mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Finally fixed inconsistent pushbacks between frontend and backend.
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parent
bb6055f48c
commit
335e11e925
@ -424,9 +424,9 @@ func (pR *Room) StartBattle() {
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Logger.Error("battleMainLoop, recovery spot#1, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("panic", r))
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}
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pR.StopBattleForSettlement()
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rdfIdToActuallyUsedInputDump := pR.rdfIdToActuallyUsedInputString()
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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
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os.WriteFile(fmt.Sprintf("room_%d.txt", pR.Id), []byte(rdfIdToActuallyUsedInputDump), 0644) // DEBUG ONLY
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//rdfIdToActuallyUsedInputDump := pR.rdfIdToActuallyUsedInputString()
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//os.WriteFile(fmt.Sprintf("room_%d.txt", pR.Id), []byte(rdfIdToActuallyUsedInputDump), 0644) // DEBUG ONLY
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pR.onBattleStoppedForSettlement()
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}()
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@ -773,7 +773,7 @@ func (pR *Room) OnDismissed() {
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pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
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dilutedServerFps := float64(58.0) // Don't set this value too small, otherwise we might miss force confirmation needs for slow tickers!
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pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(pR.ServerFps) / dilutedServerFps)
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pR.BattleDurationFrames = 15 * pR.ServerFps
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pR.BattleDurationFrames = 60 * pR.ServerFps
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pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
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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
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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
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if moveToCollide {
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effPushback := Vec2D{X: float64(0), Y: float64(0)}
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colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
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playerColliders[0].X, playerColliders[0].Y = VirtualGridToPolygonColliderBLPos(int32(-139000-2000), int32(-474500+2000), colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
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playerColliders[0].X, playerColliders[0].Y = VirtualGridToPolygonColliderBLPos(int32(-139000), int32(-474500), colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
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playerColliders[0].Update()
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playerColliders[1].X, playerColliders[1].Y = VirtualGridToPolygonColliderBLPos(int32(-163000), int32(-520000), colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
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@ -84,9 +84,9 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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Logger.Warn(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(bShape), overlapResult))
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}
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}
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toTestPlayerCollider.X -= effPushback.X
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toTestPlayerCollider.Y -= effPushback.Y
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toTestPlayerCollider.Update()
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//toTestPlayerCollider.X -= effPushback.X
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//toTestPlayerCollider.Y -= effPushback.Y
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//toTestPlayerCollider.Update()
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Logger.Info(fmt.Sprintf("effPushback={%v, %v}", effPushback.X, effPushback.Y))
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}
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}
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File diff suppressed because one or more lines are too long
@ -12,7 +12,7 @@
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<object id="135" x="901" y="1579">
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<point/>
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</object>
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<object id="137" x="865" y="1561">
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<object id="137" x="861" y="1540">
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<point/>
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</object>
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</objectgroup>
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@ -461,7 +461,7 @@
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"array": [
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0,
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0,
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217.37237634989413,
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216.79265527990535,
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0,
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0,
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0,
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@ -920,8 +920,7 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
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if (self.lastAllConfirmedInputFrameId >= delayedInputFrameId && !self.equalRoomDownsyncFrames(othersForcedDownsyncRenderFrame, rdf)) {
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console.warn(`Mismatched render frame@rdf.id=${rdf.id} w/ inputFrameId=${delayedInputFrameId}:
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rdf=${JSON.stringify(rdf)}
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othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame)}
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${self._stringifyRdfIdToActuallyUsedInput()}`);
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othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame)}`);
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// closeWSConnection(constants.RET_CODE.CLIENT_MISMATCHED_RENDER_FRAME, "");
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// self.onManualRejoinRequired("[DEBUG] CLIENT_MISMATCHED_RENDER_FRAME");
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rdf = othersForcedDownsyncRenderFrame;
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@ -197,7 +197,7 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
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break;
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case constants.RET_CODE.BATTLE_STOPPED:
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// deliberately do nothing
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console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}`);
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//console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}`);
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break;
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case constants.RET_CODE.PLAYER_NOT_ADDABLE_TO_ROOM:
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case constants.RET_CODE.PLAYER_NOT_READDABLE_TO_ROOM:
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@ -212,7 +212,7 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
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case constants.RET_CODE.PLAYER_NOT_FOUND:
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case constants.RET_CODE.PLAYER_CHEATING:
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case 1006: // Peer(i.e. the backend) gone unexpectedly
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console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}`);
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//console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}`);
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window.clearLocalStorageAndBackToLoginScene(true);
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break;
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default:
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@ -224,8 +224,8 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e resolv.Vector, re
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func WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio float64) (int32, int32) {
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// [WARNING] Introduces loss of precision!
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// 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.
