Enabled backend udp tunnel forwarding.

This commit is contained in:
genxium 2023-01-30 00:20:43 +08:00
parent 677e76179c
commit 2b6cb57050
5 changed files with 43 additions and 13 deletions

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@ -8,6 +8,7 @@ import (
sq "github.com/Masterminds/squirrel"
"github.com/jmoiron/sqlx"
"go.uber.org/zap"
"net"
)
type PlayerBattleState struct {
@ -52,7 +53,7 @@ type Player struct {
AckingInputFrameId int32
UdpAddr *PeerUdpAddr
BattleUdpTunnelAddr *PeerUdpAddr // This addr is used by backend only, not visible to frontend
BattleUdpTunnelAddr *net.UDPAddr // This addr is used by backend only, not visible to frontend
BattleUdpTunnelAuthKey int32
}

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@ -159,7 +159,7 @@ type Room struct {
rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
LastIndividuallyConfirmedInputList []uint64
BattleUdpTunnelLock sync.Mutex // Guards "startBattleUdpTunnel"
BattleUdpTunnelLock sync.Mutex
BattleUdpTunnelAddr *pb.PeerUdpAddr
BattleUdpTunnel *net.UDPConn
}
@ -327,8 +327,8 @@ 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.
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))
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))
for _, player := range pR.PlayersArr {
s = append(s, fmt.Sprintf("{playerId: %v, ackingFrameId: %v, ackingInputFrameId: %v, lastSentInputFrameId: %v}", player.Id, player.AckingFrameId, player.AckingInputFrameId, player.LastSentInputFrameId))
}
for i := pR.InputsBuffer.StFrameId; i < pR.InputsBuffer.EdFrameId; i++ {
tmp := pR.InputsBuffer.GetByFrameId(i)
@ -821,7 +821,7 @@ func (pR *Room) OnDismissed() {
pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
dilutedServerFps := float64(58.0) // Don't set this value too small, otherwise we might miss force confirmation needs for slow tickers!
pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(serverFps) / dilutedServerFps)
pR.BattleDurationFrames = int32(5 * serverFps)
pR.BattleDurationFrames = int32(60 * serverFps)
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
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
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
@ -1727,12 +1727,13 @@ func (pR *Room) startBattleUdpTunnel() {
panic(err)
}
pReq := new(pb.WsReq)
if unmarshalErr := proto.Unmarshal(message[0:rlen], pReq); nil != unmarshalErr {
bytes := message[0:rlen]
if unmarshalErr := proto.Unmarshal(bytes, pReq); nil != unmarshalErr {
Logger.Warn("`BattleUdpTunnel` for roomId=%d failed to unmarshal", zap.Error(unmarshalErr))
continue
}
playerId := pReq.PlayerId
Logger.Info(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d received decoded WsReq:", pR.Id), zap.Any("pReq", pReq))
Logger.Info(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d received decoded WsReq:", pR.Id), zap.Any("pReq", pReq))
if player, exists1 := pR.Players[playerId]; exists1 {
authKey := pReq.AuthKey
if authKey != player.BattleUdpTunnelAuthKey {
@ -1740,12 +1741,27 @@ func (pR *Room) startBattleUdpTunnel() {
continue
}
if _, existent := pR.PlayerDownsyncSessionDict[playerId]; existent {
player.UdpAddr = &pb.PeerUdpAddr{
Ip: remote.IP.String(),
Port: int32(remote.Port),
AuthKey: pReq.AuthKey,
}
player.BattleUdpTunnelAddr = remote
Logger.Info(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d updated battleUdpAddr for playerId=%d to be %s\n", pR.Id, playerId, remote))
nowBattleState := atomic.LoadInt32(&pR.State)
if RoomBattleStateIns.IN_BATTLE == nowBattleState {
batch := pReq.InputFrameUpsyncBatch
if nil != batch && 0 < len(batch) {
peerJoinIndex := pReq.JoinIndex
// Broadcast to every other player in the same room/battle
for _, otherPlayer := range pR.PlayersArr {
if otherPlayer.JoinIndex == peerJoinIndex {
continue
}
_, wrerr := conn.WriteTo(bytes, otherPlayer.BattleUdpTunnelAddr)
if nil != wrerr {
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))
}
}
}
}
} else {
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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@ -257,6 +257,7 @@ cc.Class({
joinIndex: self.selfPlayerInfo.JoinIndex,
ackingInputFrameId: self.lastAllConfirmedInputFrameId,
inputFrameUpsyncBatch: inputFrameUpsyncBatch,
authKey: self.selfPlayerInfo.udpTunnelAuthKey,
}).finish();
if (cc.sys.isNative) {
DelayNoMore.UdpSession.broadcastInputFrameUpsync(reqData, window.boundRoomCapacity, self.selfPlayerInfo.JoinIndex);

