep(time.Duration(toSleepNanos))
pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
elapsedInCalculation := (pR.LastRenderFrameIdTriggeredAt - stCalculation)
if elapsedInCalculation > pR.RollbackEstimatedDtNanos {
Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, RollbackEstimatedDtNanos=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, pR.RollbackEstimatedDtNanos))
}
time.Sleep(time.Duration(pR.dilutedRollbackEstimatedDtNanos - elapsedInCalculation))
} }
} }
@ -496,6 +498,7 @@ func (pR *Room) toDiscreteInputsBufferIndex(inputFrameId int32, joinIndex int32)
func (pR *Room) OnBattleCmdReceived(pReq *WsReq) { func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
// [WARNING] This function "OnBattleCmdReceived" could be called by different ws sessions and thus from different threads! // [WARNING] This function "OnBattleCmdReceived" could be called by different ws sessions and thus from different threads!
// TODO: Put a rate limiter on this function!
if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped { if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped {
return return
} }
@ -515,44 +518,20 @@ func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
atomic.StoreInt32(&(player.AckingFrameId), ackingFrameId) atomic.StoreInt32(&(player.AckingFrameId), ackingFrameId)
atomic.StoreInt32(&(player.AckingInputFrameId), ackingInputFrameId) atomic.StoreInt32(&(player.AckingInputFrameId), ackingInputFrameId)
Logger.Debug(fmt.Sprintf("InputsBufferLock about to lock: roomId=%v", pR.Id)) newAllConfirmedCount, refRenderFrameIdIfNeeded, inputsBufferSnapshot := pR.markConfirmationIfApplicable(inputFrameUpsyncBatch, playerId, player)
pR.InputsBufferLock.Lock()
Logger.Debug(fmt.Sprintf("InputsBufferLock locked: roomId=%v", pR.Id)) if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped {
defer func() { return
pR.InputsBufferLock.Unlock()
Logger.Debug(fmt.Sprintf("InputsBufferLock unlocked: roomId=%v", pR.Id))
}()
for _, inputFrameUpsync := range inputFrameUpsyncBatch {
clientInputFrameId := inputFrameUpsync.InputFrameId
if clientInputFrameId < pR.InputsBuffer.StFrameId {
// The updates to "pR.InputsBuffer.StFrameId" is monotonically increasing, thus if "clientInputFrameId < pR.InputsBuffer.StFrameId" at any moment of time, it is obsolete in the future.
Logger.Warn(fmt.Sprintf("Omitting obsolete inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue
}
if clientInputFrameId > pR.InputsBuffer.EdFrameId {
Logger.Warn(fmt.Sprintf("Dropping too advanced inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v; is this player cheating?", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue
}
var targetInputFrameDownsync *InputFrameDownsync = nil
if clientInputFrameId == pR.InputsBuffer.EdFrameId {
targetInputFrameDownsync = pR.prefabInputFrameDownsync(clientInputFrameId, false)
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-Prefabbed new inputFrameDownsync from inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
} else {
targetInputFrameDownsync = pR.InputsBuffer.GetByFrameId(clientInputFrameId).(*InputFrameDownsync)
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-stuffing inputFrameDownsync from inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
}
targetInputFrameDownsync.InputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1))
} }
newAllConfirmedCount := pR.markConfirmationIfApplicable() // [WARNING] By now "pR.InputsBufferLock" is unlocked
if 0 < newAllConfirmedCount { if 0 < newAllConfirmedCount {
// Downsync new all-confirmed inputFrames asap // Downsync new all-confirmed inputFrames asap
unconfirmedMask := uint64(0) pR.downsyncToAllPlayers(refRenderFrameIdIfNeeded, uint64(0), inputsBufferSnapshot)
pR.downsyncToAllPlayers(pR.LastAllConfirmedInputFrameId, unconfirmedMask, true)
} }
} }
func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *InputFrameDownsync, playerId int32) { func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *InputFrameDownsync, playerId int32) {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
inputFrameId := inputFrameDownsync.InputFrameId inputFrameId := inputFrameDownsync.InputFrameId
if -1 == pR.LastAllConfirmedInputFrameIdWithChange || false == pR.equalInputLists(inputFrameDownsync.InputList, pR.LastAllConfirmedInputList) { if -1 == pR.LastAllConfirmedInputFrameIdWithChange || false == pR.equalInputLists(inputFrameDownsync.InputList, pR.LastAllConfirmedInputList) {
if -1 == playerId { if -1 == playerId {
@ -560,9 +539,9 @@ func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *InputFrameD
} else { } else {
Logger.Debug(fmt.Sprintf("Key inputFrame change: roomId=%v, playerId=%v, newInputFrameId=%v, lastInputFrameId=%v, newInputList=%v, lastInputList=%v, InputsBuffer=%v", pR.Id, playerId, inputFrameId, pR.LastAllConfirmedInputFrameId, inputFrameDownsync.InputList, pR.LastAllConfirmedInputList, pR.InputsBufferString(false))) Logger.Debug(fmt.Sprintf("Key inputFrame change: roomId=%v, playerId=%v, newInputFrameId=%v, lastInputFrameId=%v, newInputList=%v, lastInputList=%v, InputsBuffer=%v", pR.Id, playerId, inputFrameId, pR.LastAllConfirmedInputFrameId, inputFrameDownsync.InputList, pR.LastAllConfirmedInputList, pR.InputsBufferString(false)))
} }
atomic.StoreInt32(&(pR.LastAllConfirmedInputFrameIdWithChange), inputFrameId) pR.LastAllConfirmedInputFrameIdWithChange = inputFrameId
} }
atomic.StoreInt32(&(pR.LastAllConfirmedInputFrameId), inputFrameId) // [WARNING] It's IMPORTANT that "pR.LastAllConfirmedInputFrameId" is NOT NECESSARILY CONSECUTIVE, i.e. if one of the players disconnects and reconnects within a considerable amount of frame delays! pR.LastAllConfirmedInputFrameId = inputFrameId
for i, v := range inputFrameDownsync.InputList { for i, v := range inputFrameDownsync.InputList {
// To avoid potential misuse of pointers // To avoid potential misuse of pointers
pR.LastAllConfirmedInputList[i] = v pR.LastAllConfirmedInputList[i] = v
@ -599,7 +578,7 @@ func (pR *Room) StopBattleForSettlement() {
Players: toPbPlayers(pR.Players, false), Players: toPbPlayers(pR.Players, false),
CountdownNanos: -1, // TODO: Replace this magic constant! CountdownNanos: -1, // TODO: Replace this magic constant!
