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https://github.com/genxium/DelayNoMore
synced 2024-12-26 11:48:56 +00:00
Temp broken commit during frontend refactoring.
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f97ce22cef
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@ -1191,11 +1191,11 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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if nil == tmp {
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panic(fmt.Sprintf("delayedInputFrameId=%v doesn't exist for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId=%v! InputsBuffer=%v", delayedInputFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId, pR.InputsBufferString(false)))
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}
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delayedInputFrame := tmp.(*InputFrameDownsync)
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delayedInputFrame = tmp.(*InputFrameDownsync)
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// [WARNING] It's possible that by now "allConfirmedMask != delayedInputFrame.ConfirmedList && delayedInputFrameId <= pR.LastAllConfirmedInputFrameId", we trust "pR.LastAllConfirmedInputFrameId" as the TOP AUTHORITY.
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atomic.StoreUint64(&(delayedInputFrame.ConfirmedList), allConfirmedMask)
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}
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nextRenderFrame := pR.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, pR.CollisionSysMap)
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// Update in the latest player pointers
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for playerId, playerDownsync := range nextRenderFrame.Players {
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@ -1245,6 +1245,9 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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playerId := player.Id
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currPlayerDownsync := currRenderFrame.Players[playerId]
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encodedInput := inputList[joinIndex-1]
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if 0 == encodedInput {
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continue
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}
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decodedInput := DIRECTION_DECODER[encodedInput]
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newVx := (currPlayerDownsync.VirtualGridX + (decodedInput[0] + decodedInput[0]*currPlayerDownsync.Speed))
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newVy := (currPlayerDownsync.VirtualGridY + (decodedInput[1] + decodedInput[1]*currPlayerDownsync.Speed))
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@ -1288,6 +1291,8 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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nextRenderFramePlayers[playerId].VirtualGridX = newVx
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nextRenderFramePlayers[playerId].VirtualGridY = newVy
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}
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Logger.Debug(fmt.Sprintf("After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v, toRet.Players=%v", currRenderFrame.Id, inputList, currRenderFrame.Players, nextRenderFramePlayers, toRet.Players))
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}
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return toRet
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@ -440,7 +440,7 @@
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"array": [
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0,
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0,
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372.39092362730867,
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344.6705889248102,
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0,
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0,
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0,
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@ -382,7 +382,8 @@ cc.Class({
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window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
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window.initPersistentSessionClient(self.initAfterWSConnected, null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ );
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};
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resultPanelScriptIns.onCloseDelegate = () => {};
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resultPanelScriptIns.onCloseDelegate = () => {
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};
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self.gameRuleNode = cc.instantiate(self.gameRulePrefab);
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self.gameRuleNode.width = self.canvasNode.width;
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@ -585,7 +586,7 @@ cc.Class({
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if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START < rdf.id && window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet) {
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/*
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Don't change
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- lastAllConfirmedRenderFrameId, it's updated only in "rollbackAndChase > _createOrUpdateRoomDownsyncFrameLocally" (except for when RING_BUFF_NON_CONSECUTIVE_SET)
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- lastAllConfirmedRenderFrameId, it's updated only in "rollbackAndChase" (except for when RING_BUFF_NON_CONSECUTIVE_SET)
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- chaserRenderFrameId, it's updated only in "onInputFrameDownsyncBatch" (except for when RING_BUFF_NON_CONSECUTIVE_SET)
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*/
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return dumpRenderCacheRet;
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@ -945,62 +946,6 @@ cc.Class({
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}, 1500);
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},
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_createOrUpdateRoomDownsyncFrameLocally(renderFrameId, collisionSys, collisionSysMap) {
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const self = this;
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const prevRenderFrameId = renderFrameId - 1;
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const inputFrameAppliedOnPrevRenderFrame = (
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0 > prevRenderFrameId
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?
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null
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:
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self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(prevRenderFrameId, self.inputDelayFrames))
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);
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// TODO: Find a better way to assign speeds instead of using "speedRefRenderFrameId".
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const speedRefRenderFrameId = prevRenderFrameId;
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const speedRefRenderFrame = (
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0 > speedRefRenderFrameId
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?
