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

@ -160,23 +160,12 @@ type Room struct {
NstDelayFrames int32 // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames" NstDelayFrames int32 // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames"
InputScaleFrames uint32 // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames) InputScaleFrames uint32 // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
JoinIndexBooleanArr []bool JoinIndexBooleanArr []bool
RollbackEstimatedDtMillis float64
RollbackEstimatedDtNanos int64
LastRenderFrameIdTriggeredAt int64
WorldToVirtualGridRatio float64 BackendDynamicsEnabled bool
VirtualGridToWorldRatio float64 LastRenderFrameIdTriggeredAt int64
PlayerDefaultSpeed int32
PlayerDefaultSpeed int32 BattleColliderInfo // Compositing to send centralized magic numbers
StageName string
StageDiscreteW int32
StageDiscreteH int32
StageTileW int32
StageTileH int32
RawBattleStrToVec2DListMap StrToVec2DListMap
RawBattleStrToPolygon2DListMap StrToPolygon2DListMap
BackendDynamicsEnabled bool
} }
func (pR *Room) updateScore() { func (pR *Room) updateScore() {
@ -297,7 +286,7 @@ func (pR *Room) ChooseStage() error {
DeserializeTsxToColliderDict(pTmxMapIns, byteArrOfTsxFile, int(tileset.FirstGid), gidBoundariesMapInB2World) DeserializeTsxToColliderDict(pTmxMapIns, byteArrOfTsxFile, int(tileset.FirstGid), gidBoundariesMapInB2World)
} }
stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, toRetStrToVec2DListMap, toRetStrToPolygon2DListMap, err := ParseTmxLayersAndGroups(pTmxMapIns, gidBoundariesMapInB2World) stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, strToVec2DListMap, strToPolygon2DListMap, err := ParseTmxLayersAndGroups(pTmxMapIns, gidBoundariesMapInB2World)
if nil != err { if nil != err {
panic(err) panic(err)
} }
@ -306,10 +295,10 @@ func (pR *Room) ChooseStage() error {
pR.StageDiscreteH = stageDiscreteH pR.StageDiscreteH = stageDiscreteH
pR.StageTileW = stageTileW pR.StageTileW = stageTileW
pR.StageTileH = stageTileH pR.StageTileH = stageTileH
pR.RawBattleStrToVec2DListMap = toRetStrToVec2DListMap pR.StrToVec2DListMap = strToVec2DListMap
pR.RawBattleStrToPolygon2DListMap = toRetStrToPolygon2DListMap pR.StrToPolygon2DListMap = strToPolygon2DListMap
barrierPolygon2DList := *(toRetStrToPolygon2DListMap["Barrier"]) barrierPolygon2DList := *(strToPolygon2DListMap["Barrier"])
var barrierLocalIdInBattle int32 = 0 var barrierLocalIdInBattle int32 = 0
for _, polygon2DUnaligned := range barrierPolygon2DList.Eles { for _, polygon2DUnaligned := range barrierPolygon2DList.Eles {
@ -530,8 +519,8 @@ func (pR *Room) StartBattle() {
2. reconnection 2. reconnection
*/ */
shouldResync1 := (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId) shouldResync1 := (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId)
// 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 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
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
if pR.BackendDynamicsEnabled && (shouldResync1 || shouldResync2) { if pR.BackendDynamicsEnabled && (shouldResync1 || shouldResync2) {
tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId) tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
if nil == tmp { if nil == tmp {
@ -553,26 +542,29 @@ func (pR *Room) StartBattle() {
} }
} }
toApplyInputFrameId := pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames) minToKeepInputFrameId := pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames) - pR.SpAtkLookupFrames
/* /*
[WARNING] [WARNING]
The following updates to "toApplyInputFrameId" is necessary because when "false == pR.BackendDynamicsEnabled", the variable "refRenderFrameId" is not well defined. The following updates to "minToKeepInputFrameId" is necessary because when "false == pR.BackendDynamicsEnabled", the variable "refRenderFrameId" is not well defined.