} }
pR.sendSafely(&assembledFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_STOPPED, playerId) pR.sendSafely(&assembledFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_STOPPED, playerId, true)
} }
// Note that `pR.onBattleStoppedForSettlement` will be called by `battleMainLoop`. // Note that `pR.onBattleStoppedForSettlement` will be called by `battleMainLoop`.
} }
@ -628,7 +607,7 @@ func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
Logger.Info("Sending out frame for RoomBattleState.PREPARE:", zap.Any("battleReadyToStartFrame", battleReadyToStartFrame)) Logger.Info("Sending out frame for RoomBattleState.PREPARE:", zap.Any("battleReadyToStartFrame", battleReadyToStartFrame))
for _, player := range pR.Players { for _, player := range pR.Players {
pR.sendSafely(battleReadyToStartFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START, player.Id) pR.sendSafely(battleReadyToStartFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START, player.Id, true)
} }
battlePreparationNanos := int64(6000000000) battlePreparationNanos := int64(6000000000)
@ -698,6 +677,7 @@ func (pR *Room) OnDismissed() {
pR.PlayersArr = make([]*Player, pR.Capacity) pR.PlayersArr = make([]*Player, pR.Capacity)
pR.CollisionSysMap = make(map[int32]*resolv.Object) pR.CollisionSysMap = make(map[int32]*resolv.Object)
pR.PlayerDownsyncSessionDict = make(map[int32]*websocket.Conn) pR.PlayerDownsyncSessionDict = make(map[int32]*websocket.Conn)
pR.PlayerDownsyncSessionLock = make(map[int32]*sync.Mutex, pR.Capacity)
pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType) pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
pR.JoinIndexBooleanArr = make([]bool, pR.Capacity) pR.JoinIndexBooleanArr = make([]bool, pR.Capacity)
pR.Barriers = make(map[int32]*Barrier) pR.Barriers = make(map[int32]*Barrier)
@ -712,13 +692,13 @@ func (pR *Room) OnDismissed() {
pR.RenderFrameId = 0 pR.RenderFrameId = 0
pR.CurDynamicsRenderFrameId = 0 pR.CurDynamicsRenderFrameId = 0
pR.InputDelayFrames = 8 pR.InputDelayFrames = 8
pR.NstDelayFrames = 4 pR.NstDelayFrames = 8
pR.InputScaleFrames = uint32(2) pR.InputScaleFrames = uint32(2)
pR.ServerFps = 60 pR.ServerFps = 60
pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
dilutedServerFps := int64(58) dilutedServerFps := float64(55.0)
pR.dilutedRollbackEstimatedDtNanos = pR.RollbackEstimatedDtNanos * (int64(pR.ServerFps) / dilutedServerFps) pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(pR.ServerFps) / dilutedServerFps)
pR.BattleDurationFrames = 30 * pR.ServerFps pR.BattleDurationFrames = 30 * pR.ServerFps
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1) pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
pR.InputFrameUpsyncDelayTolerance = 2 pR.InputFrameUpsyncDelayTolerance = 2
@ -850,6 +830,7 @@ func (pR *Room) onPlayerLost(playerId int32) {
func (pR *Room) clearPlayerNetworkSession(playerId int32) { func (pR *Room) clearPlayerNetworkSession(playerId int32) {
if _, y := pR.PlayerDownsyncSessionDict[playerId]; y { if _, y := pR.PlayerDownsyncSessionDict[playerId]; y {
Logger.Debug("clearPlayerNetworkSession:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId)) Logger.Debug("clearPlayerNetworkSession:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId))
// [WARNING] No need to delete "pR.PlayerDownsyncSessionLock[playerId]" here!
delete(pR.PlayerDownsyncSessionDict, playerId) delete(pR.PlayerDownsyncSessionDict, playerId)
delete(pR.PlayerSignalToCloseDict, playerId) delete(pR.PlayerSignalToCloseDict, playerId)
} }
@ -913,8 +894,10 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
return false return false
} }
shouldTryToStartBattle := true
Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-before: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount)) Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-before: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount))
switch targetPlayer.BattleState { targetPlayerBattleState := atomic.LoadInt32(&(targetPlayer.BattleState))
switch targetPlayerBattleState {
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK: case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame := &RoomDownsyncFrame{ playerAckedFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId, Id: pR.RenderFrameId,
@ -922,7 +905,7 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
} }
// Broadcast normally added player info to all players in the same room // Broadcast normally added player info to all players in the same room
for thatPlayerId, thatPlayer := range pR.Players { for _, thatPlayer := range pR.Players {
/* /*
[WARNING] [WARNING]
This `playerAckedFrame` is the first ever "RoomDownsyncFrame" for every "PersistentSessionClient on the frontend", and it goes right after each "BattleColliderInfo". This `playerAckedFrame` is the first ever "RoomDownsyncFrame" for every "PersistentSessionClient on the frontend", and it goes right after each "BattleColliderInfo".
@ -931,48 +914,58 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
This function is triggered by an upsync message via WebSocket, thus downsync sending is also available by now. This function is triggered by an upsync message via WebSocket, thus downsync sending is also available by now.
