mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Fixed a few indexing errors.
This commit is contained in:
parent
50273c981b
commit
2dfd6083c5
@ -977,7 +977,7 @@ func (pR *Room) StopBattleForSettlement() {
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for playerId, _ := range pR.Players {
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assembledFrame := pb.RoomDownsyncFrame{
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Id: pR.Tick,
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RefFrameId: 0, // Hardcoded for now.
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RefFrameId: pR.Tick, // Hardcoded for now.
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Players: toPbPlayers(pR.Players),
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SentAt: utils.UnixtimeMilli(),
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CountdownNanos: -1, // TODO: Replace this magic constant!
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@ -90,23 +90,7 @@ cc.Class({
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if (remoteUrl == null || remoteUrl == '') {
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cc.log(`No avatar to show for :`);
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cc.log(playerMeta);
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remoteUrl = 'http://wx.qlogo.cn/mmopen/PiajxSqBRaEJUWib5D85KXWHumaxhU4E9XOn9bUpCNKF3F4ibfOj8JYHCiaoosvoXCkTmOQE1r2AKKs8ObMaz76EdA/0'
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}
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cc.loader.load({
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url: remoteUrl,
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type: 'jpg'
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}, function(err, texture) {
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if (null != err ) {
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console.error(err);
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} else {
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if (null == texture) {
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return;
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}
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const sf = new cc.SpriteFrame();
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sf.setTexture(texture);
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playerInfoNode.getChildByName('avatarMask').getChildByName('avatar').getComponent(cc.Sprite).spriteFrame = sf;
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}
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});
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})();
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function isEmptyString(str) {
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@ -137,9 +137,12 @@ cc.Class({
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_dumpToRenderCache: function(roomDownsyncFrame) {
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const self = this;
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const minToKeepRenderFrameId = self.lastAllConfirmedRenderFrameId;
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while (self.recentInputCache.stFrameId < minToKeepRenderFrameId) {
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while (0 < self.recentRenderCache.cnt && self.recentRenderCache.stFrameId < minToKeepRenderFrameId) {
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self.recentRenderCache.pop();
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}
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if (self.recentRenderCache.stFrameId < minToKeepRenderFrameId) {
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console.warn("Weird dumping of RENDER frame: self.renderFrame=", self.renderFrame, ", self.recentInputCache=", self._stringifyRecentInputCache(false), ", self.recentRenderCache=", self._stringifyRecentRenderCache(false), ", self.lastAllConfirmedRenderFrameId=", self.lastAllConfirmedRenderFrameId, ", self.lastAllConfirmedInputFrameId=", self.lastAllConfirmedInputFrameId);
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}
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const existing = self.recentRenderCache.getByFrameId(roomDownsyncFrame.id);
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if (null != existing) {
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existing.players = roomDownsyncFrame.players;
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@ -157,10 +160,14 @@ cc.Class({
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_dumpToInputCache: function(inputFrameDownsync) {
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const self = this;
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const minToKeepInputFrameId = self._convertToInputFrameId(self.lastAllConfirmedRenderFrameId, self.inputDelayFrames); // [WARNING] This could be different from "self.lastAllConfirmedInputFrameId". We'd like to keep the corresponding inputFrame for "self.lastAllConfirmedRenderFrameId" such that a rollback could place "self.chaserRenderFrameId = self.lastAllConfirmedRenderFrameId" for the worst case incorrect prediction.
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while (self.recentInputCache.stFrameId < minToKeepInputFrameId) {
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let minToKeepInputFrameId = self._convertToInputFrameId(self.lastAllConfirmedRenderFrameId, self.inputDelayFrames); // [WARNING] This could be different from "self.lastAllConfirmedInputFrameId". We'd like to keep the corresponding inputFrame for "self.lastAllConfirmedRenderFrameId" such that a rollback could place "self.chaserRenderFrameId = self.lastAllConfirmedRenderFrameId" for the worst case incorrect prediction.
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if (minToKeepInputFrameId > self.lastAllConfirmedInputFrameId) minToKeepInputFrameId = self.lastAllConfirmedInputFrameId;
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while (0 < self.recentInputCache.cnt && self.recentInputCache.stFrameId < minToKeepInputFrameId) {
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self.recentInputCache.pop();
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}
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if (self.recentInputCache.stFrameId < minToKeepInputFrameId) {
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console.warn("Weird dumping of INPUT frame: self.renderFrame=", self.renderFrame, ", self.recentInputCache=", self._stringifyRecentInputCache(false), ", self.recentRenderCache=", self._stringifyRecentRenderCache(false), ", self.lastAllConfirmedRenderFrameId=", self.lastAllConfirmedRenderFrameId, ", self.lastAllConfirmedInputFrameId=", self.lastAllConfirmedInputFrameId);
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}
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const existing = self.recentInputCache.getByFrameId(inputFrameDownsync.inputFrameId);
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if (null != existing) {
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existing.inputList = inputFrameDownsync.inputList;
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@ -532,54 +539,38 @@ cc.Class({
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self.transitToState(ALL_MAP_STATES.WAITING);
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self._inputControlEnabled = false;
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let findingPlayerScriptIns = null;
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let findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
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window.handleRoomDownsyncFrame = function(rdf) {
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if (ALL_BATTLE_STATES.WAITING != self.battleState
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&& ALL_BATTLE_STATES.IN_BATTLE != self.battleState
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&& ALL_BATTLE_STATES.IN_SETTLEMENT != self.battleState) {
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return;
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}
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const frameId = rdf.id;
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// Right upon establishment of the "PersistentSessionClient", we should receive an initial signal "BattleColliderInfo" earlier than any "RoomDownsyncFrame" containing "PlayerMeta" data.