*/ */
minLastSentInputFrameId := int32(math.MaxInt32) minLastSentInputFrameId := int32(math.MaxInt32)
for _, player := range pR.Players { for _, player := range pR.Players {
if PlayerBattleStateIns.ACTIVE != player.BattleState {
continue
}
if player.LastSentInputFrameId >= minLastSentInputFrameId { if player.LastSentInputFrameId >= minLastSentInputFrameId {
continue continue
} }
minLastSentInputFrameId = player.LastSentInputFrameId minLastSentInputFrameId = player.LastSentInputFrameId
} }
if minLastSentInputFrameId < toApplyInputFrameId { if minLastSentInputFrameId < minToKeepInputFrameId {
toApplyInputFrameId = minLastSentInputFrameId minToKeepInputFrameId = minLastSentInputFrameId
} }
for pR.InputsBuffer.N < pR.InputsBuffer.Cnt || (0 < pR.InputsBuffer.Cnt && pR.InputsBuffer.StFrameId < toApplyInputFrameId) { for pR.InputsBuffer.N < pR.InputsBuffer.Cnt || (0 < pR.InputsBuffer.Cnt && pR.InputsBuffer.StFrameId < minToKeepInputFrameId) {
f := pR.InputsBuffer.Pop().(*InputFrameDownsync) f := pR.InputsBuffer.Pop().(*InputFrameDownsync)
if pR.inputFrameIdDebuggable(f.InputFrameId) { if pR.inputFrameIdDebuggable(f.InputFrameId) {
// Popping of an "inputFrame" would be AFTER its being all being confirmed, because it requires the "inputFrame" to be all acked // Popping of an "inputFrame" would be AFTER its being all being confirmed, because it requires the "inputFrame" to be all acked
Logger.Debug("inputFrame lifecycle#4[popped]:", zap.Any("roomId", pR.Id), zap.Any("inputFrameId", f.InputFrameId), zap.Any("toApplyInputFrameId", toApplyInputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false))) Logger.Debug("inputFrame lifecycle#4[popped]:", zap.Any("roomId", pR.Id), zap.Any("inputFrameId", f.InputFrameId), zap.Any("minToKeepInputFrameId", minToKeepInputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false)))
} }
} }
@ -785,6 +777,7 @@ func (pR *Room) OnDismissed() {
// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference. // Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
pR.WorldToVirtualGridRatio = float64(1000) pR.WorldToVirtualGridRatio = float64(1000)
pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
pR.SpAtkLookupFrames = 5
pR.PlayerDefaultSpeed = int32(float64(2) * pR.WorldToVirtualGridRatio) // in virtual grids per frame pR.PlayerDefaultSpeed = int32(float64(2) * pR.WorldToVirtualGridRatio) // in virtual grids per frame
pR.Players = make(map[int32]*Player) pR.Players = make(map[int32]*Player)
pR.PlayersArr = make([]*Player, pR.Capacity) pR.PlayersArr = make([]*Player, pR.Capacity)
@ -812,7 +805,7 @@ func (pR *Room) OnDismissed() {
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
pR.MaxChasingRenderFramesPerUpdate = 5 pR.MaxChasingRenderFramesPerUpdate = 8
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work! pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
@ -924,7 +917,7 @@ func (pR *Room) onPlayerAdded(playerId int32) {
pR.JoinIndexBooleanArr[index] = true pR.JoinIndexBooleanArr[index] = true
// Lazily assign the initial position of "Player" for "RoomDownsyncFrame". // Lazily assign the initial position of "Player" for "RoomDownsyncFrame".
playerPosList := *(pR.RawBattleStrToVec2DListMap["PlayerStartingPos"]) playerPosList := *(pR.StrToVec2DListMap["PlayerStartingPos"])
if index > len(playerPosList.Eles) { if index > len(playerPosList.Eles) {
panic(fmt.Sprintf("onPlayerAdded error, index >= len(playerPosList), roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount)) panic(fmt.Sprintf("onPlayerAdded error, index >= len(playerPosList), roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
} }
@ -1085,15 +1078,9 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync
func (pR *Room) markConfirmationIfApplicable() { func (pR *Room) markConfirmationIfApplicable() {