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@ -98,6 +98,7 @@ window.handleHbRequirements = function(resp) {
} else {
console.log(`Handle hb requirements #5, native, bciFrame.battleUdpTunnel=${resp.bciFrame.battleUdpTunnel}, selfPlayerInfo=${JSON.stringify(window.mapIns.selfPlayerInfo)}`);
const res1 = DelayNoMore.UdpSession.openUdpSession(8888 + window.mapIns.selfPlayerInfo.JoinIndex);
window.mapIns.selfPlayerInfo.udpTunnelAuthKey = resp.bciFrame.battleUdpTunnel.authKey;
const intAuthToken = window.mapIns.selfPlayerInfo.intAuthToken;
const authKey = Math.floor(Math.random() * 65535);
window.mapIns.selfPlayerInfo.authKey = authKey;

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@ -15,6 +15,7 @@ struct PeerAddr peerAddrList[maxPeerCnt];
char SRV_IP[256];
int SRV_PORT = 0;
int UDP_TUNNEL_SRV_PORT = 0;
struct PeerAddr udpTunnelAddr;
void _onRead(uv_udp_t* req, ssize_t nread, uv_buf_t const* buf, struct sockaddr const* addr, unsigned flags) {
if (nread < 0) {
@ -145,6 +146,7 @@ void _punchServerOnUvThread(uv_work_t* wrapper) {
uv_buf_t udpTunnelSendBuffer = uv_buf_init(work->udpTunnelBytes, work->udpTunnelBytesLen);
struct sockaddr_in udpTunnelDestAddr;
uv_ip4_addr(SRV_IP, UDP_TUNNEL_SRV_PORT, &udpTunnelDestAddr);
udpTunnelAddr.sockAddrIn = udpTunnelDestAddr;
uv_udp_send(udpTunnelReq, udpSocket, &udpTunnelSendBuffer, 1, (struct sockaddr const*)&udpTunnelDestAddr, _onSend);
}
}
@ -254,6 +256,14 @@ void _broadcastInputFrameUpsyncOnUvThread(uv_work_t* wrapper) {
BroadcastInputFrameUpsyncWork* work = (BroadcastInputFrameUpsyncWork*)wrapper->data;
int roomCapacity = work->roomCapacity;
int selfJoinIndex = work->selfJoinIndex;
// Send to room udp tunnel in case of hole punching failure
for (int j = 0; j < broadcastUpsyncCnt; j++) {
uv_udp_send_t* req = (uv_udp_send_t*)malloc(sizeof(uv_udp_send_t));
uv_buf_t sendBuffer = uv_buf_init(work->bytes, work->bytesLen);
uv_udp_send(req, udpSocket, &sendBuffer, 1, (struct sockaddr const*)&(udpTunnelAddr.sockAddrIn), _onSend);
CCLOG("UDP sent upsync to udp tunnel %s:%d by %u bytes round-%d", SRV_IP, UDP_TUNNEL_SRV_PORT, work->bytesLen, j);
}
for (int i = 0; i < roomCapacity; i++) {
if (i + 1 == selfJoinIndex) {
continue;
@ -268,10 +278,11 @@ void _broadcastInputFrameUpsyncOnUvThread(uv_work_t* wrapper) {
for (int j = 0; j < broadcastUpsyncCnt; j++) {
uv_udp_send_t* req = (uv_udp_send_t*)malloc(sizeof(uv_udp_send_t));
uv_buf_t sendBuffer = uv_buf_init(work->bytes, work->bytesLen);
uv_udp_send(req, udpSocket, &sendBuffer, 1, (struct sockaddr const*)&peerAddrList[i], _onSend);
uv_udp_send(req, udpSocket, &sendBuffer, 1, (struct sockaddr const*)&(peerAddrList[i].sockAddrIn), _onSend);
CCLOG("UDP broadcasted upsync to peer %s:%d by %u bytes round-%d", peerIp, ntohs(peerAddrList[i].sockAddrIn.sin_port), work->bytesLen, j);
}
}
}
void _afterBroadcastInputFrameUpsync(uv_work_t* wrapper, int status) {
BroadcastInputFrameUpsyncWork* work = (BroadcastInputFrameUpsyncWork*)wrapper->data;