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var virtualGridX int32 = int32(math.Round(wx * worldToVirtualGridRatio))
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var virtualGridY int32 = int32(math.Round(wy * worldToVirtualGridRatio))
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var virtualGridX int32 = int32(math.Floor(wx * worldToVirtualGridRatio))
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var virtualGridY int32 = int32(math.Floor(wy * worldToVirtualGridRatio))
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return virtualGridX, virtualGridY
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}
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@ -254,30 +254,42 @@ func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBounding
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return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
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}
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func calcHardPushbacksNorms(playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) []Vec2D {
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func calcHardPushbacksNorms(joinIndex int32, playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) *[]Vec2D {
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ret := make([]Vec2D, 0, 10) // no one would simultaneously have more than 5 hardPushbacks
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collision := playerCollider.Check(0, 0)
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if nil == collision {
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return ret
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return &ret
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}
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//playerColliderCenterX, playerColliderCenterY := playerCollider.Center()
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//fmt.Printf("joinIndex=%d calcHardPushbacksNorms has non-empty collision;playerColliderPos=(%.2f,%.2f)\n", joinIndex, playerColliderCenterX, playerColliderCenterY)
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for _, obj := range collision.Objects {
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isBarrier := false
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switch obj.Data.(type) {
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case *Barrier:
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barrierShape := obj.Shape.(*resolv.ConvexPolygon)
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overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape)
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if !overlapped {
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continue
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}
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// ALWAY snap into hardPushbacks!
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// [OverlapX, OverlapY] is the unit vector that points into the platform
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pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapY
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ret = append(ret, Vec2D{X: overlapResult.OverlapX, Y: overlapResult.OverlapY})
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pEffPushback.X += pushbackX
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pEffPushback.Y += pushbackY
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case *PlayerDownsync:
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case *MeleeBullet:
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default:
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// 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".
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isBarrier = true
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}
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if !isBarrier {
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continue
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}
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barrierShape := obj.Shape.(*resolv.ConvexPolygon)
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overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape)
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if !overlapped {
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continue
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}
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// ALWAY snap into hardPushbacks!
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// [OverlapX, OverlapY] is the unit vector that points into the platform
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pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapY
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ret = append(ret, Vec2D{X: overlapResult.OverlapX, Y: overlapResult.OverlapY})
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pEffPushback.X += pushbackX
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pEffPushback.Y += pushbackY
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//fmt.Printf("joinIndex=%d calcHardPushbacksNorms found one hardpushback; immediatePushback=(%.2f,%.2f)\n", joinIndex, pushbackX, pushbackY)
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}
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return ret
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return &ret
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}
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// [WARNING] The params of this method is carefully tuned such that only "battle.RoomDownsyncFrame" is a necessary custom struct.
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@ -312,7 +324,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputList, delaye
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}
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effPushbacks := make([]Vec2D, roomCapacity)
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hardPushbackNorms := make([][]Vec2D, roomCapacity)
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hardPushbackNorms := make([]*[]Vec2D, roomCapacity)
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// 1. Process player inputs
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if nil != delayedInputList {
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@ -385,13 +397,12 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputList, delaye
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := collisionSysMap[collisionPlayerIndex]
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playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
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hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(playerCollider, playerShape, snapIntoPlatformOverlap, &(effPushbacks[joinIndex-1]))
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hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(joinIndex, playerCollider, playerShape, snapIntoPlatformOverlap, &(effPushbacks[joinIndex-1]))
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thatPlayerInNextFrame := nextRenderFramePlayers[i]
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fallStopping := false
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landedOnGravityPushback := false
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if collision := playerCollider.Check(0, 0); nil != collision {
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for _, obj := range collision.Objects {
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isBarrier, isAnotherPlayer, isBullet := false, false, false
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// TODO: Make this part work in JavaScript without having to expose all types Barrier/PlayerDownsync/MeleeBullet by js.MakeWrapper.
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switch obj.Data.(type) {
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case *PlayerDownsync:
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isAnotherPlayer = true
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@ -411,17 +422,11 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputList, delaye
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continue
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}
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normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0))
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landedOnGravityPushback := (snapIntoPlatformThreshold < normAlignmentWithGravity) // prevents false snapping on the lateral sides
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if landedOnGravityPushback {
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// kindly note that one player might land on top of another player, and snapping is also required in such case
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pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapY
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thatPlayerInNextFrame.InAir = false
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}
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if isAnotherPlayer {
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// [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.
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pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap*2)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap*2)*overlapResult.OverlapY
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}
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for _, hardPushbackNorm := range hardPushbackNorms[joinIndex-1] {
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for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
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projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
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if isBarrier || (isAnotherPlayer && 0 > projectedMagnitude) {
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pushbackX -= projectedMagnitude * hardPushbackNorm.X
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@ -430,16 +435,23 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputList, delaye
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}
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effPushbacks[joinIndex-1].X += pushbackX
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effPushbacks[joinIndex-1].Y += pushbackY
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if currPlayerDownsync.InAir && landedOnGravityPushback {
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fallStopping = true
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if snapIntoPlatformThreshold < normAlignmentWithGravity {
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landedOnGravityPushback = true
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//playerColliderCenterX, playerColliderCenterY := playerCollider.Center()
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//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)
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}
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}
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}
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if fallStopping {
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thatPlayerInNextFrame.VelX = 0
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thatPlayerInNextFrame.VelY = 0
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
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thatPlayerInNextFrame.FramesToRecover = 0
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if landedOnGravityPushback {
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thatPlayerInNextFrame.InAir = false
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if currPlayerDownsync.InAir {
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// fallStopping
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thatPlayerInNextFrame.VelX = 0
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thatPlayerInNextFrame.VelY = 0
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
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thatPlayerInNextFrame.FramesToRecover = 0
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}
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}
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if currPlayerDownsync.InAir {
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oldNextCharacterState := thatPlayerInNextFrame.CharacterState
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Block a user