*/ */
thatPlayerId := thatPlayer.Id
thatPlayerBattleState := atomic.LoadInt32(&(thatPlayer.BattleState)) thatPlayerBattleState := atomic.LoadInt32(&(thatPlayer.BattleState))
Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-middle: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, thatPlayerId=%v, thatPlayerBattleState=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, thatPlayer.Id, thatPlayerBattleState)) Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-middle: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, thatPlayerId=%v, thatPlayerBattleState=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, thatPlayer.Id, thatPlayerBattleState))
if thatPlayerId == targetPlayer.Id || (PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK == thatPlayerBattleState || PlayerBattleStateIns.ACTIVE == thatPlayerBattleState) { if thatPlayerId == targetPlayer.Id || (PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK == thatPlayerBattleState || PlayerBattleStateIns.ACTIVE == thatPlayerBattleState) {
Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-sending DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount)) Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-sending DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount))
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, thatPlayer.Id) pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, thatPlayer.Id, true)
} }
} }
atomic.StoreInt32(&(targetPlayer.BattleState), PlayerBattleStateIns.ACTIVE)
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK: case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
// only send resync info to the targetPlayer shouldTryToStartBattle = false
// i.e. implies that "targetPlayer.LastSentInputFrameId == MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED" atomic.StoreInt32(&(targetPlayer.BattleState), PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED)
pR.downsyncToSinglePlayer(playerId, targetPlayer, pR.LastAllConfirmedInputFrameId, uint64(0), false)
default: default:
} }
targetPlayer.BattleState = PlayerBattleStateIns.ACTIVE
Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-post-downsync: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount)) Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-post-downsync: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount))
if pR.Capacity == int(pR.EffectivePlayerCount) { if shouldTryToStartBattle {
allAcked := true if pR.Capacity == int(pR.EffectivePlayerCount) {
for _, p := range pR.Players { allAcked := true
if PlayerBattleStateIns.ACTIVE != p.BattleState { for _, p := range pR.Players {
Logger.Warn("unexpectedly got an inactive player", zap.Any("roomId", pR.Id), zap.Any("playerId", p.Id), zap.Any("battleState", p.BattleState)) if PlayerBattleStateIns.ACTIVE != p.BattleState {
allAcked = false Logger.Warn("Unexpectedly got an inactive player", zap.Any("roomId", pR.Id), zap.Any("playerId", p.Id), zap.Any("battleState", p.BattleState))
break allAcked = false
break
}
}
if true == allAcked {
pR.StartBattle() // WON'T run if the battle state is not in WAITING.
} }
} }
if true == allAcked {
pR.StartBattle() // WON'T run if the battle state is not in WAITING.
}
}
pR.updateScore() pR.updateScore()
}
return true return true
} }
func (pR *Room) sendSafely(roomDownsyncFrame *RoomDownsyncFrame, toSendInputFrameDownsyncs []*InputFrameDownsync, act int32, playerId int32) { func (pR *Room) sendSafely(roomDownsyncFrame *RoomDownsyncFrame, toSendInputFrameDownsyncs []*InputFrameDownsync, act int32, playerId int32, needLockExplicitly bool) {
// [WARNING] This function MUST BE called while "pR.PlayerDownsyncSessionLock[player.JoinIndex-1]" is locked!
defer func() { defer func() {
if r := recover(); r != nil { if r := recover(); r != nil {
Logger.Error("sendSafely, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("panic", r)) Logger.Error("sendSafely, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("panic", r))
} }
}() }()
if needLockExplicitly {
pR.PlayerDownsyncSessionLock[playerId].Lock()
defer func() {
pR.PlayerDownsyncSessionLock[playerId].Unlock()
}()
}
if playerDownsyncSession, existent := pR.PlayerDownsyncSessionDict[playerId]; existent { if playerDownsyncSession, existent := pR.PlayerDownsyncSessionDict[playerId]; existent {
pResp := &WsResp{ pResp := &WsResp{
Ret: int32(Constants.RetCode.Ok), Ret: int32(Constants.RetCode.Ok),
@ -992,28 +985,22 @@ func (pR *Room) sendSafely(roomDownsyncFrame *RoomDownsyncFrame, toSendInputFram
} }
} }
func (pR *Room) shouldPrefabInputFrameDownsync(renderFrameId int32) bool { func (pR *Room) shouldPrefabInputFrameDownsync(prevRenderFrameId int32, renderFrameId int32) (bool, int32) {
return ((renderFrameId & ((1 << pR.InputScaleFrames) - 1)) == 0) for i := prevRenderFrameId + 1; i <= renderFrameId; i++ {
if (0 <= i) && (0 == (i & ((1 << pR.InputScaleFrames) - 1))) {
return true, i
}
}
return false, -1
} }
func (pR *Room) prefabInputFrameDownsync(inputFrameId int32, lockInputsBuffer bool) *InputFrameDownsync { func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync {
/* /*
Kindly note that on backend the prefab is much simpler than its frontend counterpart, because frontend will upsync its latest command immediately if there's any change w.r.t. its own prev cmd, thus if no upsync received from a frontend, Kindly note that on backend the prefab is much simpler than its frontend counterpart, because frontend will upsync its latest command immediately if there's any change w.r.t. its own prev cmd, thus if no upsync received from a frontend,
- EITHER it's due to local lag and bad network, - EITHER it's due to local lag and bad network,
- OR there's no change w.r.t. to its prev cmd. - OR there's no change w.r.t. to its prev cmd.