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null
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:
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self.recentRenderCache.getByFrameId(speedRefRenderFrameId)
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);
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const rdf = {
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id: renderFrameId,
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refFrameId: renderFrameId,
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players: {}
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};
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self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
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const joinIndex = playerRichInfo.joinIndex;
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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const vpos = self.playerColliderAnchorToVirtualGridPos(playerCollider.x, playerCollider.y, playerRichInfo);
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rdf.players[playerRichInfo.id] = {
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id: playerRichInfo.id,
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virtualGridX: vpos[0],
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virtualGridY: vpos[1],
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dir: self.ctrl.decodeDirection(null == inputFrameAppliedOnPrevRenderFrame ? 0 : inputFrameAppliedOnPrevRenderFrame.inputList[joinIndex - 1]),
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speed: (null == speedRefRenderFrame ? playerRichInfo.speed : speedRefRenderFrame.players[playerRichInfo.id].speed),
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joinIndex: joinIndex
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};
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});
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if (
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null != inputFrameAppliedOnPrevRenderFrame && self._allConfirmed(inputFrameAppliedOnPrevRenderFrame.confirmedList)
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&&
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rdf.id > self.lastAllConfirmedRenderFrameId
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) {
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// We got a more up-to-date "all-confirmed-render-frame".
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self.lastAllConfirmedRenderFrameId = rdf.id;
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if (rdf.id > self.chaserRenderFrameId) {
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// it must be true that "chaserRenderFrameId >= lastAllConfirmedRenderFrameId"
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self.chaserRenderFrameId = rdf.id;
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}
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}
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self.dumpToRenderCache(rdf);
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return rdf;
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},
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applyRoomDownsyncFrameDynamics(rdf) {
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const self = this;
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@ -1034,28 +979,34 @@ cc.Class({
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return inputFrameDownsync;
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},
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rollbackAndChase(renderFrameIdSt, renderFrameIdEd, collisionSys, collisionSysMap) {
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const self = this;
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let latestRdf = self.recentRenderCache.getByFrameId(renderFrameIdSt); // typed "RoomDownsyncFrame"
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if (null == latestRdf) {
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console.error("Couldn't find renderFrameId=", renderFrameIdSt, " to rollback, lastAllConfirmedRenderFrameId=", self.lastAllConfirmedRenderFrameId, ", lastAllConfirmedInputFrameId=", self.lastAllConfirmedInputFrameId, ", recentRenderCache=", self._stringifyRecentRenderCache(false), ", recentInputCache=", self._stringifyRecentInputCache(false));
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// TODO: Write unit-test for this function to compare with its backend counter part
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applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap) {
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const nextRenderFramePlayers = {}
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for (let playerId in currRenderFrame.players) {
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const currPlayerDownsync = currRenderFrame.players[playerId];
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nextRenderFramePlayers[playerId] = {
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id: playerId,
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virtualGridX: currPlayerDownsync.virtualGridX,
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virtualGridY: currPlayerDownsync.virtualGridY,
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dir: {
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dx: currPlayerDownsync.dir.dx,
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dy: currPlayerDownsync.dir.dy,
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},
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speed: currPlayerDownsync.speed,
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battleState: currPlayerDownsync.battleState,
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score: currPlayerDownsync.score,
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removed: currPlayerDownsync.removed,
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joinIndex: currPlayerDownsync.joinIndex,
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};
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}
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if (renderFrameIdSt >= renderFrameIdEd) {
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return latestRdf;
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}
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const toRet = {
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id: currRenderFrame.id,
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players: nextRenderFramePlayers,
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};
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/*
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This function eventually calculates a "RoomDownsyncFrame" where "RoomDownsyncFrame.id == renderFrameIdEd".
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*/
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for (let i = renderFrameIdSt; i < renderFrameIdEd; ++i) {
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const renderFrame = self.recentRenderCache.getByFrameId(i); // typed "RoomDownsyncFrame"
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const j = self._convertToInputFrameId(i, self.inputDelayFrames);
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const inputFrameDownsync = self.getCachedInputFrameDownsyncWithPrediction(j);
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if (null == inputFrameDownsync) {
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console.error("Failed to get cached inputFrameDownsync for renderFrameId=", i, ", inputFrameId=", j, "lastAllConfirmedRenderFrameId=", self.lastAllConfirmedRenderFrameId, ", lastAllConfirmedInputFrameId=", self.lastAllConfirmedInputFrameId, ", recentRenderCache=", self._stringifyRecentRenderCache(false), ", recentInputCache=", self._stringifyRecentInputCache(false));
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}
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const inputList = inputFrameDownsync.inputList;
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if (null != delayedInputFrame) {
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const inputList = delayedInputFrame.inputList;
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// [WARNING] Traverse in the order of joinIndices to guarantee determinism.
