Finally fixed inconsistent pushbacks between frontend and backend.

This commit is contained in:
genxium 2022-12-26 22:42:26 +08:00
parent bb6055f48c
commit 335e11e925
8 changed files with 61 additions and 50 deletions

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@ -424,9 +424,9 @@ func (pR *Room) StartBattle() {
Logger.Error("battleMainLoop, recovery spot#1, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("panic", r))
}
pR.StopBattleForSettlement()
rdfIdToActuallyUsedInputDump := pR.rdfIdToActuallyUsedInputString()
Logger.Info(fmt.Sprintf("The `battleMainLoop` for roomId=%v is stopped@renderFrameId=%v, with battleDurationFrames=%v:\n%v", pR.Id, pR.RenderFrameId, pR.BattleDurationFrames, pR.InputsBufferString(false))) // This takes sometime to print
os.WriteFile(fmt.Sprintf("room_%d.txt", pR.Id), []byte(rdfIdToActuallyUsedInputDump), 0644) // DEBUG ONLY
//rdfIdToActuallyUsedInputDump := pR.rdfIdToActuallyUsedInputString()
//os.WriteFile(fmt.Sprintf("room_%d.txt", pR.Id), []byte(rdfIdToActuallyUsedInputDump), 0644) // DEBUG ONLY
pR.onBattleStoppedForSettlement()
}()
@ -773,7 +773,7 @@ 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(pR.ServerFps) / dilutedServerFps)
pR.BattleDurationFrames = 15 * pR.ServerFps
pR.BattleDurationFrames = 60 * pR.ServerFps
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
pR.InputFrameUpsyncDelayTolerance = (pR.NstDelayFrames >> pR.InputScaleFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche
pR.MaxChasingRenderFramesPerUpdate = 12 // Don't set this value too high to avoid exhausting frontend CPU within a single frame

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@ -64,7 +64,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
if moveToCollide {
effPushback := Vec2D{X: float64(0), Y: float64(0)}
colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
playerColliders[0].X, playerColliders[0].Y = VirtualGridToPolygonColliderBLPos(int32(-139000-2000), int32(-474500+2000), colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
playerColliders[0].X, playerColliders[0].Y = VirtualGridToPolygonColliderBLPos(int32(-139000), int32(-474500), colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
playerColliders[0].Update()
playerColliders[1].X, playerColliders[1].Y = VirtualGridToPolygonColliderBLPos(int32(-163000), int32(-520000), colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
@ -84,9 +84,9 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
Logger.Warn(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(bShape), overlapResult))
}
}
toTestPlayerCollider.X -= effPushback.X
toTestPlayerCollider.Y -= effPushback.Y
toTestPlayerCollider.Update()
//toTestPlayerCollider.X -= effPushback.X
//toTestPlayerCollider.Y -= effPushback.Y
//toTestPlayerCollider.Update()
Logger.Info(fmt.Sprintf("effPushback={%v, %v}", effPushback.X, effPushback.Y))
}
}

File diff suppressed because one or more lines are too long

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@ -12,7 +12,7 @@
<object id="135" x="901" y="1579">
<point/>
</object>
<object id="137" x="865" y="1561">
<object id="137" x="861" y="1540">
<point/>
</object>
</objectgroup>

View File

@ -461,7 +461,7 @@
"array": [
0,
0,
217.37237634989413,
216.79265527990535,
0,
0,
0,

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@ -920,8 +920,7 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
if (self.lastAllConfirmedInputFrameId >= delayedInputFrameId && !self.equalRoomDownsyncFrames(othersForcedDownsyncRenderFrame, rdf)) {
console.warn(`Mismatched render frame@rdf.id=${rdf.id} w/ inputFrameId=${delayedInputFrameId}:
rdf=${JSON.stringify(rdf)}
othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame)}
${self._stringifyRdfIdToActuallyUsedInput()}`);
othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame)}`);
// closeWSConnection(constants.RET_CODE.CLIENT_MISMATCHED_RENDER_FRAME, "");
// self.onManualRejoinRequired("[DEBUG] CLIENT_MISMATCHED_RENDER_FRAME");
rdf = othersForcedDownsyncRenderFrame;

