Minor fix.

This commit is contained in:
genxium 2022-12-18 20:28:53 +08:00
parent 34c4a24b64
commit 3b186c7f75

View File

@ -1060,7 +1060,11 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync
ConfirmedList: uint64(0),
}
tmp2 := pR.InputsBuffer.GetByFrameId(j - 1) // There's no need for the backend to find the "lastAllConfirmed inputs" for prefabbing, either "BackendDynamicsEnabled" is true or false
j2 := j - 1
if 0 <= pR.LastAllConfirmedInputFrameId && j2 >= pR.LastAllConfirmedInputFrameId {
j2 = pR.LastAllConfirmedInputFrameId
}
tmp2 := pR.InputsBuffer.GetByFrameId(j2)
if nil != tmp2 {
prevInputFrameDownsync := tmp2.(*InputFrameDownsync)
for i, _ := range currInputFrameDownsync.InputList {
@ -1176,19 +1180,20 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) *InputsBu
var inputsBufferSnapshot *InputsBufferSnapshot = nil
if pR.LatestPlayerUpsyncedInputFrameId > (pR.LastAllConfirmedInputFrameId + (pR.NstDelayFrames >> pR.InputScaleFrames)) {
// Type#1 check whether there's a significantly slow ticker among players
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
if 0 > refRenderFrameIdIfNeeded {
return nil
}
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++ {
tmp := pR.InputsBuffer.GetByFrameId(j)
if nil == tmp {
panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", j, pR.Id, pR.InputsBufferString(false)))
}
inputFrameDownsync := tmp.(*InputFrameDownsync)
inputFrameDownsync.ConfirmedList = allConfirmedMask
pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
}
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
if 0 > refRenderFrameIdIfNeeded {
return nil
}
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)
// Duplicate downsynced inputFrameIds will be filtered out by frontend.
toSendInputFrameDownsyncs := pR.cloneInputsBuffer(snapshotStFrameId, pR.LatestPlayerUpsyncedInputFrameId+1)
@ -1674,9 +1679,7 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
if ok, thatRenderFrameId := pR.shouldPrefabInputFrameDownsync(prevRenderFrameId, pR.RenderFrameId); ok {
noDelayInputFrameId := pR.ConvertToInputFrameId(thatRenderFrameId, 0)
if existingInputFrame := pR.InputsBuffer.GetByFrameId(noDelayInputFrameId); nil == existingInputFrame {
pR.prefabInputFrameDownsync(noDelayInputFrameId)
}
pR.prefabInputFrameDownsync(noDelayInputFrameId)
}
// Force setting all-confirmed of buffered inputFrames periodically, kindly note that if "pR.BackendDynamicsEnabled", what we want to achieve is "recovery upon reconnection", which certainly requires "forceConfirmationIfApplicable" to move "pR.LastAllConfirmedInputFrameId" forward as much as possible