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for (let j in self.playerRichInfoArr) {
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const joinIndex = parseInt(j) + 1;
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@ -1083,8 +1034,9 @@ cc.Class({
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collisionSys.update();
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const result = collisionSys.createResult(); // Can I reuse a "self.latestCollisionSysResult" object throughout the whole battle?
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for (let i in self.playerRichInfoArr) {
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const joinIndex = parseInt(i) + 1;
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for (let j in self.playerRichInfoArr) {
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const joinIndex = parseInt(j) + 1;
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const playerId = self.playerRichInfoArr[j].id;
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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const potentials = playerCollider.potentials();
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@ -1095,9 +1047,55 @@ cc.Class({
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playerCollider.x -= result.overlap * result.overlap_x;
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playerCollider.y -= result.overlap * result.overlap_y;
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}
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const newVpos = self.playerColliderAnchorToVirtualGridPos(playerCollider.x, playerCollider.y, self.playerRichInfoArr[j]);
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nextRenderFramePlayers[playerId].virtualGridX = newVpos[0];
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nextRenderFramePlayers[playerId].virtualGridY = newVpos[1];
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}
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}
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return toRet;
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},
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rollbackAndChase(renderFrameIdSt, renderFrameIdEd, collisionSys, collisionSysMap) {
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/*
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This function eventually calculates a "RoomDownsyncFrame" where "RoomDownsyncFrame.id == renderFrameIdEd".
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*/
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const self = this;
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let latestRdf = self.recentRenderCache.getByFrameId(renderFrameIdSt); // typed "RoomDownsyncFrame"
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if (null == latestRdf) {
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console.error("Couldn't find renderFrameId=", renderFrameIdSt, " to rollback, lastAllConfirmedRenderFrameId=", self.lastAllConfirmedRenderFrameId, ", lastAllConfirmedInputFrameId=", self.lastAllConfirmedInputFrameId, ", recentRenderCache=", self._stringifyRecentRenderCache(false), ", recentInputCache=", self._stringifyRecentInputCache(false));
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}
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if (renderFrameIdSt >= renderFrameIdEd) {
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return latestRdf;
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}
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for (let i = renderFrameIdSt; i < renderFrameIdEd; ++i) {
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const currRenderFrame = self.recentRenderCache.getByFrameId(i); // typed "RoomDownsyncFrame"; FIXME: onRoomDownsyncFrame(rdf) might get called asynchronously and thus made this line return "null"!
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if (null == currRenderFrame) {
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console.error("Couldn't find renderFrameId=", i, " to rollback, lastAllConfirmedRenderFrameId=", self.lastAllConfirmedRenderFrameId, ", lastAllConfirmedInputFrameId=", self.lastAllConfirmedInputFrameId, ", recentRenderCache=", self._stringifyRecentRenderCache(false), ", recentInputCache=", self._stringifyRecentInputCache(false));
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}
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const j = self._convertToInputFrameId(i, self.inputDelayFrames);
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const delayedInputFrame = self.getCachedInputFrameDownsyncWithPrediction(j);
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if (null == delayedInputFrame) {
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console.error("Failed to get cached delayedInputFrame for renderFrameId=", i, ", inputFrameId=", j, "lastAllConfirmedRenderFrameId=", self.lastAllConfirmedRenderFrameId, ", lastAllConfirmedInputFrameId=", self.lastAllConfirmedInputFrameId, ", recentRenderCache=", self._stringifyRecentRenderCache(false), ", recentInputCache=", self._stringifyRecentInputCache(false));
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}
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latestRdf = self._createOrUpdateRoomDownsyncFrameLocally(i + 1, collisionSys, collisionSysMap);
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latestRdf = self.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap);
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if (
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self._allConfirmed(delayedInputFrame.confirmedList)
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&&
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latestRdf.id > self.lastAllConfirmedRenderFrameId
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) {
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// We got a more up-to-date "all-confirmed-render-frame".
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self.lastAllConfirmedRenderFrameId = latestRdf.id;
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if (latestRdf.id > self.chaserRenderFrameId) {
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// it must be true that "chaserRenderFrameId >= lastAllConfirmedRenderFrameId"
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self.chaserRenderFrameId = latestRdf.id;
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}
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}
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self.dumpToRenderCache(latestRdf);
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}
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return latestRdf;
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