Further enhanced backend dynamics force confirmation trigger.

This commit is contained in:
genxium 2022-12-18 17:47:20 +08:00
parent 4e7c3060fe
commit 34c4a24b64
3 changed files with 53 additions and 70 deletions

View File

@ -742,12 +742,12 @@ func (pR *Room) OnDismissed() {
pR.RenderFrameId = 0 pR.RenderFrameId = 0
pR.CurDynamicsRenderFrameId = 0 pR.CurDynamicsRenderFrameId = 0
pR.InputDelayFrames = 8 pR.InputDelayFrames = 8
pR.NstDelayFrames = 8 pR.NstDelayFrames = 12
pR.InputScaleFrames = uint32(2) pR.InputScaleFrames = uint32(2)
pR.ServerFps = 60 pR.ServerFps = 60
pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME 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! dilutedServerFps := float64(57.0) // 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.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(pR.ServerFps) / dilutedServerFps)
pR.BattleDurationFrames = 90 * pR.ServerFps pR.BattleDurationFrames = 90 * pR.ServerFps
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1) pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
@ -1087,7 +1087,7 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*InputFrame
continue continue
} }
if clientInputFrameId < pR.LastAllConfirmedInputFrameId { if clientInputFrameId < pR.LastAllConfirmedInputFrameId {
Logger.Info(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false))) Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue continue
} }
if clientInputFrameId > pR.InputsBuffer.EdFrameId { if clientInputFrameId > pR.InputsBuffer.EdFrameId {
@ -1171,78 +1171,61 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*InputFrame
func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) *InputsBufferSnapshot { func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) *InputsBufferSnapshot {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked! // [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
// Force confirmation of non-all-confirmed inputFrame EXACTLY ONE AT A TIME, returns the non-confirmed mask of players, e.g. in a 4-player-battle returning 1001 means that players with JoinIndex=1 and JoinIndex=4 are non-confirmed for inputFrameId2 totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
inputFrameId2 := int32(-1) var inputsBufferSnapshot *InputsBufferSnapshot = nil
if pR.LatestPlayerUpsyncedInputFrameId > (pR.LastAllConfirmedInputFrameId + (pR.NstDelayFrames >> pR.InputScaleFrames)) { if pR.LatestPlayerUpsyncedInputFrameId > (pR.LastAllConfirmedInputFrameId + (pR.NstDelayFrames >> pR.InputScaleFrames)) {
// Type#1 check whether there's a significantly slow ticker among players // Type#1 check whether there's a significantly slow ticker among players
Logger.Warn(fmt.Sprintf("[type#1 forceConfirmation]For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, LastAllConfirmedInputFrameId:%d, (pR.NstDelayFrames >> pR.InputScaleFrames):%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, pR.LastAllConfirmedInputFrameId, (pR.NstDelayFrames >> pR.InputScaleFrames))) for j := pR.LastAllConfirmedInputFrameId + 1; j <= pR.LatestPlayerUpsyncedInputFrameId; j++ {
inputFrameId2 = pR.LastAllConfirmedInputFrameId + 1 tmp := pR.InputsBuffer.GetByFrameId(j)
} else { if nil == tmp {
// Type#2 check whether there's a significantly slow ticker w.r.t. BackendDynamics, this applies when all players are disconnected temporarily panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", j, pR.Id, pR.InputsBufferString(false)))
renderFrameId1 := (pR.RenderFrameId - pR.NstDelayFrames) // the "renderFrameId" which should've been rendered on frontend }
if 0 > renderFrameId1 { inputFrameDownsync := tmp.(*InputFrameDownsync)
// Battle is still in an early stage, no action needed even if there were slow tickers pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
}
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
if 0 > refRenderFrameIdIfNeeded {
return nil return nil
} }
if ok, renderFrameId2 := pR.shouldPrefabInputFrameDownsync(prevRenderFrameId-pR.NstDelayFrames, renderFrameId1); ok { Logger.Warn(fmt.Sprintf("[type#1 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, LastAllConfirmedInputFrameId:%d, (pR.NstDelayFrames >> pR.InputScaleFrames):%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, pR.LastAllConfirmedInputFrameId, (pR.NstDelayFrames >> pR.InputScaleFrames)))
/* snapshotStFrameId := pR.ConvertToInputFrameId(refRenderFrameIdIfNeeded, pR.InputDelayFrames)
The backend "shouldPrefabInputFrameDownsync" shares the same rule as frontend "shouldGenerateInputFrameUpsync". // Duplicate downsynced inputFrameIds will be filtered out by frontend.
toSendInputFrameDownsyncs := pR.cloneInputsBuffer(snapshotStFrameId, pR.LatestPlayerUpsyncedInputFrameId+1)
It's also important that "forceConfirmationIfApplicable" is NOT EXECUTED for every renderFrame, such that when a player is forced to resync, it has some time, i.e. (1 << InputScaleFrames) renderFrames, to upsync again. inputsBufferSnapshot = &InputsBufferSnapshot{
*/ RefRenderFrameId: refRenderFrameIdIfNeeded,
inputFrameId2 = pR.ConvertToInputFrameId(renderFrameId2, 0) // The inputFrame to force confirmation (if necessary) UnconfirmedMask: allConfirmedMask, // Will force resync all players in the same battle.
if inputFrameId2 > pR.LastAllConfirmedInputFrameId { ToSendInputFrameDownsyncs: toSendInputFrameDownsyncs,
Logger.Debug(fmt.Sprintf("[type#2 forceConfirmation]For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, renderFrameId1:%d, renderFrameId2:%d, NstDelayFrames:%d, inputFrameId2:%d, LastAllConfirmedInputFrameId:%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, renderFrameId1, renderFrameId2, pR.NstDelayFrames, inputFrameId2, pR.LastAllConfirmedInputFrameId)) }
