mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Enabled backend udp tunnel forwarding.
This commit is contained in:
@@ -8,6 +8,7 @@ import (
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sq "github.com/Masterminds/squirrel"
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"github.com/jmoiron/sqlx"
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"go.uber.org/zap"
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"net"
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)
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type PlayerBattleState struct {
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@@ -52,7 +53,7 @@ type Player struct {
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AckingInputFrameId int32
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UdpAddr *PeerUdpAddr
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BattleUdpTunnelAddr *PeerUdpAddr // This addr is used by backend only, not visible to frontend
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BattleUdpTunnelAddr *net.UDPAddr // This addr is used by backend only, not visible to frontend
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BattleUdpTunnelAuthKey int32
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}
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@@ -159,7 +159,7 @@ type Room struct {
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rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
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LastIndividuallyConfirmedInputList []uint64
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BattleUdpTunnelLock sync.Mutex // Guards "startBattleUdpTunnel"
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BattleUdpTunnelLock sync.Mutex
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BattleUdpTunnelAddr *pb.PeerUdpAddr
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BattleUdpTunnel *net.UDPConn
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}
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@@ -327,8 +327,8 @@ func (pR *Room) InputsBufferString(allDetails bool) string {
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// Appending of the array of strings can be very SLOW due to on-demand heap allocation! Use this printing with caution.
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s := make([]string, 0)
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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))
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for playerId, player := range pR.PlayersArr {
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s = append(s, fmt.Sprintf("{playerId: %v, ackingFrameId: %v, ackingInputFrameId: %v, lastSentInputFrameId: %v}", playerId, player.AckingFrameId, player.AckingInputFrameId, player.LastSentInputFrameId))
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for _, player := range pR.PlayersArr {
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s = append(s, fmt.Sprintf("{playerId: %v, ackingFrameId: %v, ackingInputFrameId: %v, lastSentInputFrameId: %v}", player.Id, player.AckingFrameId, player.AckingInputFrameId, player.LastSentInputFrameId))
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}
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for i := pR.InputsBuffer.StFrameId; i < pR.InputsBuffer.EdFrameId; i++ {
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tmp := pR.InputsBuffer.GetByFrameId(i)
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@@ -821,7 +821,7 @@ func (pR *Room) OnDismissed() {
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pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
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dilutedServerFps := float64(58.0) // Don't set this value too small, otherwise we might miss force confirmation needs for slow tickers!
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pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(serverFps) / dilutedServerFps)
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pR.BattleDurationFrames = int32(5 * serverFps)
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pR.BattleDurationFrames = int32(60 * serverFps)
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pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
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pR.InputFrameUpsyncDelayTolerance = battle.ConvertToNoDelayInputFrameId(pR.NstDelayFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche
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pR.MaxChasingRenderFramesPerUpdate = 9 // Don't set this value too high to avoid exhausting frontend CPU within a single frame, roughly as the "turn-around frames to recover" is empirically OK
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@@ -1727,12 +1727,13 @@ func (pR *Room) startBattleUdpTunnel() {
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panic(err)
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}
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pReq := new(pb.WsReq)
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if unmarshalErr := proto.Unmarshal(message[0:rlen], pReq); nil != unmarshalErr {
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bytes := message[0:rlen]
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if unmarshalErr := proto.Unmarshal(bytes, pReq); nil != unmarshalErr {
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Logger.Warn("`BattleUdpTunnel` for roomId=%d failed to unmarshal", zap.Error(unmarshalErr))
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continue
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}
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playerId := pReq.PlayerId
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Logger.Info(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d received decoded WsReq:", pR.Id), zap.Any("pReq", pReq))
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Logger.Info(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d received decoded WsReq:", pR.Id), zap.Any("pReq", pReq))
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if player, exists1 := pR.Players[playerId]; exists1 {
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authKey := pReq.AuthKey
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if authKey != player.BattleUdpTunnelAuthKey {
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@@ -1740,12 +1741,27 @@ func (pR *Room) startBattleUdpTunnel() {
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continue
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}
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if _, existent := pR.PlayerDownsyncSessionDict[playerId]; existent {
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player.UdpAddr = &pb.PeerUdpAddr{
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Ip: remote.IP.String(),
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Port: int32(remote.Port),
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AuthKey: pReq.AuthKey,
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}
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player.BattleUdpTunnelAddr = remote
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Logger.Info(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d updated battleUdpAddr for playerId=%d to be %s\n", pR.Id, playerId, remote))
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nowBattleState := atomic.LoadInt32(&pR.State)
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if RoomBattleStateIns.IN_BATTLE == nowBattleState {
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batch := pReq.InputFrameUpsyncBatch
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if nil != batch && 0 < len(batch) {
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peerJoinIndex := pReq.JoinIndex
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// Broadcast to every other player in the same room/battle
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for _, otherPlayer := range pR.PlayersArr {
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if otherPlayer.JoinIndex == peerJoinIndex {
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continue
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}
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_, wrerr := conn.WriteTo(bytes, otherPlayer.BattleUdpTunnelAddr)
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if nil != wrerr {
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Logger.Warn(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d failed to forward upsync from (playerId:%d, joinIndex:%d, addr:%s) to (otherPlayerId:%d, otherPlayerJoinIndex:%d, otherPlayerAddr:%s)\n", pR.Id, playerId, peerJoinIndex, remote, otherPlayer.Id, otherPlayer.JoinIndex, otherPlayer.BattleUdpTunnelAddr))
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}
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}
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}
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}
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} else {
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Logger.Warn(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d received validated %d bytes for playerId=%d from %s, but primary downsync session for it doesn't exist\n", pR.Id, rlen, playerId, remote))
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}
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