inputFrameId1 := pR.LastAllConfirmedInputFrameId + 1 inputFrameId1 := pR.LastAllConfirmedInputFrameId + 1
gap := int32(4) // This value is hardcoded and doesn't need be much bigger, because the backend side is supposed to never lag when "false == BackendDynamicsEnabled".
inputFrameId2 := inputFrameId1 + gap
if inputFrameId2 > pR.InputsBuffer.EdFrameId {
inputFrameId2 = pR.InputsBuffer.EdFrameId
}
totPlayerCnt := uint32(pR.Capacity) totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1) allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
for inputFrameId := inputFrameId1; inputFrameId < inputFrameId2; inputFrameId++ { for inputFrameId := inputFrameId1; inputFrameId < pR.InputsBuffer.EdFrameId; inputFrameId++ {
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId) tmp := pR.InputsBuffer.GetByFrameId(inputFrameId)
if nil == tmp { if nil == tmp {
panic(fmt.Sprintf("inputFrameId=%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", inputFrameId, pR.Id, pR.InputsBufferString(false))) panic(fmt.Sprintf("inputFrameId=%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", inputFrameId, pR.Id, pR.InputsBufferString(false)))
@ -1107,7 +1094,7 @@ func (pR *Room) markConfirmationIfApplicable() {
} }
inputFrameUpsync := tmp.(*InputFrameUpsync) inputFrameUpsync := tmp.(*InputFrameUpsync)
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1) indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = inputFrameUpsync.Encoded inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = inputFrameUpsync.Encoded
inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr) inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
} }
@ -1243,11 +1230,8 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
// Update in the collision system // Update in the collision system
playerCollider.Update() playerCollider.Update()
if 0 != decodedInput.Dx || 0 != decodedInput.Dy { nextRenderFramePlayers[playerId].Dir.Dx = decodedInput.Dx
Logger.Debug(fmt.Sprintf("Checking collision for playerId=%v: virtual (%d, %d) -> (%d, %d), now playerShape=%v", playerId, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, newVx, newVy, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon)))) nextRenderFramePlayers[playerId].Dir.Dy = decodedInput.Dy
nextRenderFramePlayers[playerId].Dir.Dx = decodedInput.Dx
nextRenderFramePlayers[playerId].Dir.Dy = decodedInput.Dy
}
} }
// handle pushbacks upon collision after all movements treated as simultaneous // handle pushbacks upon collision after all movements treated as simultaneous
@ -1281,20 +1265,20 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
nextRenderFramePlayers[playerId].VirtualGridY = newVy nextRenderFramePlayers[playerId].VirtualGridY = newVy
} }
Logger.Debug(fmt.Sprintf("After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v, toRet.Players=%v", currRenderFrame.Id, inputList, currRenderFrame.Players, nextRenderFramePlayers, toRet.Players)) Logger.Debug(fmt.Sprintf("After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v", currRenderFrame.Id, inputList, currRenderFrame.Players, nextRenderFramePlayers))
} }
return toRet return toRet
} }
func (pR *Room) decodeInput(encodedInput uint64) *InputFrameDecoded { func (pR *Room) decodeInput(encodedInput uint64) *InputFrameDecoded {
encodedDirection := (encodedInput & 0xf) encodedDirection := (encodedInput & uint64(15))
btnALevel := int32((encodedInput >> 4) & 1) btnALevel := int32((encodedInput >> 4) & 1)
return &InputFrameDecoded{ return &InputFrameDecoded{
Dx: DIRECTION_DECODER[encodedDirection][0], Dx: DIRECTION_DECODER[encodedDirection][0],
Dy: DIRECTION_DECODER[encodedDirection][1], Dy: DIRECTION_DECODER[encodedDirection][1],
BtnALevel: btnALevel, BtnALevel: btnALevel,
} }
} }
func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool { func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {

