mirror of
https://github.com/genxium/DelayNoMore
synced 2025-12-08 13:59:22 +00:00
Simplified backend config loading.
This commit is contained in:
@@ -375,7 +375,7 @@ func (pR *Room) StartBattle() {
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pR.CurDynamicsRenderFrameId = 0
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kickoffFrame := &RoomDownsyncFrame{
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Id: pR.RenderFrameId,
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Players: toPbPlayers(pR.Players),
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Players: toPbPlayers(pR.Players, false),
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CountdownNanos: pR.BattleDurationNanos,
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}
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pR.RenderFrameBuffer.Put(kickoffFrame)
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@@ -669,7 +669,7 @@ func (pR *Room) StopBattleForSettlement() {
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for playerId, _ := range pR.Players {
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assembledFrame := RoomDownsyncFrame{
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Id: pR.RenderFrameId,
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Players: toPbPlayers(pR.Players),
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Players: toPbPlayers(pR.Players, false),
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CountdownNanos: -1, // TODO: Replace this magic constant!
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}
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pR.sendSafely(&assembledFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_STOPPED, playerId)
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@@ -693,22 +693,9 @@ func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
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pR.State = RoomBattleStateIns.PREPARE
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Logger.Info("Battle state transitted to RoomBattleStateIns.PREPARE for:", zap.Any("roomId", pR.Id))
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playerMetas := make(map[int32]*PlayerDownsyncMeta, 0)
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for _, player := range pR.Players {
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playerMetas[player.Id] = &PlayerDownsyncMeta{
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Id: player.Id,
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Name: player.Name,
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DisplayName: player.DisplayName,
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Avatar: player.Avatar,
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ColliderRadius: player.ColliderRadius, // hardcoded for now
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JoinIndex: player.JoinIndex,
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}
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}
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battleReadyToStartFrame := &RoomDownsyncFrame{
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Id: DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START,
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Players: toPbPlayers(pR.Players),
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PlayerMetas: playerMetas,
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Players: toPbPlayers(pR.Players, true),
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CountdownNanos: pR.BattleDurationNanos,
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}
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@@ -954,18 +941,6 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
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return false
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}
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playerMetas := make(map[int32]*PlayerDownsyncMeta, 0)
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for _, eachPlayer := range pR.Players {
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playerMetas[eachPlayer.Id] = &PlayerDownsyncMeta{
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Id: eachPlayer.Id,
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Name: eachPlayer.Name,
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DisplayName: eachPlayer.DisplayName,
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Avatar: eachPlayer.Avatar,
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JoinIndex: eachPlayer.JoinIndex,
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ColliderRadius: eachPlayer.ColliderRadius,
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}
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}
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// Broadcast added or readded player info to all players in the same room
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for _, eachPlayer := range pR.Players {
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/*
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@@ -979,16 +954,14 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
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switch targetPlayer.BattleState {
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case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
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playerAckedFrame := &RoomDownsyncFrame{
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Id: pR.RenderFrameId,
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Players: toPbPlayers(pR.Players),
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PlayerMetas: playerMetas,
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Id: pR.RenderFrameId,
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Players: toPbPlayers(pR.Players, true),
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}
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pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, eachPlayer.Id)
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case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
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playerAckedFrame := &RoomDownsyncFrame{
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Id: pR.RenderFrameId,
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Players: toPbPlayers(pR.Players),
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PlayerMetas: playerMetas,
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Id: pR.RenderFrameId,
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Players: toPbPlayers(pR.Players, true),
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}
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pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED, eachPlayer.Id)
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default:
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@@ -1229,9 +1202,10 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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// Update in the collision system
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playerCollider.Update()
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nextRenderFramePlayers[playerId].Dir.Dx = decodedInput.Dx
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nextRenderFramePlayers[playerId].Dir.Dy = decodedInput.Dy
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if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
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nextRenderFramePlayers[playerId].Dir.Dx = decodedInput.Dx
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nextRenderFramePlayers[playerId].Dir.Dy = decodedInput.Dy
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}
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}
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// handle pushbacks upon collision after all movements treated as simultaneous
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