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const refFrameId = rdf.refFrameId;
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switch (refFrameId) {
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case window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.PLAYER_ADDED_AND_ACKED:
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self._initPlayerRichInfoDict(rdf.players, rdf.playerMetas);
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// 显示匹配玩家
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findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
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// Update the "finding player" GUI and show it if not previously present
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if (!self.findingPlayerNode.parent) {
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self.showPopupInCanvas(self.findingPlayerNode);
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}
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findingPlayerScriptIns.updatePlayersInfo(rdf.playerMetas);
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return;
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case window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.PLAYER_READDED_AND_ACKED:
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self._initPlayerRichInfoDict(rdf.players, rdf.playerMetas);
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// In this case, we're definitely in an active battle, thus the "self.findingPlayerNode" should be hidden if being presented.
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if (self.findingPlayerNode && self.findingPlayerNode.parent) {
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self.findingPlayerNode.parent.removeChild(self.findingPlayerNode);
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self.transitToState(ALL_MAP_STATES.VISUAL);
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if (self.playersInfoNode) {
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for (let playerId in rdf.playerMetas) {
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const playerMeta = rdf.playerMetas[playerId];
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const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo");
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playersInfoScriptIns.updateData(playerMeta);
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}
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}
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}
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return;
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case window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_READY_TO_START:
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// 显示倒计时
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self.playersMatched(rdf.playerMetas);
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// 隐藏返回按钮
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findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
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findingPlayerScriptIns.hideExitButton();
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self.onBattleReadyToStart(rdf.playerMetas, false);
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return;
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case window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START:
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self.onBattleStarted(rdf);
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return;
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case window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.PLAYER_READDED_AND_ACKED:
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self.lastAllConfirmedRenderFrameId = frameId;
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self.onBattleReadyToStart(rdf.playerMetas, true);
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self.onBattleStarted(rdf);
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return;
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}
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const frameId = rdf.id;
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self.lastAllConfirmedRenderFrameId = frameId;
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// TODO: Inject a NetworkDoctor as introduced in https://app.yinxiang.com/shard/s61/nl/13267014/5c575124-01db-419b-9c02-ec81f78c6ddc/.
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};
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@ -698,10 +689,19 @@ cc.Class({
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onBattleStarted(rdf) {
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// This function is also applicable to "re-joining".
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const players = rdf.players;
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const playerMetas = rdf.playerMetas;
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console.log('On battle started!');
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const self = window.mapIns;
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const players = rdf.players;
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const playerMetas = rdf.playerMetas;
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self._initPlayerRichInfoDict(players, playerMetas);
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// Show the top status indicators for IN_BATTLE
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const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo");
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for (let i in playerMetas) {
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const playerMeta = playerMetas[i];
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playersInfoScriptIns.updateData(playerMeta);
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}
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if (null != rdf.countdownNanos) {
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self.countdownNanos = rdf.countdownNanos;
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}
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@ -715,7 +715,7 @@ cc.Class({
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self.countdownToBeginGameNode.parent.removeChild(self.countdownToBeginGameNode);
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}
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self.transitToState(ALL_MAP_STATES.VISUAL);
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self.chaserRenderFrameId = MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START;
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self.chaserRenderFrameId = rdf.id;
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self.applyRoomDownsyncFrameDynamics(rdf);
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self._dumpToRenderCache(rdf);
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self.battleState = ALL_BATTLE_STATES.IN_BATTLE; // Starts the increment of "self.renderFrameId" in "self.update(dt)"
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@ -912,27 +912,29 @@ cc.Class({
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setLocalZOrder(toShowNode, 10);
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},
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playersMatched(playerMetas) {
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console.log("Calling `playersMatched` with:", playerMetas);
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onBattleReadyToStart(playerMetas, isSelfRejoining) {
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console.log("Calling `onBattleReadyToStart` with:", playerMetas);
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const self = this;
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const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
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findingPlayerScriptIns.hideExitButton();
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findingPlayerScriptIns.updatePlayersInfo(playerMetas);
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window.setTimeout(() => {
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if (null != self.findingPlayerNode.parent) {
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self.findingPlayerNode.parent.removeChild(self.findingPlayerNode);
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self.transitToState(ALL_MAP_STATES.VISUAL);
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const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo");
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for (let i in playerMetas) {
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const playerMeta = playerMetas[i];
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playersInfoScriptIns.updateData(playerMeta);