View File

@ -1,7 +1,7 @@
// Code generated by protoc-gen-go. DO NOT EDIT. // Code generated by protoc-gen-go. DO NOT EDIT.
// versions: // versions:
// protoc-gen-go v1.28.1 // protoc-gen-go v1.28.1
// protoc v3.21.4 // protoc v3.7.1
// source: room_downsync_frame.proto // source: room_downsync_frame.proto
package protos package protos
@ -48,6 +48,7 @@ type BattleColliderInfo struct {
RollbackEstimatedDtNanos int64 `protobuf:"varint,20,opt,name=rollbackEstimatedDtNanos,proto3" json:"rollbackEstimatedDtNanos,omitempty"` RollbackEstimatedDtNanos int64 `protobuf:"varint,20,opt,name=rollbackEstimatedDtNanos,proto3" json:"rollbackEstimatedDtNanos,omitempty"`
WorldToVirtualGridRatio float64 `protobuf:"fixed64,21,opt,name=worldToVirtualGridRatio,proto3" json:"worldToVirtualGridRatio,omitempty"` WorldToVirtualGridRatio float64 `protobuf:"fixed64,21,opt,name=worldToVirtualGridRatio,proto3" json:"worldToVirtualGridRatio,omitempty"`
VirtualGridToWorldRatio float64 `protobuf:"fixed64,22,opt,name=virtualGridToWorldRatio,proto3" json:"virtualGridToWorldRatio,omitempty"` VirtualGridToWorldRatio float64 `protobuf:"fixed64,22,opt,name=virtualGridToWorldRatio,proto3" json:"virtualGridToWorldRatio,omitempty"`
SpAtkLookupFrames int32 `protobuf:"varint,23,opt,name=spAtkLookupFrames,proto3" json:"spAtkLookupFrames,omitempty"`
} }
func (x *BattleColliderInfo) Reset() { func (x *BattleColliderInfo) Reset() {
@ -236,6 +237,13 @@ func (x *BattleColliderInfo) GetVirtualGridToWorldRatio() float64 {
return 0 return 0
} }
func (x *BattleColliderInfo) GetSpAtkLookupFrames() int32 {
if x != nil {
return x.SpAtkLookupFrames
}
return 0
}
type PlayerDownsync struct { type PlayerDownsync struct {
state protoimpl.MessageState state protoimpl.MessageState
sizeCache protoimpl.SizeCache sizeCache protoimpl.SizeCache
@ -937,7 +945,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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} }
var ( var (

View File

@ -247,8 +247,8 @@ func Serve(c *gin.Context) {
bciFrame := &pb.BattleColliderInfo{ bciFrame := &pb.BattleColliderInfo{
BoundRoomId: pRoom.Id, BoundRoomId: pRoom.Id,
StageName: pRoom.StageName, StageName: pRoom.StageName,
StrToVec2DListMap: pRoom.RawBattleStrToVec2DListMap, StrToVec2DListMap: pRoom.StrToVec2DListMap,
StrToPolygon2DListMap: pRoom.RawBattleStrToPolygon2DListMap, StrToPolygon2DListMap: pRoom.StrToPolygon2DListMap,
StageDiscreteW: pRoom.StageDiscreteW, StageDiscreteW: pRoom.StageDiscreteW,
StageDiscreteH: pRoom.StageDiscreteH, StageDiscreteH: pRoom.StageDiscreteH,
StageTileW: pRoom.StageTileW, StageTileW: pRoom.StageTileW,
@ -269,6 +269,8 @@ func Serve(c *gin.Context) {
WorldToVirtualGridRatio: pRoom.WorldToVirtualGridRatio, WorldToVirtualGridRatio: pRoom.WorldToVirtualGridRatio,
VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio, VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio,
SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
} }
resp := &pb.WsResp{ resp := &pb.WsResp{

View File

@ -1,7 +1,7 @@
// Code generated by protoc-gen-go. DO NOT EDIT. // Code generated by protoc-gen-go. DO NOT EDIT.
// versions: // versions:
// protoc-gen-go v1.28.1 // protoc-gen-go v1.28.1
// protoc v3.21.4 // protoc v3.7.1
// source: geometry.proto // source: geometry.proto
package sharedprotos package sharedprotos