} else {
// Type#2 helps resolve the edge case when all players are disconnected temporarily
shouldForceResync := false
for _, player := range pR.PlayersArr {
playerBattleState := atomic.LoadInt32(&(player.BattleState))
if PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED == playerBattleState {
shouldForceResync = true
break
}
}
if shouldForceResync {
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
if 0 > refRenderFrameIdIfNeeded {
return nil
}
Logger.Warn(fmt.Sprintf("[type#2 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, LastAllConfirmedInputFrameId:%d; there's at least one reconnected player, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, pR.LastAllConfirmedInputFrameId))
snapshotStFrameId := pR.ConvertToInputFrameId(refRenderFrameIdIfNeeded, pR.InputDelayFrames)
// Duplicate downsynced inputFrameIds will be filtered out by frontend.
toSendInputFrameDownsyncs := pR.cloneInputsBuffer(snapshotStFrameId, pR.LatestPlayerUpsyncedInputFrameId+1)
inputsBufferSnapshot = &InputsBufferSnapshot{
RefRenderFrameId: refRenderFrameIdIfNeeded,
UnconfirmedMask: allConfirmedMask, // Will force resync all players in the same battle.
ToSendInputFrameDownsyncs: toSendInputFrameDownsyncs,
} }
} }
} }
if pR.LastAllConfirmedInputFrameId >= inputFrameId2 { return inputsBufferSnapshot
// No need to force confirmation for either type
Logger.Debug(fmt.Sprintf("inputFrameId2=%v is already all-confirmed for roomId=%v, no need to force confirmation", inputFrameId2, pR.Id))
return nil
}
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId2)
if nil == tmp {
panic(fmt.Sprintf("For roomId=%d, inputFrameId2=%v doesn't exist, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", pR.Id, inputFrameId2, pR.InputsBufferString(false)))
}
totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
// Force confirmation of "inputFrame2"
inputFrame2 := tmp.(*InputFrameDownsync)
oldConfirmedList := inputFrame2.ConfirmedList
unconfirmedMask := (oldConfirmedList ^ allConfirmedMask)
inputFrame2.ConfirmedList = allConfirmedMask
pR.onInputFrameDownsyncAllConfirmed(inputFrame2, -1)
if 0 < unconfirmedMask {
// This condition should be rarely met!
/*
Upon resynced on frontend, "refRenderFrameId" is now set to as advanced as possible, and it's the frontend's responsibility now to pave way for the "gap inputFrames"
If "NstDelayFrames" becomes larger, "pR.RenderFrameId - refRenderFrameId" possibly becomes larger because the force confirmation is delayed more.
Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
*/
refRenderFrameIdIfNeeded := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
if 0 > refRenderFrameIdIfNeeded {
// Without a "refRenderFrame", there's no point to force confirmation, i.e. nothing to downsync to the "ACTIVE but slowly ticking frontend(s)"
return nil
}
snapshotStFrameId := pR.ConvertToInputFrameId(refRenderFrameIdIfNeeded, pR.InputDelayFrames)
toSendInputFrameDownsyncs := pR.cloneInputsBuffer(snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1)
return &InputsBufferSnapshot{
RefRenderFrameId: refRenderFrameIdIfNeeded,
UnconfirmedMask: unconfirmedMask,
ToSendInputFrameDownsyncs: toSendInputFrameDownsyncs,
}
} else {
return nil
}
} }
func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRenderFrameId int32, spaceOffsetX, spaceOffsetY float64) { func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRenderFrameId int32, spaceOffsetX, spaceOffsetY float64) {
@ -1652,7 +1635,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
topPadding, bottomPadding, leftPadding, rightPadding := pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap topPadding, bottomPadding, leftPadding, rightPadding := pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap
minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 2) // the approx minimum distance a player can move per frame in world coordinate minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 3) // the approx minimum distance a player can move per frame in world coordinate
pR.Space = resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled pR.Space = resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
for _, player := range pR.Players { for _, player := range pR.Players {
wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio) wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
@ -1709,7 +1692,7 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
} }
if nil != inputsBufferSnapshot { if nil != inputsBufferSnapshot {
Logger.Warn(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, inputsBufferSnapshot.UnconfirmedMask)) Logger.Debug(fmt.Sprintf("[forceConfirmation] roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, inputsBufferSnapshot.UnconfirmedMask))
pR.downsyncToAllPlayers(inputsBufferSnapshot) pR.downsyncToAllPlayers(inputsBufferSnapshot)
} }
} }

View File

@ -440,7 +440,7 @@
"array": [ "array": [
0, 0,
0, 0,
215.64032554232523, 209.73151519075364,
0, 0,
0, 0,
0, 0,

View File

@ -614,7 +614,7 @@ cc.Class({
} }
} }
if (null == self.renderFrameId || self.renderFrameId <= rdf.id) { if (null == self.renderFrameId || self.renderFrameId <= rdf.id || shouldForceResync) {
// In fact, not having "window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet" should already imply that "self.renderFrameId <= rdf.id", but here we double check and log the anomaly // In fact, not having "window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet" should already imply that "self.renderFrameId <= rdf.id", but here we double check and log the anomaly
if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id) { if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id) {