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}
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}
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const countDownScriptIns = self.countdownToBeginGameNode.getComponent("CountdownToBeginGame");
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countDownScriptIns.setData();
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self.showPopupInCanvas(self.countdownToBeginGameNode);
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return;
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}, 2000);
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const hideFindingPlayersGUI = function() {
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if (null == self.findingPlayerNode.parent) return;
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self.findingPlayerNode.parent.removeChild(self.findingPlayerNode);
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};
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if (true == isSelfRejoining) {
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hideFindingPlayersGUI();
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} else {
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// Delay to hide the "finding player" GUI, then show a countdown clock
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window.setTimeout(() => {
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hideFindingPlayersGUI();
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const countDownScriptIns = self.countdownToBeginGameNode.getComponent("CountdownToBeginGame");
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countDownScriptIns.setData();
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self.showPopupInCanvas(self.countdownToBeginGameNode);
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}, 1500);
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}
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},
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_createRoomDownsyncFrameLocally(renderFrameId, collisionSys, collisionSysMap) {
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@ -1019,6 +1021,9 @@ cc.Class({
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const self = this;
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const renderFrameSt = self.recentRenderCache.getByFrameId(renderFrameIdSt); // typed "RoomDownsyncFrame"
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if (null == renderFrameSt) {
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console.error("Couldn't find renderFrameId=", renderFrameIdSt, " to rollback, recentRenderCache=", self._stringifyRecentRenderCache(false));
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}
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/*
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Reset "position" of players in "collisionSys" according to "renderFrameSt". The easy part is that we don't have path-dependent-integrals to worry about like that of thermal dynamics.
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*/
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@ -1031,7 +1036,6 @@ cc.Class({
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playerCollider.y = player.y;
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});
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const result = collisionSys.createResult(); // Can I reuse a "self.latestCollisionSysResult" object throughout the whole battle?
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/*
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This function eventually calculates a "RoomDownsyncFrame" where "RoomDownsyncFrame.id == renderFrameIdEd".
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*/
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@ -1057,6 +1061,7 @@ cc.Class({
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});
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collisionSys.update();
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const result = collisionSys.createResult(); // Can I reuse a "self.latestCollisionSysResult" object throughout the whole battle?
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self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
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const joinIndex = playerRichInfo.joinIndex;
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@ -1099,44 +1104,29 @@ cc.Class({
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},
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_stringifyRecentInputCache(usefullOutput) {
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const self = this;
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if (true == usefullOutput) {
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let s = [];
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self.recentInputCache.forEach((inputFrameDownsync, inputFrameId) => {
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s.push(JSON.stringify(inputFrameDownsync));
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});
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for (let i = self.recentInputCache.stFrameId; i < self.recentInputCache.edFrameId; ++i) {
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s.push(JSON.stringify(self.recentInputCache.getByFrameId(i)));
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}
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return s.join('\n');
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}
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return "[stInputFrameId=" + self.recentInputCacheSt + ", edInputFrameId=" + self.recentInputCacheEd + ")";
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return "[stInputFrameId=" + self.recentInputCache.stFrameId + ", edInputFrameId=" + self.recentInputCache.edFrameId + ")";
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},
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_stringifyRollbackResult(renderFrameId, delayedInputFrameDownsync) {
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_stringifyRecentRenderCache(usefullOutput) {
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const self = this;
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const s = (
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null == delayedInputFrameDownsync
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?
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{
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renderFrameId: renderFrameId,
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players: {}
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if (true == usefullOutput) {
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let s = [];
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for (let i = self.recentRenderCache.stFrameId; i < self.recentRenderCache.edFrameId; ++i) {
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s.push(JSON.stringify(self.recentRenderCache.getByFrameId(i)));
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}
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:
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{
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renderFrameId: renderFrameId,
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players: {},
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delayedInputFrameDownsync: delayedInputFrameDownsync,
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}
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);
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self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
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const joinIndex = playerRichInfo.joinIndex;
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const playerNode = playerRichInfo.node;
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const playerScriptIns = playerRichInfo.scriptIns;
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s.players[playerRichInfo.id] = {
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id: playerRichInfo.id,
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x: playerNode.position.x,
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y: playerNode.position.y,
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};
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});
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return JSON.stringify(s);
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return s.join('\n');
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}
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return "[stRenderFrameId=" + self.recentRenderCache.stFrameId + ", edRenderFrameId=" + self.recentRenderCache.edFrameId + ")";
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},
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});
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