Added collision debug logs in backend.

This commit is contained in:
genxium 2022-11-24 21:56:34 +08:00
parent 04de4666d5
commit 2a1105efa4
2 changed files with 16 additions and 9 deletions

View File

@ -124,6 +124,7 @@ type Room struct {
collisionSpaceOffsetY float64
Players map[int32]*Player
PlayersArr []*Player // ordered by joinIndex
Space *resolv.Space
CollisionSysMap map[int32]*resolv.Object
/**
* The following `PlayerDownsyncSessionDict` is NOT individually put
@ -1250,11 +1251,13 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
bulletCx, bulletCy := offenderCollider.X+xfac*meleeBullet.HitboxOffset, offenderCollider.Y+yfac*meleeBullet.HitboxOffset
newBulletCollider := GenerateRectCollider(bulletCx, bulletCy, xfac*meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet")
newBulletCollider := GenerateRectColliderInCollisionSpace(bulletCx, bulletCy, xfac*meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, "MeleeBullet")
newBulletCollider.Data = meleeBullet
pR.Space.Add(newBulletCollider)
collisionSysMap[collisionBulletIndex] = newBulletCollider
bulletColliders[collisionBulletIndex] = newBulletCollider
newBulletCollider.Update()
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))))
}
}
@ -1262,9 +1265,11 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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)
if collision := bulletCollider.Check(0, 0); collision != nil {
// 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?
offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
Logger.Info(fmt.Sprintf("roomId=%v, a meleeBullet collides w/ sth at currRenderFrame.id=%v: %v", pR.Id, currRenderFrame.Id, ConvexPolygonStr(bulletShape)))
for _, obj := range collision.Objects {
switch t := obj.Data.(type) {
case Player:
@ -1284,10 +1289,12 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
}
}
default:
Logger.Debug(fmt.Sprintf("Bullet collided with non-player: roomId=%v, currRenderFrame.Id=%v, delayedInputFrame.Id=%v", pR.Id, currRenderFrame.Id, delayedInputFrame.InputFrameId))
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))
}
}
shouldRemove = true
} else {
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))
}
if shouldRemove {
removedBulletsAtCurrFrame[collisionBulletIndex] = 1
@ -1427,13 +1434,13 @@ func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {
func (pR *Room) refreshColliders(spaceW, spaceH int32) {
// Kindly note that by now, we've already got all the shapes in the tmx file into "pR.(Players | Barriers)" from "ParseTmxLayersAndGroups"
minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 2) // the approx minimum distance a player can move per frame in world coordinate
space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) >> 1) // the approx minimum distance a player can move per frame in world coordinate
pR.Space = resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
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)
pR.Space.Add(playerCollider)
// Keep track of the collider in "pR.CollisionSysMap"
joinIndex := player.JoinIndex
pR.PlayersArr[joinIndex-1] = player
@ -1444,7 +1451,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
for _, barrier := range pR.Barriers {
boundaryUnaligned := barrier.Boundary
barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Barrier")
space.Add(barrierCollider)
pR.Space.Add(barrierCollider)
}
}

View File

@ -1076,7 +1076,7 @@ cc.Class({
newBulletCollider.data = meleeBullet;
collisionSysMap.set(collisionBulletIndex, newBulletCollider);
bulletColliders.set(collisionBulletIndex, newBulletCollider);
// console.log(`A meleeBullet is added to collisionSys at renderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended: ${JSON.stringify(meleeBullet)}`);
// console.log(`A meleeBullet is added to collisionSys at currRenderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended: ${JSON.stringify(meleeBullet)}`);
}
}