*/ */
if lockInputsBuffer {
Logger.Debug(fmt.Sprintf("prefabInputFrameDownsync-InputsBufferLock to about lock: roomId=%v", pR.Id))
pR.InputsBufferLock.Lock()
Logger.Debug(fmt.Sprintf("prefabInputFrameDownsync-InputsBufferLock locked: roomId=%v", pR.Id))
defer func() {
pR.InputsBufferLock.Unlock()
Logger.Debug(fmt.Sprintf("prefabInputFrameDownsync-InputsBufferLock unlocked: roomId=%v", pR.Id))
}()
}
var currInputFrameDownsync *InputFrameDownsync = nil var currInputFrameDownsync *InputFrameDownsync = nil
if 0 == inputFrameId && 0 == pR.InputsBuffer.Cnt { if 0 == inputFrameId && 0 == pR.InputsBuffer.Cnt {
@ -1043,8 +1030,43 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32, lockInputsBuffer bo
return currInputFrameDownsync return currInputFrameDownsync
} }
func (pR *Room) markConfirmationIfApplicable() int { func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*InputFrameUpsync, playerId int32, player *Player) (int32, int32, []*InputFrameDownsync) {
newAllConfirmedCount := 0 Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable-InputsBufferLock about to lock: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
pR.InputsBufferLock.Lock()
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable-InputsBufferLock locked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
defer func() {
pR.InputsBufferLock.Unlock()
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable-InputsBufferLock unlocked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
}()
for _, inputFrameUpsync := range inputFrameUpsyncBatch {
clientInputFrameId := inputFrameUpsync.InputFrameId
if clientInputFrameId < pR.InputsBuffer.StFrameId {
// The updates to "pR.InputsBuffer.StFrameId" is monotonically increasing, thus if "clientInputFrameId < pR.InputsBuffer.StFrameId" at any moment of time, it is obsolete in the future.
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#1: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue
}
if clientInputFrameId < pR.LastAllConfirmedInputFrameId {
Logger.Info(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue
}
if clientInputFrameId > pR.InputsBuffer.EdFrameId {
Logger.Warn(fmt.Sprintf("Dropping too advanced inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v; is this player cheating?", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue
}
var targetInputFrameDownsync *InputFrameDownsync = nil
if clientInputFrameId == pR.InputsBuffer.EdFrameId {
targetInputFrameDownsync = pR.prefabInputFrameDownsync(clientInputFrameId)
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-Prefabbed new inputFrameDownsync from inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
} else {
targetInputFrameDownsync = pR.InputsBuffer.GetByFrameId(clientInputFrameId).(*InputFrameDownsync)
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-stuffing inputFrameDownsync from inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
}
targetInputFrameDownsync.InputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1))
}
newAllConfirmedCount := int32(0)
inputFrameId1 := pR.LastAllConfirmedInputFrameId + 1 inputFrameId1 := pR.LastAllConfirmedInputFrameId + 1
totPlayerCnt := uint32(pR.Capacity) totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1) allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
@ -1058,7 +1080,7 @@ func (pR *Room) markConfirmationIfApplicable() int {
inputFrameDownsync := tmp.(*InputFrameDownsync) inputFrameDownsync := tmp.(*InputFrameDownsync)
if allConfirmedMask != inputFrameDownsync.ConfirmedList { if allConfirmedMask != inputFrameDownsync.ConfirmedList {
for _, player := range pR.Players { for _, player := range pR.PlayersArr {
thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState))
thatPlayerJoinMask := uint64(1 << uint32(player.JoinIndex-1)) thatPlayerJoinMask := uint64(1 << uint32(player.JoinIndex-1))
if 0 == (inputFrameDownsync.ConfirmedList & thatPlayerJoinMask) { if 0 == (inputFrameDownsync.ConfirmedList & thatPlayerJoinMask) {
@ -1080,37 +1102,59 @@ func (pR *Room) markConfirmationIfApplicable() int {
} }
} }
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable checking inputFrameId=[%v, %v) for roomId=%v, newAllConfirmedCount=%d: InputsBuffer=%v", inputFrameId1, pR.InputsBuffer.EdFrameId, pR.Id, newAllConfirmedCount, pR.InputsBufferString(false))) var inputsBufferSnapshot []*InputFrameDownsync = nil
return newAllConfirmedCount if 0 < newAllConfirmedCount {
snapshotStFrameId := pR.LastAllConfirmedInputFrameId - newAllConfirmedCount
if snapshotStFrameId < 0 {
// This applies to the first all-confirmed inputFrame whose inputFrameId is 0
snapshotStFrameId = 0
}
inputsBufferSnapshot = pR.createInputsBufferSnapshot(snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1)
}
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable for roomId=%v returning newAllConfirmedCount=%d: InputsBuffer=%v", pR.Id, newAllConfirmedCount, pR.InputsBufferString(false)))
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
return newAllConfirmedCount, refRenderFrameIdIfNeeded, inputsBufferSnapshot
} }
func (pR *Room) forceConfirmationIfApplicable() uint64 { func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) (uint64, int32, []*InputFrameDownsync) {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
// Force confirmation of non-all-confirmed inputFrame EXACTLY ONE AT A TIME, returns the non-confirmed mask of players, e.g. in a 4-player-battle returning 1001 means that players with JoinIndex=1 and JoinIndex=4 are non-confirmed for inputFrameId2 // Force confirmation of non-all-confirmed inputFrame EXACTLY ONE AT A TIME, returns the non-confirmed mask of players, e.g. in a 4-player-battle returning 1001 means that players with JoinIndex=1 and JoinIndex=4 are non-confirmed for inputFrameId2
/*
Upon resynced on frontend, "refRenderFrameId" is now set to as advanced as possible, and it's the frontend's responsibility now to pave way for the "gap inputFrames"
If "NstDelayFrames" becomes larger, "pR.RenderFrameId - refRenderFrameId" possibly becomes larger because the force confirmation is delayed more.
Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
*/
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
if 0 > refRenderFrameIdIfNeeded {
// Without a "refRenderFrame", there's no point to force confirmation, i.e. nothing to downsync to the "ACTIVE but slowly ticking frontend(s)"
return 0, -1, nil
}
renderFrameId1 := (pR.RenderFrameId - pR.NstDelayFrames) // the renderFrameId which should've been rendered on frontend renderFrameId1 := (pR.RenderFrameId - pR.NstDelayFrames) // the renderFrameId which should've been rendered on frontend
if 0 > renderFrameId1 || !pR.shouldPrefabInputFrameDownsync(renderFrameId1) { if 0 > renderFrameId1 {
return 0, -1, nil
}
ok := false
renderFrameId2 := int32(-1)
if ok, renderFrameId2 = pR.shouldPrefabInputFrameDownsync(prevRenderFrameId-pR.NstDelayFrames, renderFrameId1); !ok {
/* /*
The backend "shouldPrefabInputFrameDownsync" shares the same rule as frontend "shouldGenerateInputFrameUpsync". The backend "shouldPrefabInputFrameDownsync" shares the same rule as frontend "shouldGenerateInputFrameUpsync".
It's also important that "forceConfirmationIfApplicable" is NOT EXECUTED for every renderFrame, such that when a player is forced to resync, it has some time, i.e. (1 << InputScaleFrames) renderFrames, to upsync again. It's also important that "forceConfirmationIfApplicable" is NOT EXECUTED for every renderFrame, such that when a player is forced to resync, it has some time, i.e. (1 << InputScaleFrames) renderFrames, to upsync again.
*/ */
return 0 return 0, -1, nil
} }
inputFrameId2 := pR.ConvertToInputFrameId(renderFrameId1, 0) // The inputFrame to force confirmation (if necessary) inputFrameId2 := pR.ConvertToInputFrameId(renderFrameId2, 0) // The inputFrame to force confirmation (if necessary)
if inputFrameId2 < pR.LastAllConfirmedInputFrameId { if inputFrameId2 < pR.LastAllConfirmedInputFrameId {
// No need to force confirmation, the inputFrames already arrived // No need to force confirmation, the inputFrames already arrived
Logger.Debug(fmt.Sprintf("inputFrameId2=%v is already all-confirmed for roomId=%v[type#1], no need to force confirmation of it", inputFrameId2, pR.Id)) Logger.Debug(fmt.Sprintf("inputFrameId2=%v is already all-confirmed for roomId=%v[type#1], no need to force confirmation of it", inputFrameId2, pR.Id))
return 0 return 0, -1, nil
} }
Logger.Debug(fmt.Sprintf("forceConfirmation-InputsBufferLock about to lock: roomId=%v", pR.Id))
pR.InputsBufferLock.Lock()
Logger.Debug(fmt.Sprintf("forceConfirmation-InputsBufferLock locked: roomId=%v", pR.Id))
defer func() {
pR.InputsBufferLock.Unlock()
Logger.Debug(fmt.Sprintf("forceConfirmation-InputsBufferLock unlocked: roomId=%v", pR.Id))
}()
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId2) tmp := pR.InputsBuffer.GetByFrameId(inputFrameId2)
if nil == tmp { if nil == tmp {
panic(fmt.Sprintf("inputFrameId2=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId2, pR.Id, pR.InputsBufferString(false))) panic(fmt.Sprintf("inputFrameId2=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId2, pR.Id, pR.InputsBufferString(false)))
@ -1126,10 +1170,18 @@ func (pR *Room) forceConfirmationIfApplicable() uint64 {
inputFrame2.ConfirmedList = allConfirmedMask inputFrame2.ConfirmedList = allConfirmedMask
pR.onInputFrameDownsyncAllConfirmed(inputFrame2, -1) pR.onInputFrameDownsyncAllConfirmed(inputFrame2, -1)
return unconfirmedMask var inputsBufferSnapshot []*InputFrameDownsync = nil
if 0 < unconfirmedMask {
// This condition should be rarely met!
snapshotStFrameId := pR.ConvertToInputFrameId(refRenderFrameIdIfNeeded, pR.InputDelayFrames)
inputsBufferSnapshot = pR.createInputsBufferSnapshot(snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1)
}
return unconfirmedMask, refRenderFrameIdIfNeeded, inputsBufferSnapshot
} }
func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRenderFrameId int32, spaceOffsetX, spaceOffsetY float64) { func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRenderFrameId int32, spaceOffsetX, spaceOffsetY float64) {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
if fromRenderFrameId >= toRenderFrameId { if fromRenderFrameId >= toRenderFrameId {
return return
} }
@ -1138,14 +1190,6 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
totPlayerCnt := uint32(pR.Capacity) totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1) allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
Logger.Debug(fmt.Sprintf("applyInputFrameDownsyncDynamics-InputsBufferLock about to lock: roomId=%v", pR.Id))
pR.InputsBufferLock.Lock()
Logger.Debug(fmt.Sprintf("applyInputFrameDownsyncDynamics-InputsBufferLock locked: roomId=%v", pR.Id))
defer func() {
pR.InputsBufferLock.Unlock()
Logger.Debug(fmt.Sprintf("applyInputFrameDownsyncDynamics-InputsBufferLock unlocked: roomId=%v", pR.Id))
}()
for collisionSysRenderFrameId := fromRenderFrameId; collisionSysRenderFrameId < toRenderFrameId; collisionSysRenderFrameId++ { for collisionSysRenderFrameId := fromRenderFrameId; collisionSysRenderFrameId < toRenderFrameId; collisionSysRenderFrameId++ {
currRenderFrameTmp := pR.RenderFrameBuffer.GetByFrameId(collisionSysRenderFrameId) currRenderFrameTmp := pR.RenderFrameBuffer.GetByFrameId(collisionSysRenderFrameId)
if nil == currRenderFrameTmp { if nil == currRenderFrameTmp {
@ -1164,7 +1208,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
} }
delayedInputFrame = tmp.(*InputFrameDownsync) delayedInputFrame = tmp.(*InputFrameDownsync)
// [WARNING] It's possible that by now "allConfirmedMask != delayedInputFrame.ConfirmedList && delayedInputFrameId <= pR.LastAllConfirmedInputFrameId", we trust "pR.LastAllConfirmedInputFrameId" as the TOP AUTHORITY. // [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) delayedInputFrame.ConfirmedList = allConfirmedMask
} }
nextRenderFrame := pR.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, pR.CollisionSysMap) nextRenderFrame := pR.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, pR.CollisionSysMap)