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@ -197,7 +197,7 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
break;
case constants.RET_CODE.BATTLE_STOPPED:
// deliberately do nothing
console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}`);
//console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}`);
break;
case constants.RET_CODE.PLAYER_NOT_ADDABLE_TO_ROOM:
case constants.RET_CODE.PLAYER_NOT_READDABLE_TO_ROOM:
@ -212,7 +212,7 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
case constants.RET_CODE.PLAYER_NOT_FOUND:
case constants.RET_CODE.PLAYER_CHEATING:
case 1006: // Peer(i.e. the backend) gone unexpectedly
console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}`);
//console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}`);
window.clearLocalStorageAndBackToLoginScene(true);
break;
default:

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@ -224,8 +224,8 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e resolv.Vector, re
func WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio float64) (int32, int32) {
// [WARNING] Introduces loss of precision!
// In JavaScript floating numbers suffer from seemingly non-deterministic arithmetics, and even if certain libs solved this issue by approaches such as fixed-point-number, they might not be used in other libs -- e.g. the "collision libs" we're interested in -- thus couldn't kill all pains.
var virtualGridX int32 = int32(math.Round(wx * worldToVirtualGridRatio))
var virtualGridY int32 = int32(math.Round(wy * worldToVirtualGridRatio))
var virtualGridX int32 = int32(math.Floor(wx * worldToVirtualGridRatio))
var virtualGridY int32 = int32(math.Floor(wy * worldToVirtualGridRatio))
return virtualGridX, virtualGridY
}
@ -254,30 +254,42 @@ func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBounding
return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
}
func calcHardPushbacksNorms(playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) []Vec2D {
func calcHardPushbacksNorms(joinIndex int32, playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) *[]Vec2D {
ret := make([]Vec2D, 0, 10) // no one would simultaneously have more than 5 hardPushbacks
collision := playerCollider.Check(0, 0)
if nil == collision {
return ret
return &ret
}
//playerColliderCenterX, playerColliderCenterY := playerCollider.Center()
//fmt.Printf("joinIndex=%d calcHardPushbacksNorms has non-empty collision;playerColliderPos=(%.2f,%.2f)\n", joinIndex, playerColliderCenterX, playerColliderCenterY)
for _, obj := range collision.Objects {
isBarrier := false
switch obj.Data.(type) {
case *Barrier:
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape)
if !overlapped {
continue
}
// ALWAY snap into hardPushbacks!
// [OverlapX, OverlapY] is the unit vector that points into the platform
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapY
ret = append(ret, Vec2D{X: overlapResult.OverlapX, Y: overlapResult.OverlapY})
pEffPushback.X += pushbackX
pEffPushback.Y += pushbackY
case *PlayerDownsync:
case *MeleeBullet:
default:
// By default it's a regular barrier, even if data is nil, note that Golang syntax of switch-case is kind of confusing, this "default" condition is met only if "!*PlayerDownsync && !*MeleeBullet".
isBarrier = true
}
if !isBarrier {
continue
}
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape)
if !overlapped {
continue
}
// ALWAY snap into hardPushbacks!
// [OverlapX, OverlapY] is the unit vector that points into the platform
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapY
ret = append(ret, Vec2D{X: overlapResult.OverlapX, Y: overlapResult.OverlapY})
pEffPushback.X += pushbackX
pEffPushback.Y += pushbackY
//fmt.Printf("joinIndex=%d calcHardPushbacksNorms found one hardpushback; immediatePushback=(%.2f,%.2f)\n", joinIndex, pushbackX, pushbackY)
}
return ret
return &ret
}
// [WARNING] The params of this method is carefully tuned such that only "battle.RoomDownsyncFrame" is a necessary custom struct.
@ -312,7 +324,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputList, delaye
}
