Fixes for jiggling character animation on resynced.

This commit is contained in:
yflu
2022-11-21 00:23:01 +08:00
parent d21f59cafa
commit 2dbc529978
10 changed files with 540 additions and 867 deletions

View File

@@ -38,6 +38,7 @@ cc.Class({
},
scheduleNewDirection(newScheduledDirection, forceAnimSwitch) {
const oldDx = this.activeDirection.dx, oldDy = this.activeDirection.dy;
BaseCharacter.prototype.scheduleNewDirection.call(this, newScheduledDirection, forceAnimSwitch);
if (ATK_CHARACTER_STATE.Atk1[0] == this.characterState) {
return;
@@ -53,6 +54,7 @@ cc.Class({
const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
if (newAnimName != this.animComp.animationName) {
this.animComp.playAnimation(newAnimName);
// console.log(`JoinIndex=${this.joinIndex}, Resetting anim to ${newAnimName}, dir changed: (${oldDx}, ${oldDy}) -> (${newScheduledDirection.dx}, ${newScheduledDirection.dy})`);
}
}
},

View File

@@ -113,7 +113,7 @@ cc.Class({
dumpToInputCache: function(inputFrameDownsync) {
const self = this;
let minToKeepInputFrameId = self._convertToInputFrameId(self.lastAllConfirmedRenderFrameId, self.inputDelayFrames); // [WARNING] This could be different from "self.lastAllConfirmedInputFrameId". We'd like to keep the corresponding delayedInputFrame for "self.lastAllConfirmedRenderFrameId" such that a rollback could place "self.chaserRenderFrameId = self.lastAllConfirmedRenderFrameId" for the worst case incorrect prediction.
let minToKeepInputFrameId = self._convertToInputFrameId(self.lastAllConfirmedRenderFrameId, self.inputDelayFrames) - self.spAtkLookupFrames; // [WARNING] This could be different from "self.lastAllConfirmedInputFrameId". We'd like to keep the corresponding delayedInputFrame for "self.lastAllConfirmedRenderFrameId" such that a rollback could place "self.chaserRenderFrameId = self.lastAllConfirmedRenderFrameId" for the worst case incorrect prediction.
if (minToKeepInputFrameId > self.lastAllConfirmedInputFrameId) {
minToKeepInputFrameId = self.lastAllConfirmedInputFrameId;
}
@@ -209,6 +209,8 @@ cc.Class({
inputFrameUpsyncBatch.push(inputFrameUpsync);
}
}
// console.info(`inputFrameUpsyncBatch: ${JSON.stringify(inputFrameUpsyncBatch)}`);
const reqData = window.pb.protos.WsReq.encode({
msgId: Date.now(),
playerId: self.selfPlayerInfo.id,
@@ -374,7 +376,8 @@ cc.Class({
window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
window.initPersistentSessionClient(self.initAfterWSConnected, null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ );
};
resultPanelScriptIns.onCloseDelegate = () => {};
resultPanelScriptIns.onCloseDelegate = () => {
};
self.gameRuleNode = cc.instantiate(self.gameRulePrefab);
self.gameRuleNode.width = self.canvasNode.width;
@@ -415,6 +418,7 @@ cc.Class({
self.rollbackEstimatedDtMillis = parsedBattleColliderInfo.rollbackEstimatedDtMillis;
self.rollbackEstimatedDtNanos = parsedBattleColliderInfo.rollbackEstimatedDtNanos;
self.maxChasingRenderFramesPerUpdate = parsedBattleColliderInfo.maxChasingRenderFramesPerUpdate;
self.spAtkLookupFrames = parsedBattleColliderInfo.spAtkLookupFrames;
self.worldToVirtualGridRatio = parsedBattleColliderInfo.worldToVirtualGridRatio;
self.virtualGridToWorldRatio = parsedBattleColliderInfo.virtualGridToWorldRatio;
@@ -754,6 +758,7 @@ cc.Class({
const self = this;
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
playerScriptIns.joinIndex = joinIndex;
if (1 == joinIndex) {
playerScriptIns.setSpecies("SoldierElf");

View File

@@ -404,7 +404,7 @@ cc.Class({
},
decodeInput(encodedInput) {
const encodedDirection = (encodedInput & 0xf);
const encodedDirection = (encodedInput & 15);
const mappedDirection = window.DIRECTION_DECODER[encodedDirection];
if (null == mappedDirection) {
console.error("Unexpected encodedDirection = ", encodedDirection);