@ -1175,7 +1219,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
// TODO: Write unit-test for this function to compare with its frontend counter part // TODO: Write unit-test for this function to compare with its frontend counter part
func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSysMap map[int32]*resolv.Object) *RoomDownsyncFrame { func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSysMap map[int32]*resolv.Object) *RoomDownsyncFrame {
// TODO: Derive "nextRenderFramePlayers[*].CharacterState" as the frontend counter-part! // [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
nextRenderFramePlayers := make(map[int32]*PlayerDownsync, pR.Capacity) nextRenderFramePlayers := make(map[int32]*PlayerDownsync, pR.Capacity)
// Make a copy first // Make a copy first
for playerId, currPlayerDownsync := range currRenderFrame.Players { for playerId, currPlayerDownsync := range currRenderFrame.Players {
@ -1211,7 +1255,8 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
// Reset playerCollider position from the "virtual grid position" // Reset playerCollider position from the "virtual grid position"
for playerId, player := range pR.Players { for _, player := range pR.PlayersArr {
playerId := player.Id
joinIndex := player.JoinIndex joinIndex := player.JoinIndex
bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y = float64(0), float64(0) bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y = float64(0), float64(0)
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0) effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
@ -1306,7 +1351,8 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
} }
inputList := delayedInputFrame.InputList inputList := delayedInputFrame.InputList
// Process player inputs // Process player inputs
for playerId, player := range pR.Players { for _, player := range pR.PlayersArr {
playerId := player.Id
joinIndex := player.JoinIndex joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex] playerCollider := collisionSysMap[collisionPlayerIndex]
@ -1368,7 +1414,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
} }
// handle pushbacks upon collision after all movements treated as simultaneous // handle pushbacks upon collision after all movements treated as simultaneous
for _, player := range pR.Players { for _, player := range pR.PlayersArr {
joinIndex := player.JoinIndex joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex] playerCollider := collisionSysMap[collisionPlayerIndex]
@ -1387,7 +1433,8 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
} }
} }
for playerId, player := range pR.Players { for _, player := range pR.PlayersArr {
playerId := player.Id
joinIndex := player.JoinIndex joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex] playerCollider := collisionSysMap[collisionPlayerIndex]
@ -1447,64 +1494,83 @@ func (pR *Room) printBarrier(barrierCollider *resolv.Object) {
Logger.Info(fmt.Sprintf("Barrier in roomId=%v: w=%v, h=%v, shape=%v", pR.Id, barrierCollider.W, barrierCollider.H, barrierCollider.Shape)) Logger.Info(fmt.Sprintf("Barrier in roomId=%v: w=%v, h=%v, shape=%v", pR.Id, barrierCollider.W, barrierCollider.H, barrierCollider.Shape))
} }
func (pR *Room) downsyncToAllPlayers(upperToSendInputFrameId int32, unconfirmedMask uint64, prohibitsInputsBufferLock bool) { func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRenderFrameId int32, pDynamicsDuration *int64) (uint64, int32, []*InputFrameDownsync) {
for playerId, player := range pR.Players { Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock to about lock: roomId=%v", pR.Id))
thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) pR.InputsBufferLock.Lock()
switch thatPlayerBattleState { Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock locked: roomId=%v", pR.Id))
case PlayerBattleStateIns.DISCONNECTED:
case PlayerBattleStateIns.LOST: defer func() {
case PlayerBattleStateIns.EXPELLED_DURING_GAME: // [WARNING] Unlock before calling "downsyncToAllPlayers -> downsyncToSinglePlayer" to avoid unlocking lags due to blocking network I/O
case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL: pR.InputsBufferLock.Unlock()
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK: // This is the reason why battleState filter is put at "downsyncToAllPlayers" instead of "downsyncToSinglePlayer" Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock unlocked: roomId=%v", pR.Id))
continue }()
if ok, inputFrameGeneratingRenderFrameId := pR.shouldPrefabInputFrameDownsync(prevRenderFrameId, pR.RenderFrameId); ok {
noDelayInputFrameId := pR.ConvertToInputFrameId(inputFrameGeneratingRenderFrameId, 0)
if existingInputFrame := pR.InputsBuffer.GetByFrameId(noDelayInputFrameId); nil == existingInputFrame {
pR.prefabInputFrameDownsync(noDelayInputFrameId)
} }
pR.downsyncToSinglePlayer(playerId, player, pR.LastAllConfirmedInputFrameId, unconfirmedMask, prohibitsInputsBufferLock) }
// Force setting all-confirmed of buffered inputFrames periodically, kindly note that if "pR.BackendDynamicsEnabled", what we want to achieve is "recovery upon reconnection", which certainly requires "forceConfirmationIfApplicable" to move "pR.LastAllConfirmedInputFrameId" forward as much as possible
unconfirmedMask, refRenderFrameId, inputsBufferSnapshot := pR.forceConfirmationIfApplicable(prevRenderFrameId)
if 0 <= pR.LastAllConfirmedInputFrameId {
dynamicsStartedAt := utils.UnixtimeNano()
// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
*pDynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
}
return unconfirmedMask, refRenderFrameId, inputsBufferSnapshot
}
func (pR *Room) downsyncToAllPlayers(refRenderFrameId int32, unconfirmedMask uint64, inputsBufferSnapshot []*InputFrameDownsync) {
/*
[WARNING] This function MUST BE called while "pR.InputsBufferLock" is unlocked -- otherwise the blocking "sendSafely" might cause significant lag!
