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"
InputScaleFrames uint32 // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
JoinIndexBooleanArr []bool
RollbackEstimatedDtMillis float64
RollbackEstimatedDtNanos int64
BackendDynamicsEnabled bool
LastRenderFrameIdTriggeredAt int64
WorldToVirtualGridRatio float64
VirtualGridToWorldRatio float64
PlayerDefaultSpeed int32
StageName string
StageDiscreteW int32
StageDiscreteH int32
StageTileW int32
StageTileH int32
RawBattleStrToVec2DListMap StrToVec2DListMap
RawBattleStrToPolygon2DListMap StrToPolygon2DListMap
BackendDynamicsEnabled bool
BattleColliderInfo // Compositing to send centralized magic numbers
}
func (pR *Room) updateScore() {
@ -297,7 +286,7 @@ func (pR *Room) ChooseStage() error {
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 {
panic(err)
}
@ -306,10 +295,10 @@ func (pR *Room) ChooseStage() error {
pR.StageDiscreteH = stageDiscreteH
pR.StageTileW = stageTileW
pR.StageTileH = stageTileH
pR.RawBattleStrToVec2DListMap = toRetStrToVec2DListMap
pR.RawBattleStrToPolygon2DListMap = toRetStrToPolygon2DListMap
pR.StrToVec2DListMap = strToVec2DListMap
pR.StrToPolygon2DListMap = strToPolygon2DListMap
barrierPolygon2DList := *(toRetStrToPolygon2DListMap["Barrier"])
barrierPolygon2DList := *(strToPolygon2DListMap["Barrier"])
var barrierLocalIdInBattle int32 = 0
for _, polygon2DUnaligned := range barrierPolygon2DList.Eles {
@ -530,8 +519,8 @@ func (pR *Room) StartBattle() {
2. reconnection
*/
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) // An easier version of the above, might keep sending "refRenderFrame"s to still connected players when any player is disconnected
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
if pR.BackendDynamicsEnabled && (shouldResync1 || shouldResync2) {
tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
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]
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)
for _, player := range pR.Players {
if PlayerBattleStateIns.ACTIVE != player.BattleState {
continue
}
if player.LastSentInputFrameId >= minLastSentInputFrameId {
continue
}
minLastSentInputFrameId = player.LastSentInputFrameId
}
if minLastSentInputFrameId < toApplyInputFrameId {
toApplyInputFrameId = minLastSentInputFrameId
if minLastSentInputFrameId < minToKeepInputFrameId {
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)
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
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.
pR.WorldToVirtualGridRatio = float64(1000)
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.Players = make(map[int32]*Player)
pR.PlayersArr = make([]*Player, pR.Capacity)
@ -812,7 +805,7 @@ func (pR *Room) OnDismissed() {
pR.BattleDurationFrames = 30 * pR.ServerFps
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
pR.InputFrameUpsyncDelayTolerance = 2
pR.MaxChasingRenderFramesPerUpdate = 5
pR.MaxChasingRenderFramesPerUpdate = 8
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
// Lazily assign the initial position of "Player" for "RoomDownsyncFrame".
playerPosList := *(pR.RawBattleStrToVec2DListMap["PlayerStartingPos"])
playerPosList := *(pR.StrToVec2DListMap["PlayerStartingPos"])
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))
}
@ -1085,15 +1078,9 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync
func (pR *Room) markConfirmationIfApplicable() {
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)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
for inputFrameId := inputFrameId1; inputFrameId < inputFrameId2; inputFrameId++ {
for inputFrameId := inputFrameId1; inputFrameId < pR.InputsBuffer.EdFrameId; inputFrameId++ {
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId)
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)))
@ -1243,12 +1230,9 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
// Update in the collision system
playerCollider.Update()
if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
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.Dx = decodedInput.Dx
nextRenderFramePlayers[playerId].Dir.Dy = decodedInput.Dy
}
}
// handle pushbacks upon collision after all movements treated as simultaneous
for _, player := range pR.Players {
@ -1281,14 +1265,14 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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
}
func (pR *Room) decodeInput(encodedInput uint64) *InputFrameDecoded {
encodedDirection := (encodedInput & 0xf)
encodedDirection := (encodedInput & uint64(15))
btnALevel := int32((encodedInput >> 4) & 1)
return &InputFrameDecoded{
Dx: DIRECTION_DECODER[encodedDirection][0],

View File

@ -1,7 +1,7 @@
// Code generated by protoc-gen-go. DO NOT EDIT.
// versions:
// protoc-gen-go v1.28.1
// protoc v3.21.4
// protoc v3.7.1
// source: room_downsync_frame.proto
package protos
@ -48,6 +48,7 @@ type BattleColliderInfo struct {
RollbackEstimatedDtNanos int64 `protobuf:"varint,20,opt,name=rollbackEstimatedDtNanos,proto3" json:"rollbackEstimatedDtNanos,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"`
SpAtkLookupFrames int32 `protobuf:"varint,23,opt,name=spAtkLookupFrames,proto3" json:"spAtkLookupFrames,omitempty"`
}
func (x *BattleColliderInfo) Reset() {
@ -236,6 +237,13 @@ func (x *BattleColliderInfo) GetVirtualGridToWorldRatio() float64 {
return 0
}
func (x *BattleColliderInfo) GetSpAtkLookupFrames() int32 {
if x != nil {
return x.SpAtkLookupFrames
}
return 0
}
type PlayerDownsync struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
@ -937,7 +945,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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@ -1010,137 +1018,139 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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}
var (

View File

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

View File

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

View File

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

View File

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

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);