View File

@ -29,6 +29,8 @@ message BattleColliderInfo {
double worldToVirtualGridRatio = 21; double worldToVirtualGridRatio = 21;
double virtualGridToWorldRatio = 22; double virtualGridToWorldRatio = 22;
int32 spAtkLookupFrames = 23;
} }
message PlayerDownsync { message PlayerDownsync {

View File

@ -440,7 +440,7 @@
"array": [ "array": [
0, 0,
0, 0,
216.50635094610968, 344.6705889248102,
0, 0,
0, 0,
0, 0,

View File

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

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@ -113,7 +113,7 @@ cc.Class({
dumpToInputCache: function(inputFrameDownsync) { dumpToInputCache: function(inputFrameDownsync) {
const self = this; 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) { if (minToKeepInputFrameId > self.lastAllConfirmedInputFrameId) {
minToKeepInputFrameId = self.lastAllConfirmedInputFrameId; minToKeepInputFrameId = self.lastAllConfirmedInputFrameId;
} }
@ -209,6 +209,8 @@ cc.Class({
inputFrameUpsyncBatch.push(inputFrameUpsync); inputFrameUpsyncBatch.push(inputFrameUpsync);
} }
} }
// console.info(`inputFrameUpsyncBatch: ${JSON.stringify(inputFrameUpsyncBatch)}`);
const reqData = window.pb.protos.WsReq.encode({ const reqData = window.pb.protos.WsReq.encode({
msgId: Date.now(), msgId: Date.now(),
playerId: self.selfPlayerInfo.id, playerId: self.selfPlayerInfo.id,
@ -374,7 +376,8 @@ cc.Class({
window.clearBoundRoomIdInBothVolatileAndPersistentStorage(); window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
window.initPersistentSessionClient(self.initAfterWSConnected, null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ ); window.initPersistentSessionClient(self.initAfterWSConnected, null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ );
}; };
resultPanelScriptIns.onCloseDelegate = () => {}; resultPanelScriptIns.onCloseDelegate = () => {
};
self.gameRuleNode = cc.instantiate(self.gameRulePrefab); self.gameRuleNode = cc.instantiate(self.gameRulePrefab);
self.gameRuleNode.width = self.canvasNode.width; self.gameRuleNode.width = self.canvasNode.width;
@ -415,6 +418,7 @@ cc.Class({
self.rollbackEstimatedDtMillis = parsedBattleColliderInfo.rollbackEstimatedDtMillis; self.rollbackEstimatedDtMillis = parsedBattleColliderInfo.rollbackEstimatedDtMillis;
self.rollbackEstimatedDtNanos = parsedBattleColliderInfo.rollbackEstimatedDtNanos; self.rollbackEstimatedDtNanos = parsedBattleColliderInfo.rollbackEstimatedDtNanos;
self.maxChasingRenderFramesPerUpdate = parsedBattleColliderInfo.maxChasingRenderFramesPerUpdate; self.maxChasingRenderFramesPerUpdate = parsedBattleColliderInfo.maxChasingRenderFramesPerUpdate;
self.spAtkLookupFrames = parsedBattleColliderInfo.spAtkLookupFrames;
self.worldToVirtualGridRatio = parsedBattleColliderInfo.worldToVirtualGridRatio; self.worldToVirtualGridRatio = parsedBattleColliderInfo.worldToVirtualGridRatio;
self.virtualGridToWorldRatio = parsedBattleColliderInfo.virtualGridToWorldRatio; self.virtualGridToWorldRatio = parsedBattleColliderInfo.virtualGridToWorldRatio;
@ -754,6 +758,7 @@ cc.Class({
const self = this; const self = this;
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab) const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter"); const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
playerScriptIns.joinIndex = joinIndex;
if (1 == joinIndex) { if (1 == joinIndex) {
playerScriptIns.setSpecies("SoldierElf"); playerScriptIns.setSpecies("SoldierElf");

View File

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