Moreover, we're downsyncing a same "inputsBufferSnapshot" for all players in the same battle and this is by design, i.e. not respecting "player.LastSentInputFrameId" because "new all-confirmed inputFrameDownsyncs" are the same for all players and ws is TCP-based (no loss of consecutive packets except for reconnection -- which is already handled by READDED_BATTLE_COLLIDER_ACKED)
*/
for _, player := range pR.PlayersArr {
pR.downsyncToSinglePlayer(player.Id, player, refRenderFrameId, unconfirmedMask, inputsBufferSnapshot)
} }
} }
func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, upperToSendInputFrameId int32, unconfirmedMask uint64, prohibitsInputsBufferLock bool) { func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRenderFrameId int32, unconfirmedMask uint64, toSendInputFrameDownsyncsSnapshot []*InputFrameDownsync) {
// TODO: DON'T try to send any message to an inactive player! However, note that player.BattleState could be modified from different threads and needs to be synced!
// [WARNING] Websocket is TCP-based, thus no need to re-send a previously sent inputFrame to a same player!
lowerToSentInputFrameId := player.LastSentInputFrameId + 1
/* /*
[WARNING] [WARNING] This function MUST BE called while "pR.InputsBufferLock" is unlocked -- otherwise the blocking "sendSafely" might cause significant lag!
Upon resynced on frontend, "refRenderFrameId" is now set to as advanced as possible, and it's the frontend's responsibility now to pave way for the "gap inputFrames" We hereby assume that Golang runtime allocates & frees small amount of RAM quickly enough compared to either network I/O worst cases or the high frequency "per inputFrameDownsync*player" locking (though "OnBattleCmdReceived" locks at the same frequency but it's inevitable).
If "NstDelayFrames" becomes larger, "pR.RenderFrameId - refRenderFrameId" possibly becomes larger because the force confirmation is delayed more.
Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
*/ */
refRenderFrameId := pR.CurDynamicsRenderFrameId - 1
shouldResync1 := (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId) playerJoinIndex := player.JoinIndex - 1
shouldResync2 := (0 < (unconfirmedMask & uint64(1<<uint32(player.JoinIndex-1)))) // This condition is critical, if we don't send resync upon this condition, the "reconnected or slowly-clocking player" might never get its input synced Logger.Debug(fmt.Sprintf("downsyncToSinglePlayer-SessionLock about to lock: roomId=%v, playerId=%v", pR.Id, playerId))
pR.PlayerDownsyncSessionLock[playerId].Lock()
Logger.Debug(fmt.Sprintf("downsyncToSinglePlayer-SessionLock locked: roomId=%v, playerId=%v", pR.Id, playerId))
defer func() {
pR.PlayerDownsyncSessionLock[playerId].Unlock()
Logger.Debug(fmt.Sprintf("downsyncToSinglePlayer-SessionLock unlocked: roomId=%v, playerId=%v", pR.Id, playerId))
}()
playerBattleState := atomic.LoadInt32(&(player.BattleState))
switch playerBattleState {
case PlayerBattleStateIns.DISCONNECTED:
case PlayerBattleStateIns.LOST:
case PlayerBattleStateIns.EXPELLED_DURING_GAME:
case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
return
}
shouldResync1 := (PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED == playerBattleState) // i.e. implies that "MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId", kindly note that this check as well as the re-assignment at the bottom of this function are both guarded by "pR.PlayerDownsyncSessionLock[playerId]"
shouldResync2 := (0 < (unconfirmedMask & uint64(1<<uint32(playerJoinIndex)))) // This condition is critical, if we don't send resync upon this condition, the "reconnected or slowly-clocking player" might never get its input synced
// shouldResync2 := (0 < unconfirmedMask) // An easier version of the above, might keep sending "refRenderFrame"s to still connected players when any player is disconnected // shouldResync2 := (0 < unconfirmedMask) // An easier version of the above, might keep sending "refRenderFrame"s to still connected players when any player is disconnected
shouldResyncOverall := (shouldResync1 || shouldResync2) shouldResyncOverall := (shouldResync1 || shouldResync2)
if shouldResyncOverall { if shouldResyncOverall {
// A rejoined player, should guarantee that when it resyncs to "refRenderFrameId" a matching inputFrame to apply exists // A rejoined player, should guarantee that when it resyncs to "refRenderFrameId" a matching inputFrame to apply exists
lowerToSentInputFrameId = pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames) Logger.Debug(fmt.Sprintf("Resyncing player: roomId=%v, playerId=%v, playerJoinIndex=%v, renderFrameId=%v, curDynamicsRenderFrameId=%v, playerLastSentInputFrameId=%v, refRenderFrameId=%v", pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, refRenderFrameId))
Logger.Info(fmt.Sprintf("Resyncing player: roomId=%v, playerId=%v, playerJoinIndex=%v, renderFrameId=%v, curDynamicsRenderFrameId=%v, playerLastSentInputFrameId=%v, refRenderFrameId=%v, lowerToSentInputFrameId=%v, upperToSendInputFrameId=%v", pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, refRenderFrameId, lowerToSentInputFrameId, upperToSendInputFrameId))
// TODO: What if "lowerToSentInputFrameId > pR.InputsBuffer.StFrameId" now?