effPushbacks := make([]Vec2D, roomCapacity)
hardPushbackNorms := make([][]Vec2D, roomCapacity)
hardPushbackNorms := make([]*[]Vec2D, roomCapacity)
// 1. Process player inputs
if nil != delayedInputList {
@ -385,13 +397,12 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputList, delaye
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(playerCollider, playerShape, snapIntoPlatformOverlap, &(effPushbacks[joinIndex-1]))
hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(joinIndex, playerCollider, playerShape, snapIntoPlatformOverlap, &(effPushbacks[joinIndex-1]))
thatPlayerInNextFrame := nextRenderFramePlayers[i]
fallStopping := false
landedOnGravityPushback := false
if collision := playerCollider.Check(0, 0); nil != collision {
for _, obj := range collision.Objects {
isBarrier, isAnotherPlayer, isBullet := false, false, false
// TODO: Make this part work in JavaScript without having to expose all types Barrier/PlayerDownsync/MeleeBullet by js.MakeWrapper.
switch obj.Data.(type) {
case *PlayerDownsync:
isAnotherPlayer = true
@ -411,17 +422,11 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputList, delaye
continue
}
normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0))
landedOnGravityPushback := (snapIntoPlatformThreshold < normAlignmentWithGravity) // prevents false snapping on the lateral sides
if landedOnGravityPushback {
// kindly note that one player might land on top of another player, and snapping is also required in such case
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapY
thatPlayerInNextFrame.InAir = false
}
if isAnotherPlayer {
// [WARNING] The "zero overlap collision" might be randomly detected/missed on either frontend or backend, to have deterministic result we added paddings to all sides of a playerCollider. As each velocity component of (velX, velY) being a multiple of 0.5 at any renderFrame, each position component of (x, y) can only be a multiple of 0.5 too, thus whenever a 1-dimensional collision happens between players from [player#1: i*0.5, player#2: j*0.5, not collided yet] to [player#1: (i+k)*0.5, player#2: j*0.5, collided], the overlap becomes (i+k-j)*0.5+2*s, and after snapping subtraction the effPushback magnitude for each player is (i+k-j)*0.5, resulting in 0.5-multiples-position for the next renderFrame.
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap*2)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap*2)*overlapResult.OverlapY
}
for _, hardPushbackNorm := range hardPushbackNorms[joinIndex-1] {
for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
if isBarrier || (isAnotherPlayer && 0 > projectedMagnitude) {
pushbackX -= projectedMagnitude * hardPushbackNorm.X
@ -430,16 +435,23 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputList, delaye
}
effPushbacks[joinIndex-1].X += pushbackX
effPushbacks[joinIndex-1].Y += pushbackY
if currPlayerDownsync.InAir && landedOnGravityPushback {
fallStopping = true
if snapIntoPlatformThreshold < normAlignmentWithGravity {
landedOnGravityPushback = true
//playerColliderCenterX, playerColliderCenterY := playerCollider.Center()
//fmt.Printf("joinIndex=%d landedOnGravityPushback\n{renderFrame.id: %d, isBarrier: %v, isAnotherPlayer: %v}\nhardPushbackNormsOfThisPlayer=%v, playerColliderPos=(%.2f,%.2f), immediatePushback={%.3f, %.3f}, effPushback={%.3f, %.3f}, overlapMag=%.4f\n", joinIndex, currRenderFrame.Id, isBarrier, isAnotherPlayer, *hardPushbackNorms[joinIndex-1], playerColliderCenterX, playerColliderCenterY, pushbackX, pushbackY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap)
}
}
}
if fallStopping {
thatPlayerInNextFrame.VelX = 0
thatPlayerInNextFrame.VelY = 0
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame.FramesToRecover = 0
if landedOnGravityPushback {
thatPlayerInNextFrame.InAir = false
if currPlayerDownsync.InAir {
// fallStopping
thatPlayerInNextFrame.VelX = 0
thatPlayerInNextFrame.VelY = 0
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame.FramesToRecover = 0
}
}
if currPlayerDownsync.InAir {
oldNextCharacterState := thatPlayerInNextFrame.CharacterState