}
if lowerToSentInputFrameId > upperToSendInputFrameId {
Logger.Debug(fmt.Sprintf("Not sending due to potentially empty toSendInputFrameDownsyncs: roomId=%v, playerId=%v, playerLastSentInputFrameId=%v, refRenderFrameId=%v, lowerToSentInputFrameId=%v, upperToSendInputFrameId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, player.LastSentInputFrameId, refRenderFrameId, lowerToSentInputFrameId, upperToSendInputFrameId, player.LastSentInputFrameId, player.AckingInputFrameId))
return
}
// [WARNING] EDGE CASE HERE: Upon initialization, all of "lastAllConfirmedInputFrameId", "lastAllConfirmedInputFrameIdWithChange" and "anchorInputFrameId" are "-1", thus "j" starts with "0", however "inputFrameId: 0" might not have been all confirmed!
var theInputsBufferLockToUse *sync.Mutex = &pR.InputsBufferLock
if prohibitsInputsBufferLock {
// Already locked in caller function
theInputsBufferLockToUse = nil
}
// [WARNING] Clone to deliberately avoid holding "pR.InputsBufferLock" while using network I/O
j, toSendInputFrameDownsyncs := pR.InputsBuffer.cloneInputFrameDownsyncsByFrameIdRange(lowerToSentInputFrameId, upperToSendInputFrameId+1, theInputsBufferLockToUse)
if 0 >= len(toSendInputFrameDownsyncs) {
Logger.Debug(fmt.Sprintf("Not sending due to actually empty toSendInputFrameDownsyncs: roomId=%v, playerId=%v, playerLastSentInputFrameId=%v, refRenderFrameId=%v, lowerToSentInputFrameId=%v, upperToSendInputFrameId=%v, j=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, player.LastSentInputFrameId, refRenderFrameId, lowerToSentInputFrameId, upperToSendInputFrameId, j, player.LastSentInputFrameId, player.AckingInputFrameId))
return
} }
/* /*
@ -1512,21 +1578,58 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, upperToSe
1. when player with a slower frontend clock lags significantly behind and thus wouldn't get its inputUpsync recognized due to faster "forceConfirmation" 1. when player with a slower frontend clock lags significantly behind and thus wouldn't get its inputUpsync recognized due to faster "forceConfirmation"
2. reconnection 2. reconnection
*/ */
toSendInputFrameIdSt, toSendInputFrameIdEd := toSendInputFrameDownsyncsSnapshot[0].InputFrameId, toSendInputFrameDownsyncsSnapshot[len(toSendInputFrameDownsyncsSnapshot)-1].InputFrameId+1
if pR.BackendDynamicsEnabled && shouldResyncOverall { if pR.BackendDynamicsEnabled && shouldResyncOverall {
tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId) tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
if nil == tmp { if nil == tmp {
panic(fmt.Sprintf("Required refRenderFrameId=%v for roomId=%v, renderFrameId=%v, playerId=%v, playerLastSentInputFrameId=%v, j=%v doesn't exist! InputsBuffer=%v, RenderFrameBuffer=%v", refRenderFrameId, pR.Id, pR.RenderFrameId, playerId, player.LastSentInputFrameId, j, pR.InputsBufferString(false), pR.RenderFrameBufferString())) panic(fmt.Sprintf("Required refRenderFrameId=%v for (roomId=%v, renderFrameId=%v, playerId=%v, playerLastSentInputFrameId=%v) doesn't exist! InputsBuffer=%v, RenderFrameBuffer=%v", refRenderFrameId, pR.Id, pR.RenderFrameId, playerId, player.LastSentInputFrameId, pR.InputsBufferString(false), pR.RenderFrameBufferString()))
} }
refRenderFrame := tmp.(*RoomDownsyncFrame) refRenderFrame := tmp.(*RoomDownsyncFrame)
for playerId, player := range pR.Players { for _, player := range pR.PlayersArr {
refRenderFrame.Players[playerId].ColliderRadius = player.ColliderRadius // hardcoded for now refRenderFrame.Players[player.Id].ColliderRadius = player.ColliderRadius // hardcoded for now
} }
refRenderFrame.BackendUnconfirmedMask = unconfirmedMask refRenderFrame.BackendUnconfirmedMask = unconfirmedMask
Logger.Warn(fmt.Sprintf("Sending refRenderFrameId=%v for roomId=%v, , playerId=%v, playerJoinIndex=%v, renderFrameId=%v, curDynamicsRenderFrameId=%v, playerLastSentInputFrameId=%v, lowerToSentInputFrameId=%v, upperToSendInputFrameId=%v, j=%v: InputsBuffer=%v", refRenderFrameId, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, lowerToSentInputFrameId, upperToSendInputFrameId, j, pR.InputsBufferString(false))) pR.sendSafely(refRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false)
pR.sendSafely(refRenderFrame, toSendInputFrameDownsyncs, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId) Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: InputsBuffer=%v", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, pR.InputsBufferString(false)))
} else { } else {
pR.sendSafely(nil, toSendInputFrameDownsyncs, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId) pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false)
}
player.LastSentInputFrameId = toSendInputFrameIdEd - 1
if shouldResync1 {
atomic.StoreInt32(&(player.BattleState), PlayerBattleStateIns.ACTIVE)
} }
player.LastSentInputFrameId = j - 1 }
func (pR *Room) createInputsBufferSnapshot(stFrameId, edFrameId int32) []*InputFrameDownsync {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
snapshot := make([]*InputFrameDownsync, 0, edFrameId-stFrameId)
prevFrameFound := true
j := stFrameId
for j < edFrameId {
tmp := pR.InputsBuffer.GetByFrameId(j)
if nil == tmp {
if false == prevFrameFound {
// The "id"s are always consecutive
break
} else {
prevFrameFound = false
continue
}
}
foo := tmp.(*InputFrameDownsync)
bar := &InputFrameDownsync{
InputFrameId: foo.InputFrameId,
InputList: make([]uint64, len(foo.InputList)),
ConfirmedList: foo.ConfirmedList,
}
for i, input := range foo.InputList {
bar.InputList[i] = input
}
snapshot = append(snapshot, bar)
j++
}
return snapshot
} }

View File

@ -440,7 +440,7 @@
"array": [ "array": [
0, 0,
0, 0,
210.4441731196186, 210.7506841057913,
0, 0,
0, 0,
0, 0,